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physics.js
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async function AmmoPhysics() {
if ('Ammo' in window === false) {
console.error('AmmoPhysics: Couldn\'t find Ammo.js');
return;
}
const AmmoLib = await Ammo(); // eslint-disable-line no-undef
const collisionConfiguration = new AmmoLib.btDefaultCollisionConfiguration();
const dispatcher = new AmmoLib.btCollisionDispatcher(collisionConfiguration);
const broadphase = new AmmoLib.btDbvtBroadphase();
const solver = new AmmoLib.btSequentialImpulseConstraintSolver();
const world = new AmmoLib.btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
world.setGravity(new AmmoLib.btVector3(0, - 9.8, 0));
const worldTransform = new AmmoLib.btTransform();
//
function getShape(geometry) {
const parameters = geometry.parameters;
// TODO change type to is*
if (geometry.type === 'BoxGeometry') {
const sx = parameters.width !== undefined ? parameters.width / 2 : 0.5;
const sy = parameters.height !== undefined ? parameters.height / 2 : 0.5;
const sz = parameters.depth !== undefined ? parameters.depth / 2 : 0.5;
const shape = new AmmoLib.btBoxShape(new AmmoLib.btVector3(sx, sy, sz));
shape.setMargin(0.01);
return shape;
} else if (geometry.type === 'SphereGeometry' || geometry.type === 'IcosahedronGeometry') {
const radius = parameters.radius !== undefined ? parameters.radius : 1;
const shape = new AmmoLib.btSphereShape(radius);
shape.setMargin(0.01);
return shape;
}
return null;
}
const meshes = [];
const meshMap = new WeakMap();
function addMesh(mesh, mass = 0) {
const shape = getShape(mesh.geometry);
if (shape !== null) {
if (mesh.isInstancedMesh) {
handleInstancedMesh(mesh, mass, shape);
} else if (mesh.isMesh) {
handleMesh(mesh, mass, shape);
}
}
}
function handleMesh(mesh, mass, shape) {
const position = mesh.position;
const quaternion = mesh.quaternion;
const transform = new AmmoLib.btTransform();
transform.setIdentity();
transform.setOrigin(new AmmoLib.btVector3(position.x, position.y, position.z));
transform.setRotation(new AmmoLib.btQuaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w));
const motionState = new AmmoLib.btDefaultMotionState(transform);
const localInertia = new AmmoLib.btVector3(0, 0, 0);
shape.calculateLocalInertia(mass, localInertia);
const rbInfo = new AmmoLib.btRigidBodyConstructionInfo(mass, motionState, shape, localInertia);
const body = new AmmoLib.btRigidBody(rbInfo);
body.setFriction(.5);
body.setSleepingThresholds(0.00, 0.00);
world.addRigidBody(body);
if (mass > 0) {
meshes.push(mesh);
meshMap.set(mesh, body);
}
}
function handleInstancedMesh(mesh, mass, shape) {
const array = mesh.instanceMatrix.array;
const bodies = [];
for (let i = 0; i < mesh.count; i++) {
const index = i * 16;
const transform = new AmmoLib.btTransform();
transform.setFromOpenGLMatrix(array.slice(index, index + 16));
const motionState = new AmmoLib.btDefaultMotionState(transform);
const localInertia = new AmmoLib.btVector3(0, 0, 0);
shape.calculateLocalInertia(mass, localInertia);
const rbInfo = new AmmoLib.btRigidBodyConstructionInfo(mass, motionState, shape, localInertia);
const body = new AmmoLib.btRigidBody(rbInfo);
world.addRigidBody(body);
bodies.push(body);
}
if (mass > 0) {
meshes.push(mesh);
meshMap.set(mesh, bodies);
}
}
//
const getMethods = (obj) => {
let properties = new Set()
let currentObj = obj
do {
Object.getOwnPropertyNames(currentObj).map(item => properties.add(item))
} while ((currentObj = Object.getPrototypeOf(currentObj)))
return [...properties.keys()].filter(item => typeof obj[item] === 'function')
}
function applyForce(mesh, force, point) {
const body = meshMap.get(mesh);
// console.log(getMethods(body));
body.applyForce(new AmmoLib.btVector3(force.x, force.y, force.z), new AmmoLib.btVector3(point.x, point.y, point.z));
}
function setMeshPosition(mesh, position, index = 0) {
if (mesh.isInstancedMesh) {
const bodies = meshMap.get(mesh);
const body = bodies[index];
// body.setAngularVelocity(new AmmoLib.btVector3(0, 0, 0));
// body.setLinearVelocity(new AmmoLib.btVector3(0, 0, 0));
let transform = body.getWorldTransform();
transform.setOrigin(new AmmoLib.btVector3(position.x, position.y, position.z));
body.setWorldTransform(transform);
} else if (mesh.isMesh) {
const body = meshMap.get(mesh);
// body.setAngularVelocity(new AmmoLib.btVector3(0, 0, 0));
// body.setLinearVelocity(new AmmoLib.btVector3(0, 0, 0));
let transform = body.getWorldTransform();
transform.setOrigin(new AmmoLib.btVector3(position.x, position.y, position.z));
body.setWorldTransform(transform);
}
}
//
let lastTime = 0;
function step() {
const time = performance.now();
if (lastTime > 0) {
const delta = (time - lastTime) / 1000;
// console.time( 'world.step' );
world.stepSimulation(delta, 10, 1.0/1000);
// console.timeEnd( 'world.step' );
}
lastTime = time;
//
for (let i = 0, l = meshes.length; i < l; i++) {
const mesh = meshes[i];
if (mesh.isInstancedMesh) {
const array = mesh.instanceMatrix.array;
const bodies = meshMap.get(mesh);
for (let j = 0; j < bodies.length; j++) {
const body = bodies[j];
const motionState = body.getMotionState();
motionState.getWorldTransform(worldTransform);
const position = worldTransform.getOrigin();
const quaternion = worldTransform.getRotation();
compose(position, quaternion, array, j * 16);
}
mesh.instanceMatrix.needsUpdate = true;
mesh.computeBoundingSphere();
} else if (mesh.isMesh) {
const body = meshMap.get(mesh);
const motionState = body.getMotionState();
motionState.getWorldTransform(worldTransform);
const position = worldTransform.getOrigin();
const quaternion = worldTransform.getRotation();
mesh.position.set(position.x(), position.y(), position.z());
mesh.quaternion.set(quaternion.x(), quaternion.y(), quaternion.z(), quaternion.w());
}
}
}
return {
addMesh: addMesh,
setMeshPosition: setMeshPosition,
step: step,
applyForce: applyForce,
world: world,
meshMap: meshMap,
Ammo: AmmoLib
// addCompoundMesh
};
}
function compose(position, quaternion, array, index) {
const x = quaternion.x(), y = quaternion.y(), z = quaternion.z(), w = quaternion.w();
const x2 = x + x, y2 = y + y, z2 = z + z;
const xx = x * x2, xy = x * y2, xz = x * z2;
const yy = y * y2, yz = y * z2, zz = z * z2;
const wx = w * x2, wy = w * y2, wz = w * z2;
array[index + 0] = (1 - (yy + zz));
array[index + 1] = (xy + wz);
array[index + 2] = (xz - wy);
array[index + 3] = 0;
array[index + 4] = (xy - wz);
array[index + 5] = (1 - (xx + zz));
array[index + 6] = (yz + wx);
array[index + 7] = 0;
array[index + 8] = (xz + wy);
array[index + 9] = (yz - wx);
array[index + 10] = (1 - (xx + yy));
array[index + 11] = 0;
array[index + 12] = position.x();
array[index + 13] = position.y();
array[index + 14] = position.z();
array[index + 15] = 1;
}
export { AmmoPhysics };