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- import { Clock, Vector3, Quaternion, Matrix4 } from 'three';
- const JOLT_PATH = 'https://cdn.jsdelivr.net/npm/jolt-physics@0.23.0/dist/jolt-physics.wasm-compat.js';
- const frameRate = 60;
- let Jolt = null;
- 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;
- return new Jolt.BoxShape( new Jolt.Vec3( sx, sy, sz ), 0.05 * Math.min( sx, sy, sz ), null );
- } else if ( geometry.type === 'SphereGeometry' || geometry.type === 'IcosahedronGeometry' ) {
- const radius = parameters.radius !== undefined ? parameters.radius : 1;
- return new Jolt.SphereShape( radius, null );
- }
- return null;
- }
- // Object layers
- const LAYER_NON_MOVING = 0;
- const LAYER_MOVING = 1;
- const NUM_OBJECT_LAYERS = 2;
- function setupCollisionFiltering( settings ) {
- const objectFilter = new Jolt.ObjectLayerPairFilterTable( NUM_OBJECT_LAYERS );
- objectFilter.EnableCollision( LAYER_NON_MOVING, LAYER_MOVING );
- objectFilter.EnableCollision( LAYER_MOVING, LAYER_MOVING );
- const BP_LAYER_NON_MOVING = new Jolt.BroadPhaseLayer( 0 );
- const BP_LAYER_MOVING = new Jolt.BroadPhaseLayer( 1 );
- const NUM_BROAD_PHASE_LAYERS = 2;
- const bpInterface = new Jolt.BroadPhaseLayerInterfaceTable( NUM_OBJECT_LAYERS, NUM_BROAD_PHASE_LAYERS );
- bpInterface.MapObjectToBroadPhaseLayer( LAYER_NON_MOVING, BP_LAYER_NON_MOVING );
- bpInterface.MapObjectToBroadPhaseLayer( LAYER_MOVING, BP_LAYER_MOVING );
- settings.mObjectLayerPairFilter = objectFilter;
- settings.mBroadPhaseLayerInterface = bpInterface;
- settings.mObjectVsBroadPhaseLayerFilter = new Jolt.ObjectVsBroadPhaseLayerFilterTable( settings.mBroadPhaseLayerInterface, NUM_BROAD_PHASE_LAYERS, settings.mObjectLayerPairFilter, NUM_OBJECT_LAYERS );
- }
- /**
- * @classdesc Can be used to include Jolt as a Physics engine into
- * `three.js` apps. The API can be initialized via:
- * ```js
- * const physics = await JoltPhysics();
- * ```
- * The component automatically imports Jolt from a CDN so make sure
- * to use the component with an active Internet connection.
- *
- * @name JoltPhysics
- * @class
- * @hideconstructor
- * @three_import import { JoltPhysics } from 'three/addons/physics/JoltPhysics.js';
- */
- async function JoltPhysics() {
- if ( Jolt === null ) {
- const { default: initJolt } = await import( `${JOLT_PATH}` );
- Jolt = await initJolt();
- }
- const settings = new Jolt.JoltSettings();
- setupCollisionFiltering( settings );
- const jolt = new Jolt.JoltInterface( settings );
- Jolt.destroy( settings );
- const physicsSystem = jolt.GetPhysicsSystem();
- const bodyInterface = physicsSystem.GetBodyInterface();
- const meshes = [];
- const meshMap = new WeakMap();
- const _position = new Vector3();
- const _quaternion = new Quaternion();
- const _scale = new Vector3( 1, 1, 1 );
- const _matrix = new Matrix4();
- function addScene( scene ) {
- scene.traverse( function ( child ) {
- if ( child.isMesh ) {
- const physics = child.userData.physics;
- if ( physics ) {
- addMesh( child, physics.mass, physics.restitution );
- }
- }
- } );
- }
- function addMesh( mesh, mass = 0, restitution = 0 ) {
- const shape = getShape( mesh.geometry );
- if ( shape === null ) return;
- const body = mesh.isInstancedMesh
- ? createInstancedBody( mesh, mass, restitution, shape )
- : createBody( mesh.position, mesh.quaternion, mass, restitution, shape );
- if ( mass > 0 ) {
- meshes.push( mesh );
- meshMap.set( mesh, body );
- }
- }
- function createInstancedBody( mesh, mass, restitution, shape ) {
- const array = mesh.instanceMatrix.array;
- const bodies = [];
- for ( let i = 0; i < mesh.count; i ++ ) {
- const position = _position.fromArray( array, i * 16 + 12 );
- const quaternion = _quaternion.setFromRotationMatrix( _matrix.fromArray( array, i * 16 ) ); // TODO Copilot did this
- bodies.push( createBody( position, quaternion, mass, restitution, shape ) );
- }
- return bodies;
- }
- function createBody( position, rotation, mass, restitution, shape ) {
- const pos = new Jolt.Vec3( position.x, position.y, position.z );
- const rot = new Jolt.Quat( rotation.x, rotation.y, rotation.z, rotation.w );
- const motion = mass > 0 ? Jolt.EMotionType_Dynamic : Jolt.EMotionType_Static;
- const layer = mass > 0 ? LAYER_MOVING : LAYER_NON_MOVING;
- const creationSettings = new Jolt.BodyCreationSettings( shape, pos, rot, motion, layer );
- creationSettings.mRestitution = restitution;
- const body = bodyInterface.CreateBody( creationSettings );
- bodyInterface.AddBody( body.GetID(), Jolt.EActivation_Activate );
- Jolt.destroy( creationSettings );
- return body;
- }
- function setMeshPosition( mesh, position, index = 0 ) {
- if ( mesh.isInstancedMesh ) {
- const bodies = meshMap.get( mesh );
- const body = bodies[ index ];
- bodyInterface.RemoveBody( body.GetID() );
- bodyInterface.DestroyBody( body.GetID() );
- const physics = mesh.userData.physics;
- const shape = body.GetShape();
- const body2 = createBody( position, { x: 0, y: 0, z: 0, w: 1 }, physics.mass, physics.restitution, shape );
- bodies[ index ] = body2;
- } else {
- // TODO: Implement this
- }
- }
- function setMeshVelocity( mesh, velocity, index = 0 ) {
- /*
- let body = meshMap.get( mesh );
- if ( mesh.isInstancedMesh ) {
- body = body[ index ];
- }
- body.setLinvel( velocity );
- */
- }
- //
- const clock = new Clock();
- function step() {
- let deltaTime = clock.getDelta();
- // Don't go below 30 Hz to prevent spiral of death
- deltaTime = Math.min( deltaTime, 1.0 / 30.0 );
- // When running below 55 Hz, do 2 steps instead of 1
- const numSteps = deltaTime > 1.0 / 55.0 ? 2 : 1;
- // Step the physics world
- jolt.Step( deltaTime, numSteps );
- //
- 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 position = body.GetPosition();
- const quaternion = body.GetRotation();
- _position.set( position.GetX(), position.GetY(), position.GetZ() );
- _quaternion.set( quaternion.GetX(), quaternion.GetY(), quaternion.GetZ(), quaternion.GetW() );
- _matrix.compose( _position, _quaternion, _scale ).toArray( array, j * 16 );
- }
- mesh.instanceMatrix.needsUpdate = true;
- mesh.computeBoundingSphere();
- } else {
- const body = meshMap.get( mesh );
- const position = body.GetPosition();
- const rotation = body.GetRotation();
- mesh.position.set( position.GetX(), position.GetY(), position.GetZ() );
- mesh.quaternion.set( rotation.GetX(), rotation.GetY(), rotation.GetZ(), rotation.GetW() );
- }
- }
- }
- // animate
- setInterval( step, 1000 / frameRate );
- return {
- /**
- * Adds the given scene to this physics simulation. Only meshes with a
- * `physics` object in their {@link Object3D#userData} field will be honored.
- * The object can be used to store the mass and restitution of the mesh. E.g.:
- * ```js
- * box.userData.physics = { mass: 1, restitution: 0 };
- * ```
- *
- * @method
- * @name JoltPhysics#addScene
- * @param {Object3D} scene The scene or any type of 3D object to add.
- */
- addScene: addScene,
- /**
- * Adds the given mesh to this physics simulation.
- *
- * @method
- * @name JoltPhysics#addMesh
- * @param {Mesh} mesh The mesh to add.
- * @param {number} [mass=0] The mass in kg of the mesh.
- * @param {number} [restitution=0] The restitution/friction of the mesh.
- */
- addMesh: addMesh,
- /**
- * Set the position of the given mesh which is part of the physics simulation. Calling this
- * method will reset the current simulated velocity of the mesh.
- *
- * @method
- * @name JoltPhysics#setMeshPosition
- * @param {Mesh} mesh The mesh to update the position for.
- * @param {Vector3} position - The new position.
- * @param {number} [index=0] - If the mesh is instanced, the index represents the instanced ID.
- */
- setMeshPosition: setMeshPosition,
- // NOOP
- setMeshVelocity: setMeshVelocity
- };
- }
- export { JoltPhysics };
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