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- import { Clock, Vector3, Quaternion, Matrix4 } from 'three';
- const RAPIER_PATH = 'https://cdn.skypack.dev/@dimforge/rapier3d-compat@0.12.0';
- const frameRate = 60;
- const _scale = new Vector3( 1, 1, 1 );
- const ZERO = new Vector3();
- let RAPIER = 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 RAPIER.ColliderDesc.cuboid( sx, sy, sz );
- } else if ( geometry.type === 'SphereGeometry' || geometry.type === 'IcosahedronGeometry' ) {
- const radius = parameters.radius !== undefined ? parameters.radius : 1;
- return RAPIER.ColliderDesc.ball( radius );
- } else if ( geometry.type === 'CylinderGeometry' ) {
- const radius = parameters.radiusBottom !== undefined ? parameters.radiusBottom : 0.5;
- const length = parameters.height !== undefined ? parameters.height : 0.5;
- return RAPIER.ColliderDesc.cylinder( length / 2, radius );
- } else if ( geometry.type === 'CapsuleGeometry' ) {
- const radius = parameters.radius !== undefined ? parameters.radius : 0.5;
- const length = parameters.height !== undefined ? parameters.height : 0.5;
- return RAPIER.ColliderDesc.capsule( length / 2, radius );
- } else if ( geometry.type === 'BufferGeometry' ) {
- const vertices = [];
- const vertex = new Vector3();
- const position = geometry.getAttribute( 'position' );
- for ( let i = 0; i < position.count; i ++ ) {
- vertex.fromBufferAttribute( position, i );
- vertices.push( vertex.x, vertex.y, vertex.z );
- }
- // if the buffer is non-indexed, generate an index buffer
- const indices = geometry.getIndex() === null
- ? Uint32Array.from( Array( parseInt( vertices.length / 3 ) ).keys() )
- : geometry.getIndex().array;
- return RAPIER.ColliderDesc.trimesh( vertices, indices );
- }
- return null;
- }
- /**
- * @classdesc Can be used to include Rapier as a Physics engine into
- * `three.js` apps. The API can be initialized via:
- * ```js
- * const physics = await RapierPhysics();
- * ```
- * The component automatically imports Rapier from a CDN so make sure
- * to use the component with an active Internet connection.
- *
- * @name RapierPhysics
- * @class
- * @hideconstructor
- * @three_import import { RapierPhysics } from 'three/addons/physics/RapierPhysics.js';
- */
- async function RapierPhysics() {
- if ( RAPIER === null ) {
- RAPIER = await import( `${RAPIER_PATH}` );
- await RAPIER.init();
- }
- // Docs: https://rapier.rs/docs/api/javascript/JavaScript3D/
- const gravity = new Vector3( 0.0, - 9.81, 0.0 );
- const world = new RAPIER.World( gravity );
- const meshes = [];
- const meshMap = new WeakMap();
- const _vector = new Vector3();
- const _quaternion = new Quaternion();
- 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;
- shape.setMass( mass );
- shape.setRestitution( restitution );
- const body = mesh.isInstancedMesh
- ? createInstancedBody( mesh, mass, shape )
- : createBody( mesh.position, mesh.quaternion, mass, shape );
- if ( ! mesh.userData.physics ) mesh.userData.physics = {};
- mesh.userData.physics.body = body;
- if ( mass > 0 ) {
- meshes.push( mesh );
- meshMap.set( mesh, body );
- }
- }
- function createInstancedBody( mesh, mass, shape ) {
- const array = mesh.instanceMatrix.array;
- const bodies = [];
- for ( let i = 0; i < mesh.count; i ++ ) {
- const position = _vector.fromArray( array, i * 16 + 12 );
- bodies.push( createBody( position, null, mass, shape ) );
- }
- return bodies;
- }
- function createBody( position, quaternion, mass, shape ) {
- const desc = mass > 0 ? RAPIER.RigidBodyDesc.dynamic() : RAPIER.RigidBodyDesc.fixed();
- desc.setTranslation( ...position );
- if ( quaternion !== null ) desc.setRotation( quaternion );
- const body = world.createRigidBody( desc );
- world.createCollider( shape, body );
- return body;
- }
- function setMeshPosition( mesh, position, index = 0 ) {
- let body = meshMap.get( mesh );
- if ( mesh.isInstancedMesh ) {
- body = body[ index ];
- }
- body.setAngvel( ZERO );
- body.setLinvel( ZERO );
- body.setTranslation( position );
- }
- function setMeshVelocity( mesh, velocity, index = 0 ) {
- let body = meshMap.get( mesh );
- if ( mesh.isInstancedMesh ) {
- body = body[ index ];
- }
- body.setLinvel( velocity );
- }
- function addHeightfield( mesh, width, depth, heights, scale ) {
- const shape = RAPIER.ColliderDesc.heightfield( width, depth, heights, scale );
-
- const bodyDesc = RAPIER.RigidBodyDesc.fixed();
- bodyDesc.setTranslation( mesh.position.x, mesh.position.y, mesh.position.z );
- bodyDesc.setRotation( mesh.quaternion );
-
- const body = world.createRigidBody( bodyDesc );
- world.createCollider( shape, body );
-
- if ( ! mesh.userData.physics ) mesh.userData.physics = {};
- mesh.userData.physics.body = body;
-
- return body;
- }
- //
- const clock = new Clock();
- function step() {
- world.timestep = clock.getDelta();
- world.step();
- //
- 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.translation();
- _quaternion.copy( body.rotation() );
- _matrix.compose( position, _quaternion, _scale ).toArray( array, j * 16 );
- }
- mesh.instanceMatrix.needsUpdate = true;
- mesh.computeBoundingSphere();
- } else {
- const body = meshMap.get( mesh );
- mesh.position.copy( body.translation() );
- mesh.quaternion.copy( body.rotation() );
- }
- }
- }
- // animate
- setInterval( step, 1000 / frameRate );
- return {
- RAPIER,
- world,
- /**
- * 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 RapierPhysics#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 RapierPhysics#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 RapierPhysics#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,
- /**
- * Set the velocity of the given mesh which is part of the physics simulation.
- *
- * @method
- * @name RapierPhysics#setMeshVelocity
- * @param {Mesh} mesh The mesh to update the velocity for.
- * @param {Vector3} velocity - The new velocity.
- * @param {number} [index=0] - If the mesh is instanced, the index represents the instanced ID.
- */
- setMeshVelocity: setMeshVelocity,
- /**
- * Adds a heightfield terrain to the physics simulation.
- *
- * @method
- * @name RapierPhysics#addHeightfield
- * @param {Mesh} mesh - The Three.js mesh representing the terrain.
- * @param {number} width - The number of vertices along the width (x-axis) of the heightfield.
- * @param {number} depth - The number of vertices along the depth (z-axis) of the heightfield.
- * @param {Float32Array} heights - Array of height values for each vertex in the heightfield.
- * @param {Object} scale - Scale factors for the heightfield dimensions.
- * @param {number} scale.x - Scale factor for width.
- * @param {number} scale.y - Scale factor for height.
- * @param {number} scale.z - Scale factor for depth.
- * @returns {RigidBody} The created Rapier rigid body for the heightfield.
- */
- addHeightfield: addHeightfield
- };
- }
- export { RapierPhysics };
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