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+async function AmmoPhysics() {
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+
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+ if ( 'Ammo' in window === false ) {
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+
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+ console.error( 'AmmoPhysics: Couldn\'t find Ammo.js' );
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+ return;
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+
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+ }
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+
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+ const AmmoLib = await Ammo();
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+
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+ const frameRate = 60;
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+
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+ const collisionConfiguration = new AmmoLib.btDefaultCollisionConfiguration();
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+ const dispatcher = new AmmoLib.btCollisionDispatcher( collisionConfiguration );
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+ const broadphase = new AmmoLib.btDbvtBroadphase();
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+ const solver = new AmmoLib.btSequentialImpulseConstraintSolver();
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+ const world = new AmmoLib.btDiscreteDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration );
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+ world.setGravity( new AmmoLib.btVector3( 0, - 9.8, 0 ) );
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+
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+ const worldTransform = new AmmoLib.btTransform();
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+
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+ //
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+
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+ function getShape( geometry ) {
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+
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+ const parameters = geometry.parameters;
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+
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+ // TODO change type to is*
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+
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+ if ( geometry.type === 'BoxBufferGeometry' ) {
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+
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+ const sx = parameters.width !== undefined ? parameters.width / 2 : 0.5;
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+ const sy = parameters.height !== undefined ? parameters.height / 2 : 0.5;
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+ const sz = parameters.depth !== undefined ? parameters.depth / 2 : 0.5;
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+
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+ const shape = new AmmoLib.btBoxShape( new AmmoLib.btVector3( sx, sy, sz ) );
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+ shape.setMargin( 0.05 );
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+
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+ return shape;
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+
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+ } else if ( geometry.type === 'PlaneBufferGeometry' ) {
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+
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+ const sx = parameters.width !== undefined ? parameters.width / 2 : 0.5;
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+ const sy = parameters.height !== undefined ? parameters.height / 2 : 0.5;
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+
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+ const shape = new AmmoLib.btBoxShape( new AmmoLib.btVector3( sx, sy, 0.01 ) );
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+ shape.setMargin( 0.05 );
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+
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+ return shape;
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+
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+ }
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+
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+ return null;
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+
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+ }
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+
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+ const meshes = [];
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+ const meshMap = new WeakMap();
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+
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+ function addMesh( mesh, mass = 0 ) {
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+
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+ const shape = getShape( mesh.geometry );
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+
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+ if ( shape !== null ) {
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+
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+ if ( mesh.isInstancedMesh ) {
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+
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+ handleInstancedMesh( mesh, mass, shape );
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+
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+ } else if ( mesh.isMesh ) {
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+
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+ handleMesh( mesh, mass, shape );
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ function handleMesh( mesh, mass, shape ) {
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+
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+ const position = mesh.position;
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+ const quaternion = mesh.quaternion;
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+
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+ const transform = new AmmoLib.btTransform();
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+ transform.setIdentity();
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+ transform.setOrigin( new AmmoLib.btVector3( position.x, position.y, position.z ) );
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+ transform.setRotation( new AmmoLib.btQuaternion( quaternion.x, quaternion.y, quaternion.z, quaternion.w ) );
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+
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+ const motionState = new AmmoLib.btDefaultMotionState( transform );
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+
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+ const localInertia = new AmmoLib.btVector3( 0, 0, 0 );
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+ shape.calculateLocalInertia( mass, localInertia );
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+
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+ const rbInfo = new AmmoLib.btRigidBodyConstructionInfo( mass, motionState, shape, localInertia );
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+
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+ const body = new AmmoLib.btRigidBody( rbInfo );
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+ // body.setFriction( 4 );
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+ world.addRigidBody( body );
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+
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+ if ( mass > 0 ) {
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+
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+ meshes.push( mesh );
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+ meshMap.set( mesh, body );
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+
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+ }
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+
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+
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+ }
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+
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+ function handleInstancedMesh( mesh, mass, shape ) {
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+
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+ const array = mesh.instanceMatrix.array;
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+
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+ const bodies = [];
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+
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+ for ( let i = 0; i < mesh.count; i ++ ) {
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+
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+ const index = i * 16;
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+
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+ const transform = new AmmoLib.btTransform();
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+ transform.setFromOpenGLMatrix( array.slice( index, index + 16 ) );
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+
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+ const motionState = new AmmoLib.btDefaultMotionState( transform );
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+
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+ const localInertia = new AmmoLib.btVector3( 0, 0, 0 );
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+ shape.calculateLocalInertia( mass, localInertia );
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+
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+ const rbInfo = new AmmoLib.btRigidBodyConstructionInfo( mass, motionState, shape, localInertia );
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+
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+ const body = new AmmoLib.btRigidBody( rbInfo );
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+ world.addRigidBody( body );
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+
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+ bodies.push( body );
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+
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+ }
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+
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+ if ( mass > 0 ) {
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+
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+ mesh.instanceMatrix.setUsage( 35048 ); // THREE.DynamicDrawUsage = 35048
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+ meshes.push( mesh );
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+
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+ meshMap.set( mesh, bodies );
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+
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+ }
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+
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+ }
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+
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+ //
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+
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+ function setMeshPosition( mesh, position, index = 0 ) {
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+
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+ if ( mesh.isInstancedMesh ) {
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+
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+ const bodies = meshMap.get( mesh );
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+ const body = bodies[ index ];
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+
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+ worldTransform.setIdentity();
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+ worldTransform.setOrigin( new AmmoLib.btVector3( position.x, position.y, position.z ) );
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+ body.setWorldTransform( worldTransform );
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+
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+ } else if ( mesh.isMesh ) {
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+
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+ const body = meshMap.get( mesh );
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+
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+ worldTransform.setIdentity();
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+ worldTransform.setOrigin( new AmmoLib.btVector3( position.x, position.y, position.z ) );
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+ body.setWorldTransform( worldTransform );
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+
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+ }
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+
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+ }
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+
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+ //
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+
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+ let lastTime = 0;
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+
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+ function step() {
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+
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+ const time = performance.now();
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+
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+ if ( lastTime > 0 ) {
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+
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+ const delta = ( time - lastTime ) / 1000;
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+
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+ // console.time( 'world.step' );
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+ world.stepSimulation( delta, 10 );
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+ // console.timeEnd( 'world.step' );
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+
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+ }
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+
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+ lastTime = time;
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+
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+ //
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+
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+ for ( let i = 0, l = meshes.length; i < l; i ++ ) {
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+
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+ const mesh = meshes[ i ];
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+
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+ if ( mesh.isInstancedMesh ) {
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+
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+ const array = mesh.instanceMatrix.array;
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+ const bodies = meshMap.get( mesh );
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+
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+ for ( let j = 0; j < bodies.length; j ++ ) {
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+
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+ const body = bodies[ j ];
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+
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+ const motionState = body.getMotionState();
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+ motionState.getWorldTransform( worldTransform );
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+
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+ const position = worldTransform.getOrigin();
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+ const quaternion = worldTransform.getRotation();
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+
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+ compose( position, quaternion, array, j * 16 );
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+
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+ }
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+
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+ mesh.instanceMatrix.needsUpdate = true;
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+
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+ } else if ( mesh.isMesh ) {
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+
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+ const body = meshMap.get( mesh );
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+
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+ const motionState = body.getMotionState();
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+ motionState.getWorldTransform( worldTransform );
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+
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+ const position = worldTransform.getOrigin();
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+ const quaternion = worldTransform.getRotation();
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+ mesh.position.set( position.x(), position.y(), position.z() );
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+ mesh.quaternion.set( quaternion.x(), quaternion.y(), quaternion.z(), quaternion.w() );
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ // animate
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+
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+ setInterval( step, 1000 / frameRate );
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+
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+ return {
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+ addMesh: addMesh,
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+ setMeshPosition: setMeshPosition
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+ // addCompoundMesh
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+ };
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+
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+}
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+
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+function compose( position, quaternion, array, index ) {
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+
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+ const x = quaternion.x(), y = quaternion.y(), z = quaternion.z(), w = quaternion.w();
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+ const x2 = x + x, y2 = y + y, z2 = z + z;
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+ const xx = x * x2, xy = x * y2, xz = x * z2;
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+ const yy = y * y2, yz = y * z2, zz = z * z2;
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+ const wx = w * x2, wy = w * y2, wz = w * z2;
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+
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+ array[ index + 0 ] = ( 1 - ( yy + zz ) );
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+ array[ index + 1 ] = ( xy + wz );
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+ array[ index + 2 ] = ( xz - wy );
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+ array[ index + 3 ] = 0;
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+
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+ array[ index + 4 ] = ( xy - wz );
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+ array[ index + 5 ] = ( 1 - ( xx + zz ) );
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+ array[ index + 6 ] = ( yz + wx );
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+ array[ index + 7 ] = 0;
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+
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+ array[ index + 8 ] = ( xz + wy );
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+ array[ index + 9 ] = ( yz - wx );
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+ array[ index + 10 ] = ( 1 - ( xx + yy ) );
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+ array[ index + 11 ] = 0;
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+
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+ array[ index + 12 ] = position.x();
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+ array[ index + 13 ] = position.y();
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+ array[ index + 14 ] = position.z();
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+ array[ index + 15 ] = 1;
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+
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+}
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+
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+export { AmmoPhysics };
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