async function RapierPhysics() { const RAPIER = await import( 'https://cdn.skypack.dev/@dimforge/rapier3d-compat@0.11.2' ); await RAPIER.init(); const frameRate = 60; // Docs: https://rapier.rs/docs/api/javascript/JavaScript3D/ const gravity = { x: 0.0, y: - 9.81, z: 0.0 }; const world = new RAPIER.World( gravity ); function getCollider( 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 ); } return null; } const meshes = []; const meshMap = new WeakMap(); function addMesh( mesh, mass = 0, restitution = 0 ) { const shape = getCollider( mesh.geometry ); if ( shape !== null ) { shape.setMass( mass ); shape.setRestitution( restitution ); 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 desc = mass > 0 ? RAPIER.RigidBodyDesc.dynamic() : RAPIER.RigidBodyDesc.fixed(); desc.setTranslation( position.x, position.y, position.z ); desc.setRotation( quaternion ); const body = world.createRigidBody( desc ); world.createCollider( shape, 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 desc = mass > 0 ? RAPIER.RigidBodyDesc.dynamic() : RAPIER.RigidBodyDesc.fixed(); desc.setTranslation( array[ index + 12 ], array[ index + 13 ], array[ index + 14 ] ); const body = world.createRigidBody( desc ); world.createCollider( shape, body ); bodies.push( body ); } if ( mass > 0 ) { meshes.push( mesh ); meshMap.set( mesh, bodies ); } } const vector = { x: 0, y: 0, z: 0 }; function setMeshPosition( mesh, position, index = 0 ) { if ( mesh.isInstancedMesh ) { const bodies = meshMap.get( mesh ); const body = bodies[ index ]; body.setAngvel( vector ); body.setLinvel( vector ); body.setTranslation( position ); } else if ( mesh.isMesh ) { const body = meshMap.get( mesh ); body.setAngvel( vector ); body.setLinvel( vector ); body.setTranslation( position ); } } // let lastTime = 0; function step() { const time = performance.now(); if ( lastTime > 0 ) { const delta = ( time - lastTime ) / 1000; world.timestep = delta; 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(); const quaternion = body.rotation(); compose( position, quaternion, array, j * 16 ); } mesh.instanceMatrix.needsUpdate = true; mesh.computeBoundingSphere(); } else if ( mesh.isMesh ) { const body = meshMap.get( mesh ); mesh.position.copy( body.translation() ); mesh.quaternion.copy( body.rotation() ); } } } lastTime = time; } // animate setInterval( step, 1000 / frameRate ); return { addMesh: addMesh, setMeshPosition: setMeshPosition }; } 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 { RapierPhysics };