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- async function RapierPhysics() {
- const RAPIER = await import( 'https://cdn.skypack.dev/@dimforge/[email protected]' );
-
- 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 };
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