@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
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text/typescript
import type {Collider, Ball} from '@dimforge/rapier3d-compat';
import {Object3D} from 'three';
import {
CorePhysicsAttribute,
PhysicsRBDColliderType,
physicsAttribNameLive,
PhysicsRBDRadiusAttribute,
} from '../PhysicsAttribute';
import {_getRBDFromObject} from '../PhysicsRBD';
import {PhysicsLib} from '../CorePhysics';
import {getPhysicsRBDRadius, RBDCommonProperty} from './_CommonHeightRadius';
import {touchRBDProperty} from '../../reactivity/RBDPropertyReactivity';
import {coreObjectClassFactory} from '../../geometry/CoreObjectFactory';
const EXPECTED_TYPE = PhysicsRBDColliderType.SPHERE;
export function createPhysicsSphere(PhysicsLib: PhysicsLib, object: Object3D) {
const radius = CorePhysicsAttribute.getRadius(object) * object.scale.y;
return PhysicsLib.ColliderDesc.ball(radius);
}
const attributeRadiusLive = physicsAttribNameLive(PhysicsRBDRadiusAttribute.RADIUS);
export function currentRadius(object: Object3D, collider: Collider) {
const coreObjectClass = coreObjectClassFactory(object);
let _currentRadius: number | undefined = coreObjectClass.attribValue(object, attributeRadiusLive) as
| number
| undefined;
if (_currentRadius == null) {
const shape = collider.shape as Ball;
_currentRadius = shape.radius;
coreObjectClass.setAttribute(object, attributeRadiusLive, _currentRadius);
}
return _currentRadius;
}
export function _getPhysicsRBDSphereRadius(object: Object3D): number | undefined {
return getPhysicsRBDRadius(EXPECTED_TYPE, object);
}
export function _setPhysicsRBDSphereProperty(
object: Object3D,
targetRadius: number,
lerp: number,
updateObjectMatrix: boolean
) {
const body = _getRBDFromObject(object);
if (!body) {
console.warn('no rbd found');
return;
}
const colliderType = CorePhysicsAttribute.getColliderType(object);
if (colliderType == null || colliderType != EXPECTED_TYPE) {
return;
}
const collidersCount = body.numColliders();
const originalRadiusAttrib = CorePhysicsAttribute.getRadius(object);
for (let i = 0; i < collidersCount; i++) {
const collider = body.collider(i);
if (!collider) {
return;
}
if (lerp < 1) {
targetRadius = lerp * targetRadius + (1 - lerp) * currentRadius(object, collider);
}
// update radius on shape and object
collider.setRadius(targetRadius);
const coreObjectClass = coreObjectClassFactory(object);
coreObjectClass.setAttribute(object, attributeRadiusLive, targetRadius);
touchRBDProperty(object, RBDCommonProperty.RADIUS);
// update scale
const newScale = targetRadius / originalRadiusAttrib;
object.scale.set(newScale, newScale, newScale);
if (updateObjectMatrix) {
object.updateMatrix();
}
}
}