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playcanvas

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PlayCanvas WebGL game engine

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import { Quat } from '../../../core/math/quat.js'; import { Vec3 } from '../../../core/math/vec3.js'; import { Component } from '../component.js'; import { BODYTYPE_DYNAMIC, BODYGROUP_STATIC, BODYMASK_NOT_STATIC, BODYTYPE_STATIC, BODYTYPE_KINEMATIC, BODYGROUP_KINEMATIC, BODYMASK_ALL, BODYGROUP_DYNAMIC, BODYFLAG_KINEMATIC_OBJECT, BODYSTATE_DISABLE_DEACTIVATION, BODYSTATE_ACTIVE_TAG, BODYSTATE_DISABLE_SIMULATION } from './constants.js'; /** * @import { Entity } from '../../entity.js' */ // Shared math variable to avoid excessive allocation let _ammoTransform; let _ammoVec1, _ammoVec2, _ammoQuat; const _quat1 = new Quat(); const _quat2 = new Quat(); const _vec3 = new Vec3(); /** * The RigidBodyComponent, when combined with a {@link CollisionComponent}, allows your entities * to be simulated using realistic physics. A RigidBodyComponent will fall under gravity and * collide with other rigid bodies. Using scripts, you can apply forces and impulses to rigid * bodies. * * You should never need to use the RigidBodyComponent constructor directly. To add an * RigidBodyComponent to an {@link Entity}, use {@link Entity#addComponent}: * * ```javascript * // Create a static 1x1x1 box-shaped rigid body * const entity = pc.Entity(); * entity.addComponent('collision'); // Without options, this defaults to a 1x1x1 box shape * entity.addComponent('rigidbody'); // Without options, this defaults to a 'static' body * ``` * * To create a dynamic sphere with mass of 10, do: * * ```javascript * const entity = pc.Entity(); * entity.addComponent('collision', { * type: 'sphere' * }); * entity.addComponent('rigidbody', { * type: 'dynamic', * mass: 10 * }); * ``` * * Once the RigidBodyComponent is added to the entity, you can access it via the * {@link Entity#rigidbody} property: * * ```javascript * entity.rigidbody.mass = 10; * console.log(entity.rigidbody.mass); * ``` * * Relevant Engine API examples: * * - [Falling shapes](https://playcanvas.github.io/#/physics/falling-shapes) * - [Vehicle physics](https://playcanvas.github.io/#/physics/vehicle) * * @hideconstructor * @category Physics */ class RigidBodyComponent extends Component { static{ /** * Fired when a contact occurs between two rigid bodies. The handler is passed a * {@link ContactResult} object containing details of the contact between the two rigid bodies. * * @event * @example * entity.rigidbody.on('contact', (result) => { * console.log(`Contact between ${entity.name} and ${result.other.name}`); * }); */ this.EVENT_CONTACT = 'contact'; } static{ /** * Fired when two rigid bodies start touching. The handler is passed a {@link ContactResult} * object containing details of the contact between the two rigid bodies. * * @event * @example * entity.rigidbody.on('collisionstart', (result) => { * console.log(`Collision started between ${entity.name} and ${result.other.name}`); * }); */ this.EVENT_COLLISIONSTART = 'collisionstart'; } static{ /** * Fired when two rigid bodies stop touching. The handler is passed an {@link Entity} that * represents the other rigid body involved in the collision. * * @event * @example * entity.rigidbody.on('collisionend', (other) => { * console.log(`${entity.name} stopped touching ${other.name}`); * }); */ this.EVENT_COLLISIONEND = 'collisionend'; } static{ /** * Fired when a rigid body enters a trigger volume. The handler is passed an {@link Entity} * representing the trigger volume that this rigid body entered. * * @event * @example * entity.rigidbody.on('triggerenter', (trigger) => { * console.log(`Entity ${entity.name} entered trigger volume ${trigger.name}`); * }); */ this.EVENT_TRIGGERENTER = 'triggerenter'; } static{ /** * Fired when a rigid body exits a trigger volume. The handler is passed an {@link Entity} * representing the trigger volume that this rigid body exited. * * @event * @example * entity.rigidbody.on('triggerleave', (trigger) => { * console.log(`Entity ${entity.name} exited trigger volume ${trigger.name}`); * }); */ this.EVENT_TRIGGERLEAVE = 'triggerleave'; } static{ this.order = -1; } /** @ignore */ static onLibraryLoaded() { // Lazily create shared variable if (typeof Ammo !== 'undefined') { _ammoTransform = new Ammo.btTransform(); _ammoVec1 = new Ammo.btVector3(); _ammoVec2 = new Ammo.btVector3(); _ammoQuat = new Ammo.btQuaternion(); } } /** @ignore */ static onAppDestroy() { Ammo.destroy(_ammoTransform); Ammo.destroy(_ammoVec1); Ammo.destroy(_ammoVec2); Ammo.destroy(_ammoQuat); _ammoTransform = null; _ammoVec1 = null; _ammoVec2 = null; _ammoQuat = null; } /** * Sets the rate at which a body loses angular velocity over time. * * @type {number} */ set angularDamping(damping) { if (this._angularDamping !== damping) { this._angularDamping = damping; if (this._body) { this._body.setDamping(this._linearDamping, damping); } } } /** * Gets the rate at which a body loses angular velocity over time. * * @type {number} */ get angularDamping() { return this._angularDamping; } /** * Sets the scaling factor for angular movement of the body in each axis. Only valid for rigid * bodies of type {@link BODYTYPE_DYNAMIC}. Defaults to 1 in all axes (body can freely rotate). * * @type {Vec3} */ set angularFactor(factor) { if (!this._angularFactor.equals(factor)) { this._angularFactor.copy(factor); if (this._body && this._type === BODYTYPE_DYNAMIC) { _ammoVec1.setValue(factor.x, factor.y, factor.z); this._body.setAngularFactor(_ammoVec1); } } } /** * Gets the scaling factor for angular movement of the body in each axis. * * @type {Vec3} */ get angularFactor() { return this._angularFactor; } /** * Sets the rotational speed of the body around each world axis. * * @type {Vec3} */ set angularVelocity(velocity) { if (this._body && this._type === BODYTYPE_DYNAMIC) { this._body.activate(); _ammoVec1.setValue(velocity.x, velocity.y, velocity.z); this._body.setAngularVelocity(_ammoVec1); this._angularVelocity.copy(velocity); } } /** * Gets the rotational speed of the body around each world axis. * * @type {Vec3} */ get angularVelocity() { if (this._body && this._type === BODYTYPE_DYNAMIC) { const velocity = this._body.getAngularVelocity(); this._angularVelocity.set(velocity.x(), velocity.y(), velocity.z()); } return this._angularVelocity; } set body(body) { if (this._body !== body) { this._body = body; if (body && this._simulationEnabled) { body.activate(); } } } get body() { return this._body; } /** * Sets the friction value used when contacts occur between two bodies. A higher value indicates * more friction. Should be set in the range 0 to 1. Defaults to 0.5. * * @type {number} */ set friction(friction) { if (this._friction !== friction) { this._friction = friction; if (this._body) { this._body.setFriction(friction); } } } /** * Gets the friction value used when contacts occur between two bodies. * * @type {number} */ get friction() { return this._friction; } /** * Sets the collision group this body belongs to. Combine the group and the mask to prevent bodies * colliding with each other. Defaults to 1. * * @type {number} */ set group(group) { if (this._group !== group) { this._group = group; // re-enabling simulation adds rigidbody back into world with new masks if (this.enabled && this.entity.enabled) { this.disableSimulation(); this.enableSimulation(); } } } /** * Gets the collision group this body belongs to. * * @type {number} */ get group() { return this._group; } /** * Sets the rate at which a body loses linear velocity over time. Defaults to 0. * * @type {number} */ set linearDamping(damping) { if (this._linearDamping !== damping) { this._linearDamping = damping; if (this._body) { this._body.setDamping(damping, this._angularDamping); } } } /** * Gets the rate at which a body loses linear velocity over time. * * @type {number} */ get linearDamping() { return this._linearDamping; } /** * Sets the scaling factor for linear movement of the body in each axis. Only valid for rigid * bodies of type {@link BODYTYPE_DYNAMIC}. Defaults to 1 in all axes (body can freely move). * * @type {Vec3} */ set linearFactor(factor) { if (!this._linearFactor.equals(factor)) { this._linearFactor.copy(factor); if (this._body && this._type === BODYTYPE_DYNAMIC) { _ammoVec1.setValue(factor.x, factor.y, factor.z); this._body.setLinearFactor(_ammoVec1); } } } /** * Gets the scaling factor for linear movement of the body in each axis. * * @type {Vec3} */ get linearFactor() { return this._linearFactor; } /** * Sets the speed of the body in a given direction. * * @type {Vec3} */ set linearVelocity(velocity) { if (this._body && this._type === BODYTYPE_DYNAMIC) { this._body.activate(); _ammoVec1.setValue(velocity.x, velocity.y, velocity.z); this._body.setLinearVelocity(_ammoVec1); this._linearVelocity.copy(velocity); } } /** * Gets the speed of the body in a given direction. * * @type {Vec3} */ get linearVelocity() { if (this._body && this._type === BODYTYPE_DYNAMIC) { const velocity = this._body.getLinearVelocity(); this._linearVelocity.set(velocity.x(), velocity.y(), velocity.z()); } return this._linearVelocity; } /** * Sets the collision mask sets which groups this body collides with. It is a bit field of 16 * bits, the first 8 bits are reserved for engine use. Defaults to 65535. * * @type {number} */ set mask(mask) { if (this._mask !== mask) { this._mask = mask; // re-enabling simulation adds rigidbody back into world with new masks if (this.enabled && this.entity.enabled) { this.disableSimulation(); this.enableSimulation(); } } } /** * Gets the collision mask sets which groups this body collides with. * * @type {number} */ get mask() { return this._mask; } /** * Sets the mass of the body. This is only relevant for {@link BODYTYPE_DYNAMIC} bodies, other * types have infinite mass. Defaults to 1. * * @type {number} */ set mass(mass) { if (this._mass !== mass) { this._mass = mass; if (this._body && this._type === BODYTYPE_DYNAMIC) { const enabled = this.enabled && this.entity.enabled; if (enabled) { this.disableSimulation(); } // calculateLocalInertia writes local inertia to ammoVec1 here... this._body.getCollisionShape().calculateLocalInertia(mass, _ammoVec1); // ...and then writes the calculated local inertia to the body this._body.setMassProps(mass, _ammoVec1); this._body.updateInertiaTensor(); if (enabled) { this.enableSimulation(); } } } } /** * Gets the mass of the body. * * @type {number} */ get mass() { return this._mass; } /** * Sets the value that controls the amount of energy lost when two rigid bodies collide. The * calculation multiplies the restitution values for both colliding bodies. A multiplied value * of 0 means that all energy is lost in the collision while a value of 1 means that no energy * is lost. Should be set in the range 0 to 1. Defaults to 0. * * @type {number} */ set restitution(restitution) { if (this._restitution !== restitution) { this._restitution = restitution; if (this._body) { this._body.setRestitution(restitution); } } } /** * Gets the value that controls the amount of energy lost when two rigid bodies collide. * * @type {number} */ get restitution() { return this._restitution; } /** * Sets the torsional friction orthogonal to the contact point. Defaults to 0. * * @type {number} */ set rollingFriction(friction) { if (this._rollingFriction !== friction) { this._rollingFriction = friction; if (this._body) { this._body.setRollingFriction(friction); } } } /** * Gets the torsional friction orthogonal to the contact point. * * @type {number} */ get rollingFriction() { return this._rollingFriction; } /** * Sets the rigid body type determines how the body is simulated. Can be: * * - {@link BODYTYPE_STATIC}: infinite mass and cannot move. * - {@link BODYTYPE_DYNAMIC}: simulated according to applied forces. * - {@link BODYTYPE_KINEMATIC}: infinite mass and does not respond to forces (can only be * moved by setting the position and rotation of component's {@link Entity}). * * Defaults to {@link BODYTYPE_STATIC}. * * @type {string} */ set type(type) { if (this._type !== type) { this._type = type; this.disableSimulation(); // set group and mask to defaults for type switch(type){ case BODYTYPE_DYNAMIC: this._group = BODYGROUP_DYNAMIC; this._mask = BODYMASK_ALL; break; case BODYTYPE_KINEMATIC: this._group = BODYGROUP_KINEMATIC; this._mask = BODYMASK_ALL; break; case BODYTYPE_STATIC: default: this._group = BODYGROUP_STATIC; this._mask = BODYMASK_NOT_STATIC; break; } // Create a new body this.createBody(); } } /** * Gets the rigid body type determines how the body is simulated. * * @type {string} */ get type() { return this._type; } /** * If the Entity has a Collision shape attached then create a rigid body using this shape. This * method destroys the existing body. * * @private */ createBody() { const entity = this.entity; let shape; if (entity.collision) { shape = entity.collision.shape; // if a trigger was already created from the collision system // destroy it if (entity.trigger) { entity.trigger.destroy(); delete entity.trigger; } } if (shape) { if (this._body) { this.system.removeBody(this._body); this.system.destroyBody(this._body); this._body = null; } const mass = this._type === BODYTYPE_DYNAMIC ? this._mass : 0; this._getEntityTransform(_ammoTransform); const body = this.system.createBody(mass, shape, _ammoTransform); body.setRestitution(this._restitution); body.setFriction(this._friction); body.setRollingFriction(this._rollingFriction); body.setDamping(this._linearDamping, this._angularDamping); if (this._type === BODYTYPE_DYNAMIC) { const linearFactor = this._linearFactor; _ammoVec1.setValue(linearFactor.x, linearFactor.y, linearFactor.z); body.setLinearFactor(_ammoVec1); const angularFactor = this._angularFactor; _ammoVec1.setValue(angularFactor.x, angularFactor.y, angularFactor.z); body.setAngularFactor(_ammoVec1); } else if (this._type === BODYTYPE_KINEMATIC) { body.setCollisionFlags(body.getCollisionFlags() | BODYFLAG_KINEMATIC_OBJECT); body.setActivationState(BODYSTATE_DISABLE_DEACTIVATION); } body.entity = entity; this.body = body; if (this.enabled && entity.enabled) { this.enableSimulation(); } } } /** * Returns true if the rigid body is currently actively being simulated. I.e. Not 'sleeping'. * * @returns {boolean} True if the body is active. */ isActive() { return this._body ? this._body.isActive() : false; } /** * Forcibly activate the rigid body simulation. Only affects rigid bodies of type * {@link BODYTYPE_DYNAMIC}. */ activate() { if (this._body) { this._body.activate(); } } /** * Add a body to the simulation. * * @ignore */ enableSimulation() { const entity = this.entity; if (entity.collision && entity.collision.enabled && !this._simulationEnabled) { const body = this._body; if (body) { this.system.addBody(body, this._group, this._mask); switch(this._type){ case BODYTYPE_DYNAMIC: this.system._dynamic.push(this); body.forceActivationState(BODYSTATE_ACTIVE_TAG); this.syncEntityToBody(); break; case BODYTYPE_KINEMATIC: this.system._kinematic.push(this); body.forceActivationState(BODYSTATE_DISABLE_DEACTIVATION); break; case BODYTYPE_STATIC: body.forceActivationState(BODYSTATE_ACTIVE_TAG); this.syncEntityToBody(); break; } if (entity.collision.type === 'compound') { this.system._compounds.push(entity.collision); } body.activate(); this._simulationEnabled = true; } } } /** * Remove a body from the simulation. * * @ignore */ disableSimulation() { const body = this._body; if (body && this._simulationEnabled) { const system = this.system; let idx = system._compounds.indexOf(this.entity.collision); if (idx > -1) { system._compounds.splice(idx, 1); } idx = system._dynamic.indexOf(this); if (idx > -1) { system._dynamic.splice(idx, 1); } idx = system._kinematic.indexOf(this); if (idx > -1) { system._kinematic.splice(idx, 1); } system.removeBody(body); // set activation state to disable simulation to avoid body.isActive() to return // true even if it's not in the dynamics world body.forceActivationState(BODYSTATE_DISABLE_SIMULATION); this._simulationEnabled = false; } } /** * Apply a force to the body at a point. By default, the force is applied at the origin of the * body. However, the force can be applied at an offset this point by specifying a world space * vector from the body's origin to the point of application. * * @overload * @param {number} x - X-component of the force in world space. * @param {number} y - Y-component of the force in world space. * @param {number} z - Z-component of the force in world space. * @param {number} [px] - X-component of the relative point at which to apply the force in * world space. * @param {number} [py] - Y-component of the relative point at which to apply the force in * world space. * @param {number} [pz] - Z-component of the relative point at which to apply the force in * world space. * @returns {void} * @example * // Apply an approximation of gravity at the body's center * this.entity.rigidbody.applyForce(0, -10, 0); * @example * // Apply an approximation of gravity at 1 unit down the world Z from the center of the body * this.entity.rigidbody.applyForce(0, -10, 0, 0, 0, 1); */ /** * Apply a force to the body at a point. By default, the force is applied at the origin of the * body. However, the force can be applied at an offset this point by specifying a world space * vector from the body's origin to the point of application. * * @overload * @param {Vec3} force - Vector representing the force in world space. * @param {Vec3} [relativePoint] - Optional vector representing the relative point at which to * apply the force in world space. * @returns {void} * @example * // Calculate a force vector pointing in the world space direction of the entity * const force = this.entity.forward.clone().mulScalar(100); * * // Apply the force at the body's center * this.entity.rigidbody.applyForce(force); * @example * // Apply a force at some relative offset from the body's center * // Calculate a force vector pointing in the world space direction of the entity * const force = this.entity.forward.clone().mulScalar(100); * * // Calculate the world space relative offset * const relativePoint = new pc.Vec3(); * const childEntity = this.entity.findByName('Engine'); * relativePoint.sub2(childEntity.getPosition(), this.entity.getPosition()); * * // Apply the force * this.entity.rigidbody.applyForce(force, relativePoint); */ /** * @param {number|Vec3} x - X-component of the force in world space or a vector representing * the force in world space. * @param {number|Vec3} [y] - Y-component of the force in world space or a vector representing * the force in world space. * @param {number} [z] - Z-component of the force in world space. * @param {number} [px] - X-component of the relative point at which to apply the force in * world space. * @param {number} [py] - Y-component of the relative point at which to apply the force in * world space. * @param {number} [pz] - Z-component of the relative point at which to apply the force in * world space. */ applyForce(x, y, z, px, py, pz) { const body = this._body; if (body) { body.activate(); if (x instanceof Vec3) { _ammoVec1.setValue(x.x, x.y, x.z); } else { _ammoVec1.setValue(x, y, z); } if (y instanceof Vec3) { _ammoVec2.setValue(y.x, y.y, y.z); } else if (px !== undefined) { _ammoVec2.setValue(px, py, pz); } else { _ammoVec2.setValue(0, 0, 0); } body.applyForce(_ammoVec1, _ammoVec2); } } /** * Apply torque (rotational force) to the body. * * @overload * @param {number} x - The x-component of the torque force in world space. * @param {number} y - The y-component of the torque force in world space. * @param {number} z - The z-component of the torque force in world space. * @returns {void} * @example * entity.rigidbody.applyTorque(0, 10, 0); */ /** * Apply torque (rotational force) to the body. * * @overload * @param {Vec3} torque - Vector representing the torque force in world space. * @returns {void} * @example * const torque = new pc.Vec3(0, 10, 0); * entity.rigidbody.applyTorque(torque); */ /** * @param {number|Vec3} x - X-component of the torque force in world space or a vector * representing the torque force in world space. * @param {number} [y] - Y-component of the torque force in world space. * @param {number} [z] - Z-component of the torque force in world space. */ applyTorque(x, y, z) { const body = this._body; if (body) { body.activate(); if (x instanceof Vec3) { _ammoVec1.setValue(x.x, x.y, x.z); } else { _ammoVec1.setValue(x, y, z); } body.applyTorque(_ammoVec1); } } /** * Apply an impulse (instantaneous change of velocity) to the body at a point. * * @overload * @param {number} x - X-component of the impulse in world space. * @param {number} y - Y-component of the impulse in world space. * @param {number} z - Z-component of the impulse in world space. * @param {number} [px] - X-component of the point at which to apply the impulse in the local * space of the entity. * @param {number} [py] - Y-component of the point at which to apply the impulse in the local * space of the entity. * @param {number} [pz] - Z-component of the point at which to apply the impulse in the local * space of the entity. * @returns {void} * @example * // Apply an impulse along the world space positive y-axis at the entity's position. * entity.rigidbody.applyImpulse(0, 10, 0); * @example * // Apply an impulse along the world space positive y-axis at 1 unit down the positive * // z-axis of the entity's local space. * entity.rigidbody.applyImpulse(0, 10, 0, 0, 0, 1); */ /** * Apply an impulse (instantaneous change of velocity) to the body at a point. * * @overload * @param {Vec3} impulse - Vector representing the impulse in world space. * @param {Vec3} [relativePoint] - Optional vector representing the relative point at which to * apply the impulse in the local space of the entity. * @returns {void} * @example * // Apply an impulse along the world space positive y-axis at the entity's position. * const impulse = new pc.Vec3(0, 10, 0); * entity.rigidbody.applyImpulse(impulse); * @example * // Apply an impulse along the world space positive y-axis at 1 unit down the positive * // z-axis of the entity's local space. * const impulse = new pc.Vec3(0, 10, 0); * const relativePoint = new pc.Vec3(0, 0, 1); * entity.rigidbody.applyImpulse(impulse, relativePoint); */ /** * @param {number|Vec3} x - X-component of the impulse in world space or a vector representing * the impulse in world space. * @param {number|Vec3} [y] - Y-component of the impulse in world space or a vector representing * the relative point at which to apply the impulse in the local space of the entity. * @param {number} [z] - Z-component of the impulse in world space. * @param {number} [px] - X-component of the point at which to apply the impulse in the local * space of the entity. * @param {number} [py] - Y-component of the point at which to apply the impulse in the local * space of the entity. * @param {number} [pz] - Z-component of the point at which to apply the impulse in the local * space of the entity. */ applyImpulse(x, y, z, px, py, pz) { const body = this._body; if (body) { body.activate(); if (x instanceof Vec3) { _ammoVec1.setValue(x.x, x.y, x.z); } else { _ammoVec1.setValue(x, y, z); } if (y instanceof Vec3) { _ammoVec2.setValue(y.x, y.y, y.z); } else if (px !== undefined) { _ammoVec2.setValue(px, py, pz); } else { _ammoVec2.setValue(0, 0, 0); } body.applyImpulse(_ammoVec1, _ammoVec2); } } /** * Apply a torque impulse (rotational force applied instantaneously) to the body. * * @overload * @param {number} x - X-component of the torque impulse in world space. * @param {number} y - Y-component of the torque impulse in world space. * @param {number} z - Z-component of the torque impulse in world space. * @returns {void} * @example * entity.rigidbody.applyTorqueImpulse(0, 10, 0); */ /** * Apply a torque impulse (rotational force applied instantaneously) to the body. * * @overload * @param {Vec3} torque - Vector representing the torque impulse in world space. * @returns {void} * @example * const torque = new pc.Vec3(0, 10, 0); * entity.rigidbody.applyTorqueImpulse(torque); */ /** * @param {number|Vec3} x - X-component of the torque impulse in world space or a vector * representing the torque impulse in world space. * @param {number} [y] - Y-component of the torque impulse in world space. * @param {number} [z] - Z-component of the torque impulse in world space. */ applyTorqueImpulse(x, y, z) { const body = this._body; if (body) { body.activate(); if (x instanceof Vec3) { _ammoVec1.setValue(x.x, x.y, x.z); } else { _ammoVec1.setValue(x, y, z); } body.applyTorqueImpulse(_ammoVec1); } } /** * Returns true if the rigid body is of type {@link BODYTYPE_STATIC}. * * @returns {boolean} True if static. */ isStatic() { return this._type === BODYTYPE_STATIC; } /** * Returns true if the rigid body is of type {@link BODYTYPE_STATIC} or {@link BODYTYPE_KINEMATIC}. * * @returns {boolean} True if static or kinematic. */ isStaticOrKinematic() { return this._type === BODYTYPE_STATIC || this._type === BODYTYPE_KINEMATIC; } /** * Returns true if the rigid body is of type {@link BODYTYPE_KINEMATIC}. * * @returns {boolean} True if kinematic. */ isKinematic() { return this._type === BODYTYPE_KINEMATIC; } /** * Writes an entity transform into an Ammo.btTransform but ignoring scale. * * @param {object} transform - The ammo transform to write the entity transform to. * @private */ _getEntityTransform(transform) { const entity = this.entity; const component = entity.collision; if (component) { const bodyPos = component.getShapePosition(); const bodyRot = component.getShapeRotation(); _ammoVec1.setValue(bodyPos.x, bodyPos.y, bodyPos.z); _ammoQuat.setValue(bodyRot.x, bodyRot.y, bodyRot.z, bodyRot.w); } else { const pos = entity.getPosition(); const rot = entity.getRotation(); _ammoVec1.setValue(pos.x, pos.y, pos.z); _ammoQuat.setValue(rot.x, rot.y, rot.z, rot.w); } transform.setOrigin(_ammoVec1); transform.setRotation(_ammoQuat); } /** * Set the rigid body transform to be the same as the Entity transform. This must be called * after any Entity transformation functions (e.g. {@link Entity#setPosition}) are called in * order to update the rigid body to match the Entity. * * @private */ syncEntityToBody() { const body = this._body; if (body) { this._getEntityTransform(_ammoTransform); body.setWorldTransform(_ammoTransform); if (this._type === BODYTYPE_KINEMATIC) { const motionState = body.getMotionState(); if (motionState) { motionState.setWorldTransform(_ammoTransform); } } body.activate(); } } /** * Sets an entity's transform to match that of the world transformation matrix of a dynamic * rigid body's motion state. * * @private */ _updateDynamic() { const body = this._body; // If a dynamic body is frozen, we can assume its motion state transform is // the same is the entity world transform if (body.isActive()) { // Update the motion state. Note that the test for the presence of the motion // state is technically redundant since the engine creates one for all bodies. const motionState = body.getMotionState(); if (motionState) { const entity = this.entity; motionState.getWorldTransform(_ammoTransform); const p = _ammoTransform.getOrigin(); const q = _ammoTransform.getRotation(); const component = entity.collision; if (component && component._hasOffset) { const lo = component.data.linearOffset; const ao = component.data.angularOffset; // Un-rotate the angular offset and then use the new rotation to // un-translate the linear offset in local space // Order of operations matter here const invertedAo = _quat2.copy(ao).invert(); const entityRot = _quat1.set(q.x(), q.y(), q.z(), q.w()).mul(invertedAo); entityRot.transformVector(lo, _vec3); entity.setPosition(p.x() - _vec3.x, p.y() - _vec3.y, p.z() - _vec3.z); entity.setRotation(entityRot); } else { entity.setPosition(p.x(), p.y(), p.z()); entity.setRotation(q.x(), q.y(), q.z(), q.w()); } } } } /** * Writes the entity's world transformation matrix into the motion state of a kinematic body. * * @private */ _updateKinematic() { const motionState = this._body.getMotionState(); if (motionState) { this._getEntityTransform(_ammoTransform); motionState.setWorldTransform(_ammoTransform); } } /** * Teleport an entity to a new world space position, optionally setting orientation. This * function should only be called for rigid bodies that are dynamic. * * @overload * @param {number} x - X-coordinate of the new world space position. * @param {number} y - Y-coordinate of the new world space position. * @param {number} z - Z-coordinate of the new world space position. * @param {number} [rx] - X-rotation of the world space Euler angles in degrees. * @param {number} [ry] - Y-rotation of the world space Euler angles in degrees. * @param {number} [rz] - Z-rotation of the world space Euler angles in degrees. * @returns {void} * @example * // Teleport the entity to the origin * entity.rigidbody.teleport(0, 0, 0); * @example * // Teleport the entity to world space coordinate [1, 2, 3] and reset orientation * entity.rigidbody.teleport(1, 2, 3, 0, 0, 0); */ /** * Teleport an entity to a new world space position, optionally setting orientation. This * function should only be called for rigid bodies that are dynamic. * * @overload * @param {Vec3} position - Vector holding the new world space position. * @param {Vec3} [angles] - Vector holding the new world space Euler angles in degrees. * @returns {void} * @example * // Teleport the entity to the origin * entity.rigidbody.teleport(pc.Vec3.ZERO); * @example * // Teleport the entity to world space coordinate [1, 2, 3] and reset orientation * const position = new pc.Vec3(1, 2, 3); * entity.rigidbody.teleport(position, pc.Vec3.ZERO); */ /** * Teleport an entity to a new world space position, optionally setting orientation. This * function should only be called for rigid bodies that are dynamic. * * @overload * @param {Vec3} position - Vector holding the new world space position. * @param {Quat} [rotation] - Quaternion holding the new world space rotation. * @returns {void} * @example * // Teleport the entity to the origin * entity.rigidbody.teleport(pc.Vec3.ZERO); * @example * // Teleport the entity to world space coordinate [1, 2, 3] and reset orientation * const position = new pc.Vec3(1, 2, 3); * entity.rigidbody.teleport(position, pc.Quat.IDENTITY); */ /** * @param {number|Vec3} x - X-coordinate of the new world space position or a vector holding * the new world space position. * @param {number|Quat|Vec3} [y] - Y-coordinate of the new world space position or a * quaternion holding the new world space rotation or a vector holding the new world space * Euler angles in degrees. * @param {number} [z] - Z-coordinate of the new world space position. * @param {number} [rx] - X-rotation of the new world space Euler angles in degrees. * @param {number} [ry] - Y-rotation of the new world space Euler angles in degrees. * @param {number} [rz] - Z-rotation of the new world space Euler angles in degrees. */ teleport(x, y, z, rx, ry, rz) { if (x instanceof Vec3) { this.entity.setPosition(x); } else { this.entity.setPosition(x, y, z); } if (y instanceof Quat) { this.entity.setRotation(y); } else if (y instanceof Vec3) { this.entity.setEulerAngles(y); } else if (rx !== undefined) { this.entity.setEulerAngles(rx, ry, rz); } this.syncEntityToBody(); } /** @ignore */ onEnable() { if (!this._body) { this.createBody(); } this.enableSimulation(); } /** @ignore */ onDisable() { this.disableSimulation(); } constructor(...args){ super(...args), /** @private */ this._angularDamping = 0, /** @private */ this._angularFactor = new Vec3(1, 1, 1), /** @private */ this._angularVelocity = new Vec3(), /** @private */ this._body = null, /** @private */ this._friction = 0.5, /** @private */ this._group = BODYGROUP_STATIC, /** @private */ this._linearDamping = 0, /** @private */ this._linearFactor = new Vec3(1, 1, 1), /** @private */ this._linearVelocity = new Vec3(), /** @private */ this._mask = BODYMASK_NOT_STATIC, /** @private */ this._mass = 1, /** @private */ this._restitution = 0, /** @private */ this._rollingFriction = 0, /** @private */ this._simulationEnabled = false, /** @private */ this._type = BODYTYPE_STATIC; } } export { RigidBodyComponent };