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Open-source WebGL/WebGPU 3D engine for the web

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var __defProp = Object.defineProperty; var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value; var __publicField = (obj, key, value) => __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value); import { now } from "../../../core/time.js"; import { ObjectPool } from "../../../core/object-pool.js"; import { Debug } from "../../../core/debug.js"; import { Vec3 } from "../../../core/math/vec3.js"; import { Component } from "../component.js"; import { ComponentSystem } from "../system.js"; import { BODYFLAG_NORESPONSE_OBJECT } from "./constants.js"; import { RigidBodyComponent } from "./component.js"; import { RigidBodyComponentData } from "./data.js"; let ammoRayStart, ammoRayEnd; class RaycastResult { /** * Create a new RaycastResult instance. * * @param {Entity} entity - The entity that was hit. * @param {Vec3} point - The point at which the ray hit the entity in world space. * @param {Vec3} normal - The normal vector of the surface where the ray hit in world space. * @param {number} hitFraction - The normalized distance (between 0 and 1) at which the ray hit * occurred from the starting point. * @ignore */ constructor(entity, point, normal, hitFraction) { /** * The entity that was hit. * * @type {Entity} */ __publicField(this, "entity"); /** * The point at which the ray hit the entity in world space. * * @type {Vec3} */ __publicField(this, "point"); /** * The normal vector of the surface where the ray hit in world space. * * @type {Vec3} */ __publicField(this, "normal"); /** * The normalized distance (between 0 and 1) at which the ray hit occurred from the * starting point. * * @type {number} */ __publicField(this, "hitFraction"); this.entity = entity; this.point = point; this.normal = normal; this.hitFraction = hitFraction; } } class SingleContactResult { /** * Create a new SingleContactResult instance. * * @param {Entity} a - The first entity involved in the contact. * @param {Entity} b - The second entity involved in the contact. * @param {ContactPoint} contactPoint - The contact point between the two entities. * @ignore */ constructor(a, b, contactPoint) { /** * The first entity involved in the contact. * * @type {Entity} */ __publicField(this, "a"); /** * The second entity involved in the contact. * * @type {Entity} */ __publicField(this, "b"); /** * The total accumulated impulse applied by the constraint solver during the last * sub-step. Describes how hard two bodies collided. * * @type {number} */ __publicField(this, "impulse"); /** * The point on Entity A where the contact occurred, relative to A. * * @type {Vec3} */ __publicField(this, "localPointA"); /** * The point on Entity B where the contact occurred, relative to B. * * @type {Vec3} */ __publicField(this, "localPointB"); /** * The point on Entity A where the contact occurred, in world space. * * @type {Vec3} */ __publicField(this, "pointA"); /** * The point on Entity B where the contact occurred, in world space. * * @type {Vec3} */ __publicField(this, "pointB"); /** * The normal vector of the contact on Entity B, in world space. * * @type {Vec3} */ __publicField(this, "normal"); if (arguments.length !== 0) { this.a = a; this.b = b; this.impulse = contactPoint.impulse; this.localPointA = contactPoint.localPoint; this.localPointB = contactPoint.localPointOther; this.pointA = contactPoint.point; this.pointB = contactPoint.pointOther; this.normal = contactPoint.normal; } else { this.a = null; this.b = null; this.impulse = 0; this.localPointA = new Vec3(); this.localPointB = new Vec3(); this.pointA = new Vec3(); this.pointB = new Vec3(); this.normal = new Vec3(); } } } class ContactPoint { /** * Create a new ContactPoint instance. * * @param {Vec3} [localPoint] - The point on the entity where the contact occurred, relative to * the entity. * @param {Vec3} [localPointOther] - The point on the other entity where the contact occurred, * relative to the other entity. * @param {Vec3} [point] - The point on the entity where the contact occurred, in world space. * @param {Vec3} [pointOther] - The point on the other entity where the contact occurred, in * world space. * @param {Vec3} [normal] - The normal vector of the contact on the other entity, in world * space. * @param {number} [impulse] - The total accumulated impulse applied by the constraint solver * during the last sub-step. Describes how hard two objects collide. Defaults to 0. * @ignore */ constructor(localPoint = new Vec3(), localPointOther = new Vec3(), point = new Vec3(), pointOther = new Vec3(), normal = new Vec3(), impulse = 0) { /** * The point on the entity where the contact occurred, relative to the entity. * * @type {Vec3} */ __publicField(this, "localPoint"); /** * The point on the other entity where the contact occurred, relative to the other entity. * * @type {Vec3} */ __publicField(this, "localPointOther"); /** * The point on the entity where the contact occurred, in world space. * * @type {Vec3} */ __publicField(this, "point"); /** * The point on the other entity where the contact occurred, in world space. * * @type {Vec3} */ __publicField(this, "pointOther"); /** * The normal vector of the contact on the other entity, in world space. This vector points * away from the surface of the other entity at the point of contact. * * @type {Vec3} */ __publicField(this, "normal"); /** * The total accumulated impulse applied by the constraint solver during the last sub-step. * This value represents how hard two objects collided. Higher values indicate stronger impacts. * * @type {number} */ __publicField(this, "impulse"); this.localPoint = localPoint; this.localPointOther = localPointOther; this.point = point; this.pointOther = pointOther; this.normal = normal; this.impulse = impulse; } } class ContactResult { /** * Create a new ContactResult instance. * * @param {Entity} other - The entity that was involved in the contact with this entity. * @param {ContactPoint[]} contacts - An array of ContactPoints with the other entity. * @ignore */ constructor(other, contacts) { /** * The entity that was involved in the contact with this entity. * * @type {Entity} */ __publicField(this, "other"); /** * An array of ContactPoints with the other entity. * * @type {ContactPoint[]} */ __publicField(this, "contacts"); this.other = other; this.contacts = contacts; } } const _schema = ["enabled"]; class RigidBodyComponentSystem extends ComponentSystem { /** * Create a new RigidBodyComponentSystem. * * @param {AppBase} app - The Application. * @ignore */ constructor(app) { super(app); /** @ignore */ __publicField(this, "maxSubSteps", 10); /** * @type {number} * @ignore */ __publicField(this, "fixedTimeStep", 1 / 60); /** * The world space vector representing global gravity in the physics simulation. Defaults to * [0, -9.81, 0] which is an approximation of the gravitational force on Earth. * * @example * // Set the gravity in the physics world to simulate a planet with low gravity * app.systems.rigidbody.gravity = new pc.Vec3(0, -3.7, 0); */ __publicField(this, "gravity", new Vec3(0, -9.81, 0)); /** * @type {Float32Array} * @private */ __publicField(this, "_gravityFloat32", new Float32Array(3)); /** * @type {RigidBodyComponent[]} * @private */ __publicField(this, "_dynamic", []); /** * @type {RigidBodyComponent[]} * @private */ __publicField(this, "_kinematic", []); /** * @type {Trigger[]} * @private */ __publicField(this, "_triggers", []); /** * @type {CollisionComponent[]} * @private */ __publicField(this, "_compounds", []); this.id = "rigidbody"; this._stats = app.stats.frame; this.ComponentType = RigidBodyComponent; this.DataType = RigidBodyComponentData; this.contactPointPool = null; this.contactResultPool = null; this.singleContactResultPool = null; this.schema = _schema; this.collisions = {}; this.frameCollisions = {}; this.on("beforeremove", this.onBeforeRemove, this); } /** * Called once Ammo has been loaded. Responsible for creating the physics world. * * @ignore */ onLibraryLoaded() { if (typeof Ammo !== "undefined") { this.collisionConfiguration = new Ammo.btDefaultCollisionConfiguration(); this.dispatcher = new Ammo.btCollisionDispatcher(this.collisionConfiguration); this.overlappingPairCache = new Ammo.btDbvtBroadphase(); this.solver = new Ammo.btSequentialImpulseConstraintSolver(); this.dynamicsWorld = new Ammo.btDiscreteDynamicsWorld(this.dispatcher, this.overlappingPairCache, this.solver, this.collisionConfiguration); if (this.dynamicsWorld.setInternalTickCallback) { const checkForCollisionsPointer = Ammo.addFunction(this._checkForCollisions.bind(this), "vif"); this.dynamicsWorld.setInternalTickCallback(checkForCollisionsPointer); } else { Debug.warn("WARNING: This version of ammo.js can potentially fail to report contacts. Please update it to the latest version."); } ammoRayStart = new Ammo.btVector3(); ammoRayEnd = new Ammo.btVector3(); RigidBodyComponent.onLibraryLoaded(); this.contactPointPool = new ObjectPool(ContactPoint, 1); this.contactResultPool = new ObjectPool(ContactResult, 1); this.singleContactResultPool = new ObjectPool(SingleContactResult, 1); this.app.systems.on("update", this.onUpdate, this); } else { this.app.systems.off("update", this.onUpdate, this); } } initializeComponentData(component, data, properties) { const props = [ "mass", "linearDamping", "angularDamping", "linearFactor", "angularFactor", "friction", "rollingFriction", "restitution", "type", "group", "mask" ]; for (const property of props) { if (data.hasOwnProperty(property)) { const value = data[property]; if (Array.isArray(value)) { component[property] = new Vec3(value[0], value[1], value[2]); } else { component[property] = value; } } } super.initializeComponentData(component, data, ["enabled"]); } cloneComponent(entity, clone) { const rigidbody = entity.rigidbody; const data = { enabled: rigidbody.enabled, mass: rigidbody.mass, linearDamping: rigidbody.linearDamping, angularDamping: rigidbody.angularDamping, linearFactor: [rigidbody.linearFactor.x, rigidbody.linearFactor.y, rigidbody.linearFactor.z], angularFactor: [rigidbody.angularFactor.x, rigidbody.angularFactor.y, rigidbody.angularFactor.z], friction: rigidbody.friction, rollingFriction: rigidbody.rollingFriction, restitution: rigidbody.restitution, type: rigidbody.type, group: rigidbody.group, mask: rigidbody.mask }; return this.addComponent(clone, data); } onBeforeRemove(entity, component) { if (component.enabled) { component.enabled = false; } if (component.body) { this.destroyBody(component.body); component.body = null; } } addBody(body, group, mask) { if (group !== void 0 && mask !== void 0) { this.dynamicsWorld.addRigidBody(body, group, mask); } else { this.dynamicsWorld.addRigidBody(body); } } removeBody(body) { this.dynamicsWorld.removeRigidBody(body); } createBody(mass, shape, transform) { const localInertia = new Ammo.btVector3(0, 0, 0); if (mass !== 0) { shape.calculateLocalInertia(mass, localInertia); } const motionState = new Ammo.btDefaultMotionState(transform); const bodyInfo = new Ammo.btRigidBodyConstructionInfo(mass, motionState, shape, localInertia); const body = new Ammo.btRigidBody(bodyInfo); Ammo.destroy(bodyInfo); Ammo.destroy(localInertia); return body; } destroyBody(body) { const motionState = body.getMotionState(); if (motionState) { Ammo.destroy(motionState); } Ammo.destroy(body); } /** * Raycast the world and return the first entity the ray hits. Fire a ray into the world from * start to end, if the ray hits an entity with a collision component, it returns a * {@link RaycastResult}, otherwise returns null. * * @param {Vec3} start - The world space point where the ray starts. * @param {Vec3} end - The world space point where the ray ends. * @param {object} [options] - The additional options for the raycasting. * @param {number} [options.filterCollisionGroup] - Collision group to apply to the raycast. * @param {number} [options.filterCollisionMask] - Collision mask to apply to the raycast. * @param {any[]} [options.filterTags] - Tags filters. Defined the same way as a {@link Tags#has} * query but within an array. * @param {Function} [options.filterCallback] - Custom function to use to filter entities. * Must return true to proceed with result. Takes one argument: the entity to evaluate. * * @returns {RaycastResult|null} The result of the raycasting or null if there was no hit. */ raycastFirst(start, end, options = {}) { if (options.filterTags || options.filterCallback) { options.sort = true; return this.raycastAll(start, end, options)[0] || null; } let result = null; ammoRayStart.setValue(start.x, start.y, start.z); ammoRayEnd.setValue(end.x, end.y, end.z); const rayCallback = new Ammo.ClosestRayResultCallback(ammoRayStart, ammoRayEnd); if (typeof options.filterCollisionGroup === "number") { rayCallback.set_m_collisionFilterGroup(options.filterCollisionGroup); } if (typeof options.filterCollisionMask === "number") { rayCallback.set_m_collisionFilterMask(options.filterCollisionMask); } this.dynamicsWorld.rayTest(ammoRayStart, ammoRayEnd, rayCallback); if (rayCallback.hasHit()) { const collisionObj = rayCallback.get_m_collisionObject(); const body = Ammo.castObject(collisionObj, Ammo.btRigidBody); if (body) { const point = rayCallback.get_m_hitPointWorld(); const normal = rayCallback.get_m_hitNormalWorld(); result = new RaycastResult( body.entity, new Vec3(point.x(), point.y(), point.z()), new Vec3(normal.x(), normal.y(), normal.z()), rayCallback.get_m_closestHitFraction() ); } } Ammo.destroy(rayCallback); return result; } /** * Raycast the world and return all entities the ray hits. It returns an array of * {@link RaycastResult}, one for each hit. If no hits are detected, the returned array will be * of length 0. Results are sorted by distance with closest first. * * @param {Vec3} start - The world space point where the ray starts. * @param {Vec3} end - The world space point where the ray ends. * @param {object} [options] - The additional options for the raycasting. * @param {boolean} [options.sort] - Whether to sort raycast results based on distance with closest * first. Defaults to false. * @param {number} [options.filterCollisionGroup] - Collision group to apply to the raycast. * @param {number} [options.filterCollisionMask] - Collision mask to apply to the raycast. * @param {any[]} [options.filterTags] - Tags filters. Defined the same way as a {@link Tags#has} * query but within an array. * @param {Function} [options.filterCallback] - Custom function to use to filter entities. * Must return true to proceed with result. Takes the entity to evaluate as argument. * * @returns {RaycastResult[]} An array of raycast hit results (0 length if there were no hits). * * @example * // Return all results of a raycast between 0, 2, 2 and 0, -2, -2 * const hits = this.app.systems.rigidbody.raycastAll(new Vec3(0, 2, 2), new Vec3(0, -2, -2)); * @example * // Return all results of a raycast between 0, 2, 2 and 0, -2, -2 * // where hit entity is tagged with `bird` OR `mammal` * const hits = this.app.systems.rigidbody.raycastAll(new Vec3(0, 2, 2), new Vec3(0, -2, -2), { * filterTags: [ "bird", "mammal" ] * }); * @example * // Return all results of a raycast between 0, 2, 2 and 0, -2, -2 * // where hit entity has a `camera` component * const hits = this.app.systems.rigidbody.raycastAll(new Vec3(0, 2, 2), new Vec3(0, -2, -2), { * filterCallback: (entity) => entity && entity.camera * }); * @example * // Return all results of a raycast between 0, 2, 2 and 0, -2, -2 * // where hit entity is tagged with (`carnivore` AND `mammal`) OR (`carnivore` AND `reptile`) * // and the entity has an `anim` component * const hits = this.app.systems.rigidbody.raycastAll(new Vec3(0, 2, 2), new Vec3(0, -2, -2), { * filterTags: [ * [ "carnivore", "mammal" ], * [ "carnivore", "reptile" ] * ], * filterCallback: (entity) => entity && entity.anim * }); */ raycastAll(start, end, options = {}) { Debug.assert(Ammo.AllHitsRayResultCallback, "pc.RigidBodyComponentSystem#raycastAll: Your version of ammo.js does not expose Ammo.AllHitsRayResultCallback. Update it to latest."); const results = []; ammoRayStart.setValue(start.x, start.y, start.z); ammoRayEnd.setValue(end.x, end.y, end.z); const rayCallback = new Ammo.AllHitsRayResultCallback(ammoRayStart, ammoRayEnd); if (typeof options.filterCollisionGroup === "number") { rayCallback.set_m_collisionFilterGroup(options.filterCollisionGroup); } if (typeof options.filterCollisionMask === "number") { rayCallback.set_m_collisionFilterMask(options.filterCollisionMask); } this.dynamicsWorld.rayTest(ammoRayStart, ammoRayEnd, rayCallback); if (rayCallback.hasHit()) { const collisionObjs = rayCallback.get_m_collisionObjects(); const points = rayCallback.get_m_hitPointWorld(); const normals = rayCallback.get_m_hitNormalWorld(); const hitFractions = rayCallback.get_m_hitFractions(); const numHits = collisionObjs.size(); for (let i = 0; i < numHits; i++) { const body = Ammo.castObject(collisionObjs.at(i), Ammo.btRigidBody); if (body && body.entity) { if (options.filterTags && !body.entity.tags.has(...options.filterTags) || options.filterCallback && !options.filterCallback(body.entity)) { continue; } const point = points.at(i); const normal = normals.at(i); const result = new RaycastResult( body.entity, new Vec3(point.x(), point.y(), point.z()), new Vec3(normal.x(), normal.y(), normal.z()), hitFractions.at(i) ); results.push(result); } } if (options.sort) { results.sort((a, b) => a.hitFraction - b.hitFraction); } } Ammo.destroy(rayCallback); return results; } /** * Stores a collision between the entity and other in the contacts map and returns true if it * is a new collision. * * @param {Entity} entity - The entity. * @param {Entity} other - The entity that collides with the first entity. * @returns {boolean} True if this is a new collision, false otherwise. * @private */ _storeCollision(entity, other) { let isNewCollision = false; const guid = entity.guid; this.collisions[guid] = this.collisions[guid] || { others: [], entity }; if (this.collisions[guid].others.indexOf(other) < 0) { this.collisions[guid].others.push(other); isNewCollision = true; } this.frameCollisions[guid] = this.frameCollisions[guid] || { others: [], entity }; this.frameCollisions[guid].others.push(other); return isNewCollision; } _createContactPointFromAmmo(contactPoint) { const localPointA = contactPoint.get_m_localPointA(); const localPointB = contactPoint.get_m_localPointB(); const positionWorldOnA = contactPoint.getPositionWorldOnA(); const positionWorldOnB = contactPoint.getPositionWorldOnB(); const normalWorldOnB = contactPoint.get_m_normalWorldOnB(); const contact = this.contactPointPool.allocate(); contact.localPoint.set(localPointA.x(), localPointA.y(), localPointA.z()); contact.localPointOther.set(localPointB.x(), localPointB.y(), localPointB.z()); contact.point.set(positionWorldOnA.x(), positionWorldOnA.y(), positionWorldOnA.z()); contact.pointOther.set(positionWorldOnB.x(), positionWorldOnB.y(), positionWorldOnB.z()); contact.normal.set(normalWorldOnB.x(), normalWorldOnB.y(), normalWorldOnB.z()); contact.impulse = contactPoint.getAppliedImpulse(); return contact; } _createReverseContactPointFromAmmo(contactPoint) { const localPointA = contactPoint.get_m_localPointA(); const localPointB = contactPoint.get_m_localPointB(); const positionWorldOnA = contactPoint.getPositionWorldOnA(); const positionWorldOnB = contactPoint.getPositionWorldOnB(); const normalWorldOnB = contactPoint.get_m_normalWorldOnB(); const contact = this.contactPointPool.allocate(); contact.localPointOther.set(localPointA.x(), localPointA.y(), localPointA.z()); contact.localPoint.set(localPointB.x(), localPointB.y(), localPointB.z()); contact.pointOther.set(positionWorldOnA.x(), positionWorldOnA.y(), positionWorldOnA.z()); contact.point.set(positionWorldOnB.x(), positionWorldOnB.y(), positionWorldOnB.z()); contact.normal.set(normalWorldOnB.x(), normalWorldOnB.y(), normalWorldOnB.z()); contact.impulse = contactPoint.getAppliedImpulse(); return contact; } _createSingleContactResult(a, b, contactPoint) { const result = this.singleContactResultPool.allocate(); result.a = a; result.b = b; result.localPointA = contactPoint.localPoint; result.localPointB = contactPoint.localPointOther; result.pointA = contactPoint.point; result.pointB = contactPoint.pointOther; result.normal = contactPoint.normal; result.impulse = contactPoint.impulse; return result; } _createContactResult(other, contacts) { const result = this.contactResultPool.allocate(); result.other = other; result.contacts = contacts; return result; } /** * Removes collisions that no longer exist from the collisions list and fires collisionend * events to the related entities. * * @private */ _cleanOldCollisions() { for (const guid in this.collisions) { if (this.collisions.hasOwnProperty(guid)) { const frameCollision = this.frameCollisions[guid]; const collision = this.collisions[guid]; const entity = collision.entity; const entityCollision = entity.collision; const entityRigidbody = entity.rigidbody; const others = collision.others; const length = others.length; let i = length; while (i--) { const other = others[i]; if (!frameCollision || frameCollision.others.indexOf(other) < 0) { others.splice(i, 1); if (entity.trigger) { if (entityCollision) { entityCollision.fire("triggerleave", other); } if (other.rigidbody) { other.rigidbody.fire("triggerleave", entity); } } else if (!other.trigger) { if (entityRigidbody) { entityRigidbody.fire("collisionend", other); } if (entityCollision) { entityCollision.fire("collisionend", other); } } } } if (others.length === 0) { delete this.collisions[guid]; } } } } /** * Returns true if the entity has a contact event attached and false otherwise. * * @param {Entity} entity - Entity to test. * @returns {boolean} True if the entity has a contact and false otherwise. * @private */ _hasContactEvent(entity) { const c = entity.collision; if (c && (c.hasEvent("collisionstart") || c.hasEvent("collisionend") || c.hasEvent("contact"))) { return true; } const r = entity.rigidbody; return r && (r.hasEvent("collisionstart") || r.hasEvent("collisionend") || r.hasEvent("contact")); } /** * Checks for collisions and fires collision events. * * @param {number} world - The pointer to the dynamics world that invoked this callback. * @param {number} timeStep - The amount of simulation time processed in the last simulation tick. * @private */ _checkForCollisions(world, timeStep) { const dynamicsWorld = Ammo.wrapPointer(world, Ammo.btDynamicsWorld); const dispatcher = dynamicsWorld.getDispatcher(); const numManifolds = dispatcher.getNumManifolds(); this.frameCollisions = {}; for (let i = 0; i < numManifolds; i++) { const manifold = dispatcher.getManifoldByIndexInternal(i); const body0 = manifold.getBody0(); const body1 = manifold.getBody1(); const wb0 = Ammo.castObject(body0, Ammo.btRigidBody); const wb1 = Ammo.castObject(body1, Ammo.btRigidBody); const e0 = wb0.entity; const e1 = wb1.entity; if (!e0 || !e1) { continue; } const flags0 = wb0.getCollisionFlags(); const flags1 = wb1.getCollisionFlags(); const numContacts = manifold.getNumContacts(); const forwardContacts = []; const reverseContacts = []; let newCollision; if (numContacts > 0) { if (flags0 & BODYFLAG_NORESPONSE_OBJECT || flags1 & BODYFLAG_NORESPONSE_OBJECT) { const e0Events = e0.collision && (e0.collision.hasEvent("triggerenter") || e0.collision.hasEvent("triggerleave")); const e1Events = e1.collision && (e1.collision.hasEvent("triggerenter") || e1.collision.hasEvent("triggerleave")); const e0BodyEvents = e0.rigidbody && (e0.rigidbody.hasEvent("triggerenter") || e0.rigidbody.hasEvent("triggerleave")); const e1BodyEvents = e1.rigidbody && (e1.rigidbody.hasEvent("triggerenter") || e1.rigidbody.hasEvent("triggerleave")); if (e0Events) { newCollision = this._storeCollision(e0, e1); if (newCollision && !(flags1 & BODYFLAG_NORESPONSE_OBJECT)) { e0.collision.fire("triggerenter", e1); } } if (e1Events) { newCollision = this._storeCollision(e1, e0); if (newCollision && !(flags0 & BODYFLAG_NORESPONSE_OBJECT)) { e1.collision.fire("triggerenter", e0); } } if (e0BodyEvents) { if (!newCollision) { newCollision = this._storeCollision(e1, e0); } if (newCollision) { e0.rigidbody.fire("triggerenter", e1); } } if (e1BodyEvents) { if (!newCollision) { newCollision = this._storeCollision(e0, e1); } if (newCollision) { e1.rigidbody.fire("triggerenter", e0); } } } else { const e0Events = this._hasContactEvent(e0); const e1Events = this._hasContactEvent(e1); const globalEvents = this.hasEvent("contact"); if (globalEvents || e0Events || e1Events) { for (let j = 0; j < numContacts; j++) { const btContactPoint = manifold.getContactPoint(j); const contactPoint = this._createContactPointFromAmmo(btContactPoint); if (e0Events || e1Events) { forwardContacts.push(contactPoint); const reverseContactPoint = this._createReverseContactPointFromAmmo(btContactPoint); reverseContacts.push(reverseContactPoint); } if (globalEvents) { const result = this._createSingleContactResult(e0, e1, contactPoint); this.fire("contact", result); } } if (e0Events) { const forwardResult = this._createContactResult(e1, forwardContacts); newCollision = this._storeCollision(e0, e1); if (e0.collision) { e0.collision.fire("contact", forwardResult); if (newCollision) { e0.collision.fire("collisionstart", forwardResult); } } if (e0.rigidbody) { e0.rigidbody.fire("contact", forwardResult); if (newCollision) { e0.rigidbody.fire("collisionstart", forwardResult); } } } if (e1Events) { const reverseResult = this._createContactResult(e0, reverseContacts); newCollision = this._storeCollision(e1, e0); if (e1.collision) { e1.collision.fire("contact", reverseResult); if (newCollision) { e1.collision.fire("collisionstart", reverseResult); } } if (e1.rigidbody) { e1.rigidbody.fire("contact", reverseResult); if (newCollision) { e1.rigidbody.fire("collisionstart", reverseResult); } } } } } } } this._cleanOldCollisions(); this.contactPointPool.freeAll(); this.contactResultPool.freeAll(); this.singleContactResultPool.freeAll(); } onUpdate(dt) { let i, len; this._stats.physicsStart = now(); this._gravityFloat32[0] = this.gravity.x; this._gravityFloat32[1] = this.gravity.y; this._gravityFloat32[2] = this.gravity.z; const gravity = this.dynamicsWorld.getGravity(); if (gravity.x() !== this._gravityFloat32[0] || gravity.y() !== this._gravityFloat32[1] || gravity.z() !== this._gravityFloat32[2]) { gravity.setValue(this.gravity.x, this.gravity.y, this.gravity.z); this.dynamicsWorld.setGravity(gravity); } const triggers = this._triggers; for (i = 0, len = triggers.length; i < len; i++) { triggers[i].updateTransform(); } const compounds = this._compounds; for (i = 0, len = compounds.length; i < len; i++) { compounds[i]._updateCompound(); } const kinematic = this._kinematic; for (i = 0, len = kinematic.length; i < len; i++) { kinematic[i]._updateKinematic(); } this.dynamicsWorld.stepSimulation(dt, this.maxSubSteps, this.fixedTimeStep); const dynamic = this._dynamic; for (i = 0, len = dynamic.length; i < len; i++) { dynamic[i]._updateDynamic(); } if (!this.dynamicsWorld.setInternalTickCallback) { this._checkForCollisions(Ammo.getPointer(this.dynamicsWorld), dt); } this._stats.physicsTime = now() - this._stats.physicsStart; } destroy() { super.destroy(); this.app.systems.off("update", this.onUpdate, this); if (typeof Ammo !== "undefined") { Ammo.destroy(this.dynamicsWorld); Ammo.destroy(this.solver); Ammo.destroy(this.overlappingPairCache); Ammo.destroy(this.dispatcher); Ammo.destroy(this.collisionConfiguration); Ammo.destroy(ammoRayStart); Ammo.destroy(ammoRayEnd); this.dynamicsWorld = null; this.solver = null; this.overlappingPairCache = null; this.dispatcher = null; this.collisionConfiguration = null; ammoRayStart = null; ammoRayEnd = null; RigidBodyComponent.onAppDestroy(); } } } /** * Fired when a contact occurs between two rigid bodies. The handler is passed a * {@link SingleContactResult} object containing details of the contact between the two bodies. * * @event * @example * app.systems.rigidbody.on('contact', (result) => { * console.log(`Contact between ${result.a.name} and ${result.b.name}`); * }); */ __publicField(RigidBodyComponentSystem, "EVENT_CONTACT", "contact"); Component._buildAccessors(RigidBodyComponent.prototype, _schema); export { ContactPoint, ContactResult, RaycastResult, RigidBodyComponentSystem, SingleContactResult };