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three

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JavaScript 3D library

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import { Clock, Vector3, Quaternion, Matrix4 } from 'three'; const RAPIER_PATH = 'https://cdn.skypack.dev/@dimforge/rapier3d-compat@0.12.0'; const frameRate = 60; const _scale = new Vector3( 1, 1, 1 ); const ZERO = new Vector3(); let RAPIER = null; function getShape( 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 ); } else if ( geometry.type === 'CylinderGeometry' ) { const radius = parameters.radiusBottom !== undefined ? parameters.radiusBottom : 0.5; const length = parameters.height !== undefined ? parameters.height : 0.5; return RAPIER.ColliderDesc.cylinder( length / 2, radius ); } else if ( geometry.type === 'CapsuleGeometry' ) { const radius = parameters.radius !== undefined ? parameters.radius : 0.5; const length = parameters.height !== undefined ? parameters.height : 0.5; return RAPIER.ColliderDesc.capsule( length / 2, radius ); } else if ( geometry.type === 'BufferGeometry' ) { const vertices = []; const vertex = new Vector3(); const position = geometry.getAttribute( 'position' ); for ( let i = 0; i < position.count; i ++ ) { vertex.fromBufferAttribute( position, i ); vertices.push( vertex.x, vertex.y, vertex.z ); } // if the buffer is non-indexed, generate an index buffer const indices = geometry.getIndex() === null ? Uint32Array.from( Array( parseInt( vertices.length / 3 ) ).keys() ) : geometry.getIndex().array; return RAPIER.ColliderDesc.trimesh( vertices, indices ); } return null; } /** * @classdesc Can be used to include Rapier as a Physics engine into * `three.js` apps. The API can be initialized via: * ```js * const physics = await RapierPhysics(); * ``` * The component automatically imports Rapier from a CDN so make sure * to use the component with an active Internet connection. * * @name RapierPhysics * @class * @hideconstructor * @three_import import { RapierPhysics } from 'three/addons/physics/RapierPhysics.js'; */ async function RapierPhysics() { if ( RAPIER === null ) { RAPIER = await import( `${RAPIER_PATH}` ); await RAPIER.init(); } // Docs: https://rapier.rs/docs/api/javascript/JavaScript3D/ const gravity = new Vector3( 0.0, - 9.81, 0.0 ); const world = new RAPIER.World( gravity ); const meshes = []; const meshMap = new WeakMap(); const _vector = new Vector3(); const _quaternion = new Quaternion(); const _matrix = new Matrix4(); function addScene( scene ) { scene.traverse( function ( child ) { if ( child.isMesh ) { const physics = child.userData.physics; if ( physics ) { addMesh( child, physics.mass, physics.restitution ); } } } ); } function addMesh( mesh, mass = 0, restitution = 0 ) { const shape = getShape( mesh.geometry ); if ( shape === null ) return; shape.setMass( mass ); shape.setRestitution( restitution ); const body = mesh.isInstancedMesh ? createInstancedBody( mesh, mass, shape ) : createBody( mesh.position, mesh.quaternion, mass, shape ); if ( ! mesh.userData.physics ) mesh.userData.physics = {}; mesh.userData.physics.body = body; if ( mass > 0 ) { meshes.push( mesh ); meshMap.set( mesh, body ); } } function createInstancedBody( mesh, mass, shape ) { const array = mesh.instanceMatrix.array; const bodies = []; for ( let i = 0; i < mesh.count; i ++ ) { const position = _vector.fromArray( array, i * 16 + 12 ); bodies.push( createBody( position, null, mass, shape ) ); } return bodies; } function createBody( position, quaternion, mass, shape ) { const desc = mass > 0 ? RAPIER.RigidBodyDesc.dynamic() : RAPIER.RigidBodyDesc.fixed(); desc.setTranslation( ...position ); if ( quaternion !== null ) desc.setRotation( quaternion ); const body = world.createRigidBody( desc ); world.createCollider( shape, body ); return body; } function setMeshPosition( mesh, position, index = 0 ) { let body = meshMap.get( mesh ); if ( mesh.isInstancedMesh ) { body = body[ index ]; } body.setAngvel( ZERO ); body.setLinvel( ZERO ); body.setTranslation( position ); } function setMeshVelocity( mesh, velocity, index = 0 ) { let body = meshMap.get( mesh ); if ( mesh.isInstancedMesh ) { body = body[ index ]; } body.setLinvel( velocity ); } function addHeightfield( mesh, width, depth, heights, scale ) { const shape = RAPIER.ColliderDesc.heightfield( width, depth, heights, scale ); const bodyDesc = RAPIER.RigidBodyDesc.fixed(); bodyDesc.setTranslation( mesh.position.x, mesh.position.y, mesh.position.z ); bodyDesc.setRotation( mesh.quaternion ); const body = world.createRigidBody( bodyDesc ); world.createCollider( shape, body ); if ( ! mesh.userData.physics ) mesh.userData.physics = {}; mesh.userData.physics.body = body; return body; } // const clock = new Clock(); function step() { world.timestep = clock.getDelta(); 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(); _quaternion.copy( body.rotation() ); _matrix.compose( position, _quaternion, _scale ).toArray( array, j * 16 ); } mesh.instanceMatrix.needsUpdate = true; mesh.computeBoundingSphere(); } else { const body = meshMap.get( mesh ); mesh.position.copy( body.translation() ); mesh.quaternion.copy( body.rotation() ); } } } // animate setInterval( step, 1000 / frameRate ); return { RAPIER, world, /** * Adds the given scene to this physics simulation. Only meshes with a * `physics` object in their {@link Object3D#userData} field will be honored. * The object can be used to store the mass and restitution of the mesh. E.g.: * ```js * box.userData.physics = { mass: 1, restitution: 0 }; * ``` * * @method * @name RapierPhysics#addScene * @param {Object3D} scene The scene or any type of 3D object to add. */ addScene: addScene, /** * Adds the given mesh to this physics simulation. * * @method * @name RapierPhysics#addMesh * @param {Mesh} mesh The mesh to add. * @param {number} [mass=0] The mass in kg of the mesh. * @param {number} [restitution=0] The restitution/friction of the mesh. */ addMesh: addMesh, /** * Set the position of the given mesh which is part of the physics simulation. Calling this * method will reset the current simulated velocity of the mesh. * * @method * @name RapierPhysics#setMeshPosition * @param {Mesh} mesh The mesh to update the position for. * @param {Vector3} position - The new position. * @param {number} [index=0] - If the mesh is instanced, the index represents the instanced ID. */ setMeshPosition: setMeshPosition, /** * Set the velocity of the given mesh which is part of the physics simulation. * * @method * @name RapierPhysics#setMeshVelocity * @param {Mesh} mesh The mesh to update the velocity for. * @param {Vector3} velocity - The new velocity. * @param {number} [index=0] - If the mesh is instanced, the index represents the instanced ID. */ setMeshVelocity: setMeshVelocity, /** * Adds a heightfield terrain to the physics simulation. * * @method * @name RapierPhysics#addHeightfield * @param {Mesh} mesh - The Three.js mesh representing the terrain. * @param {number} width - The number of vertices along the width (x-axis) of the heightfield. * @param {number} depth - The number of vertices along the depth (z-axis) of the heightfield. * @param {Float32Array} heights - Array of height values for each vertex in the heightfield. * @param {Object} scale - Scale factors for the heightfield dimensions. * @param {number} scale.x - Scale factor for width. * @param {number} scale.y - Scale factor for height. * @param {number} scale.z - Scale factor for depth. * @returns {RigidBody} The created Rapier rigid body for the heightfield. */ addHeightfield: addHeightfield }; } export { RapierPhysics };