three
Version: 
JavaScript 3D library
354 lines (231 loc) • 8.82 kB
JavaScript
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 };