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julien-c HF Staff
do not gitignore the builds
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/** _ _ _ _____ __ _______ ______
* | |___| |_| |__ /__ | | | | _ | * *
* | / _ \ _| | __\ | | \ | _ | U _
* |_\___/\__|_||_| _ |____/____ |__ \_|_ |_|_____|
*
* @author LoTh / http://3dflashlo.wordpress.com/
* @author SUNAG / http://www.sunag.com.br/
* @author Ammo.lab / https://github.com/lo-th/Ammo.lab/
*/
'use strict';
SEA3D.AMMO = {
world: null,
rigidBodies: [],
rigidBodiesTarget: [],
rigidBodiesEnabled: [],
constraints: [],
vehicles: [],
vehiclesWheels: [],
ACTIVE: 1,
ISLAND_SLEEPING: 2,
WANTS_DEACTIVATION: 3,
DISABLE_DEACTIVATION: 4,
DISABLE_SIMULATION: 5,
VERSION: 0.8,
init: function ( gravity, worldScale, broadphase ) {
gravity = gravity !== undefined ? gravity : - 90.8;
this.worldScale = worldScale == undefined ? 1 : worldScale;
this.broadphase = broadphase == undefined ? 'bvt' : broadphase;
this.solver = new Ammo.btSequentialImpulseConstraintSolver();
this.collisionConfig = new Ammo.btDefaultCollisionConfiguration();
this.dispatcher = new Ammo.btCollisionDispatcher( this.collisionConfig );
switch ( this.broadphase ) {
case 'bvt':
this.broadphase = new Ammo.btDbvtBroadphase();
break;
case 'sap':
this.broadphase = new Ammo.btAxisSweep3(
new Ammo.btVector3( - this.worldScale, - this.worldScale, - this.worldScale ),
new Ammo.btVector3( this.worldScale, this.worldScale, this.worldScale ),
4096
);
break;
case 'simple':
this.broadphase = new Ammo.btSimpleBroadphase();
break;
}
this.world = new Ammo.btDiscreteDynamicsWorld( this.dispatcher, this.broadphase, this.solver, this.collisionConfig );
this.setGravity( gravity );
console.log( "THREE.AMMO " + this.VERSION );
},
setGravity: function ( gravity ) {
this.gravity = gravity;
this.world.setGravity( new Ammo.btVector3( 0, gravity, 0 ) );
return this;
},
getGravity: function () {
return this.gravity;
},
setEnabledRigidBody: function ( rb, enabled ) {
var index = this.rigidBodies.indexOf( rb );
if ( this.rigidBodiesEnabled[ index ] == enabled ) return;
if ( enabled ) this.world.addRigidBody( rb );
else this.world.removeRigidBody( rb );
this.rigidBodiesEnabled[ index ] = true;
return this;
},
getEnabledRigidBody: function ( rb ) {
return this.rigidBodiesEnabled[ this.rigidBodies.indexOf( rb ) ];
},
addRigidBody: function ( rb, target, enabled ) {
enabled = enabled !== undefined ? enabled : true;
this.rigidBodies.push( rb );
this.rigidBodiesTarget.push( target );
this.rigidBodiesEnabled.push( false );
this.setEnabledRigidBody( rb, enabled );
return this;
},
removeRigidBody: function ( rb, destroy ) {
var index = this.rigidBodies.indexOf( rb );
this.setEnabledRigidBody( rb, false );
this.rigidBodies.splice( index, 1 );
this.rigidBodiesTarget.splice( index, 1 );
this.rigidBodiesEnabled.splice( index, 1 );
if ( destroy ) Ammo.destroy( rb );
return this;
},
containsRigidBody: function ( rb ) {
return this.rigidBodies.indexOf( rb ) > - 1;
},
addConstraint: function ( ctrt, disableCollisionsBetweenBodies ) {
disableCollisionsBetweenBodies = disableCollisionsBetweenBodies == undefined ? true : disableCollisionsBetweenBodies;
this.constraints.push( ctrt );
this.world.addConstraint( ctrt, disableCollisionsBetweenBodies );
return this;
},
removeConstraint: function ( ctrt, destroy ) {
this.constraints.splice( this.constraints.indexOf( ctrt ), 1 );
this.world.removeConstraint( ctrt );
if ( destroy ) Ammo.destroy( ctrt );
return this;
},
containsConstraint: function ( ctrt ) {
return this.constraints.indexOf( rb ) > - 1;
},
addVehicle: function ( vehicle, wheels ) {
this.vehicles.push( vehicle );
this.vehiclesWheels.push( wheels != undefined ? wheels : [] );
this.world.addAction( vehicle );
return this;
},
removeVehicle: function ( vehicle, destroy ) {
var index = this.vehicles.indexOf( vehicle );
this.vehicles.splice( index, 1 );
this.vehiclesWheels.splice( index, 1 );
this.world.removeAction( vehicle );
if ( destroy ) Ammo.destroy( vehicle );
return this;
},
containsVehicle: function ( vehicle ) {
return this.vehicles.indexOf( vehicle ) > - 1;
},
createTriangleMesh: function ( geometry, index, removeDuplicateVertices ) {
index = index == undefined ? - 1 : index;
removeDuplicateVertices = removeDuplicateVertices == undefined ? false : removeDuplicateVertices;
var mTriMesh = new Ammo.btTriangleMesh();
var v0 = new Ammo.btVector3( 0, 0, 0 );
var v1 = new Ammo.btVector3( 0, 0, 0 );
var v2 = new Ammo.btVector3( 0, 0, 0 );
var vertex = geometry.getAttribute( 'position' ).array;
var indexes = geometry.getIndex().array;
var group = index >= 0 ? geometry.groups[ index ] : undefined,
start = group ? group.start : 0,
count = group ? group.count : indexes.length;
var scale = 1 / this.worldScale;
for ( var idx = start; idx < count; idx += 3 ) {
var vx1 = indexes[ idx ] * 3,
vx2 = indexes[ idx + 1 ] * 3,
vx3 = indexes[ idx + 2 ] * 3;
v0.setValue( vertex[ vx1 ] * scale, vertex[ vx1 + 1 ] * scale, vertex[ vx1 + 2 ] * scale );
v1.setValue( vertex[ vx2 ] * scale, vertex[ vx2 + 1 ] * scale, vertex[ vx2 + 2 ] * scale );
v2.setValue( vertex[ vx3 ] * scale, vertex[ vx3 + 1 ] * scale, vertex[ vx3 + 2 ] * scale );
mTriMesh.addTriangle( v0, v1, v2, removeDuplicateVertices );
}
return mTriMesh;
},
createConvexHull: function ( geometry, index ) {
index = index == undefined ? - 1 : index;
var mConvexHull = new Ammo.btConvexHullShape();
var v0 = new Ammo.btVector3( 0, 0, 0 );
var vertex = geometry.getAttribute( 'position' ).array;
var indexes = geometry.getIndex().array;
var group = index >= 0 ? geometry.groups[ index ] : undefined,
start = group ? group.start : 0,
count = group ? group.count : indexes.length;
var scale = 1 / this.worldScale;
for ( var idx = start; idx < count; idx += 3 ) {
var vx1 = indexes[ idx ] * 3;
var point = new Ammo.btVector3(
vertex[ vx1 ] * scale, vertex[ vx1 + 1 ] * scale, vertex[ vx1 + 2 ] * scale
);
mConvexHull.addPoint( point );
}
return mConvexHull;
},
getTargetByRigidBody: function ( rb ) {
return this.rigidBodiesTarget[ this.rigidBodies.indexOf( rb ) ];
},
getRigidBodyByTarget: function ( target ) {
return this.rigidBodies[ this.rigidBodiesTarget.indexOf( target ) ];
},
getTransformFromMatrix: function ( mtx ) {
var transform = new Ammo.btTransform();
var pos = THREE.SEA3D.VECBUF.setFromMatrixPosition( mtx );
transform.setOrigin( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
var scl = THREE.SEA3D.VECBUF.setFromMatrixScale( mtx );
mtx.scale( scl.set( 1 / scl.x, 1 / scl.y, 1 / scl.z ) );
var quat = new THREE.Quaternion().setFromRotationMatrix( mtx );
var q = new Ammo.btQuaternion();
q.setValue( quat.x, quat.y, quat.z, quat.w );
transform.setRotation( q );
Ammo.destroy( q );
return transform;
},
getMatrixFromTransform: function ( transform ) {
var position = new THREE.Vector3();
var quaternion = new THREE.Quaternion();
var scale = new THREE.Vector3( 1, 1, 1 );
return function ( transform, matrix ) {
matrix = matrix || new THREE.Matrix4();
var pos = transform.getOrigin(),
quat = transform.getRotation();
position.set( pos.x(), pos.y(), pos.z() );
quaternion.set( quat.x(), quat.y(), quat.z(), quat.w() );
matrix.compose( position, quaternion, scale );
return matrix;
};
}(),
updateTargetTransform: function () {
var matrix = new THREE.Matrix4();
var position = new THREE.Vector3();
var quaternion = new THREE.Quaternion();
var scale = new THREE.Vector3( 1, 1, 1 );
return function ( obj3d, transform, offset ) {
var pos = transform.getOrigin(),
quat = transform.getRotation();
if ( offset ) {
position.set( pos.x(), pos.y(), pos.z() );
quaternion.set( quat.x(), quat.y(), quat.z(), quat.w() );
matrix.compose( position, quaternion, scale );
matrix.multiplyMatrices( matrix, offset );
obj3d.position.setFromMatrixPosition( matrix );
obj3d.quaternion.setFromRotationMatrix( matrix );
} else {
obj3d.position.set( pos.x(), pos.y(), pos.z() );
obj3d.quaternion.set( quat.x(), quat.y(), quat.z(), quat.w() );
}
return this;
};
}(),
update: function ( delta, iteration, fixedDelta ) {
this.world.stepSimulation( delta, iteration || 0, fixedDelta || ( 60 / 1000 ) );
var i, j;
for ( i = 0; i < this.vehicles.length; i ++ ) {
var vehicle = this.vehicles[ i ],
numWheels = vehicle.getNumWheels(),
wheels = this.vehiclesWheels[ i ];
for ( j = 0; j < numWheels; j ++ ) {
vehicle.updateWheelTransform( j, true );
var wheelsTransform = vehicle.getWheelTransformWS( j ),
wheelTarget = wheels[ j ];
if ( wheelTarget ) {
this.updateTargetTransform( wheelTarget, wheelsTransform, wheelTarget.physics ? wheelTarget.physics.offset : null );
}
}
}
for ( i = 0; i < this.rigidBodies.length; i ++ ) {
var rb = this.rigidBodies[ i ],
target = this.rigidBodiesTarget[ i ];
if ( target && rb.isActive() ) {
this.updateTargetTransform( target, rb.getWorldTransform(), target.physics ? target.physics.offset : null );
}
}
return this;
}
};