julien-c's picture
julien-c HF Staff
do not gitignore the builds
6cd9596
/**
* SEA3D+AMMO for Three.JS
* @author Sunag / http://www.sunag.com.br/
*/
'use strict';
THREE.SEA3D.prototype.toAmmoVec3 = function ( v ) {
return new Ammo.btVector3( v.x, v.y, v.z );
};
//
// Sphere
//
THREE.SEA3D.prototype.readSphere = function ( sea ) {
var shape = new Ammo.btSphereShape( sea.radius );
this.domain.shapes = this.shapes = this.shapes || [];
this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape );
};
//
// Box
//
THREE.SEA3D.prototype.readBox = function ( sea ) {
var shape = new Ammo.btBoxShape( new Ammo.btVector3( sea.width * .5, sea.height * .5, sea.depth * .5 ) );
this.domain.shapes = this.shapes = this.shapes || [];
this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape );
};
//
// Cone
//
THREE.SEA3D.prototype.readCone = function ( sea ) {
var shape = new Ammo.btConeShape( sea.radius, sea.height );
this.domain.shapes = this.shapes = this.shapes || [];
this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape );
};
//
// Cylinder
//
THREE.SEA3D.prototype.readCylinder = function ( sea ) {
var shape = new Ammo.btCylinderShape( new Ammo.btVector3( sea.height, sea.radius, sea.radius ) );
this.domain.shapes = this.shapes = this.shapes || [];
this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape );
};
//
// Capsule
//
THREE.SEA3D.prototype.readCapsule = function ( sea ) {
var shape = new Ammo.btCapsuleShape( sea.radius, sea.height );
this.domain.shapes = this.shapes = this.shapes || [];
this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape );
};
//
// Convex Geometry
//
THREE.SEA3D.prototype.readConvexGeometry = function ( sea ) {
if ( this.config.convexHull ) {
var shape = SEA3D.AMMO.createConvexHull( sea.geometry.tag, sea.subGeometryIndex );
} else {
var triMesh = SEA3D.AMMO.createTriangleMesh( sea.geometry.tag, sea.subGeometryIndex );
var shape = new Ammo.btConvexTriangleMeshShape( triMesh, true );
}
this.domain.shapes = this.shapes = this.shapes || [];
this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape );
};
//
// Triangle Geometry
//
THREE.SEA3D.prototype.readTriangleGeometry = function ( sea ) {
var triMesh = SEA3D.AMMO.createTriangleMesh( sea.geometry.tag, sea.subGeometryIndex );
var shape = new Ammo.btBvhTriangleMeshShape( triMesh, true, true );
this.domain.shapes = this.shapes = this.shapes || [];
this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape );
};
//
// Compound
//
THREE.SEA3D.prototype.readCompound = function ( sea ) {
var shape = new Ammo.btCompoundShape();
for ( var i = 0; i < sea.compounds.length; i ++ ) {
var compound = sea.compounds[ i ];
THREE.SEA3D.MTXBUF.elements = compound.transform;
var transform = SEA3D.AMMO.getTransformFromMatrix( THREE.SEA3D.MTXBUF );
shape.addChildShape( transform, compound.shape.tag );
}
this.domain.shapes = this.shapes = this.shapes || [];
this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape );
};
//
// Rigid Body Base
//
THREE.SEA3D.prototype.readRigidBodyBase = function ( sea ) {
var shape = sea.shape.tag,
transform, target;
if ( sea.target ) {
target = sea.target.tag;
target.physics = { enabled: true };
target.updateMatrix();
transform = SEA3D.AMMO.getTransformFromMatrix( sea.target.tag.matrix );
} else {
THREE.SEA3D.MTXBUF.fromArray( sea.transform );
transform = SEA3D.AMMO.getTransformFromMatrix( THREE.SEA3D.MTXBUF );
}
var motionState = new Ammo.btDefaultMotionState( transform );
var localInertia = new Ammo.btVector3( 0, 0, 0 );
shape.calculateLocalInertia( sea.mass, localInertia );
var info = new Ammo.btRigidBodyConstructionInfo( sea.mass, motionState, shape, localInertia );
info.set_m_friction( sea.friction );
info.set_m_restitution( sea.restitution );
info.set_m_linearDamping( sea.linearDamping );
info.set_m_angularDamping( sea.angularDamping );
var rb = new Ammo.btRigidBody( info );
if ( target ) {
target.physics.rigidBody = rb;
if ( sea.offset ) {
var offset = new THREE.Matrix4();
offset.fromArray( sea.offset );
target.physics.offset = offset;
}
}
Ammo.destroy( info );
this.domain.rigidBodies = this.rigidBodies = this.rigidBodies || [];
this.rigidBodies.push( this.objects[ "rb/" + sea.name ] = sea.tag = rb );
return rb;
};
//
// Rigid Body
//
THREE.SEA3D.prototype.readRigidBody = function ( sea ) {
var rb = this.readRigidBodyBase( sea );
SEA3D.AMMO.addRigidBody( rb, sea.target ? sea.target.tag : undefined, this.config.enabledPhysics );
};
//
// Car Controller
//
THREE.SEA3D.prototype.readCarController = function ( sea ) {
var body = this.readRigidBodyBase( sea );
body.setActivationState( SEA3D.AMMO.DISABLE_DEACTIVATION );
// Car
var vehicleRayCaster = new Ammo.btDefaultVehicleRaycaster( SEA3D.AMMO.world );
var tuning = new Ammo.btVehicleTuning();
tuning.set_m_suspensionStiffness( sea.suspensionStiffness );
tuning.set_m_suspensionDamping( sea.suspensionDamping );
tuning.set_m_suspensionCompression( sea.suspensionCompression );
tuning.set_m_maxSuspensionTravelCm( sea.maxSuspensionTravelCm );
tuning.set_m_maxSuspensionForce( sea.maxSuspensionForce );
tuning.set_m_frictionSlip( sea.frictionSlip );
var vehicle = new Ammo.btRaycastVehicle( tuning, body, vehicleRayCaster ),
wheels = [];
vehicle.setCoordinateSystem( 0, 1, 2 );
for ( var i = 0; i < sea.wheel.length; i ++ ) {
var wheel = sea.wheel[ i ];
var wheelInfo = vehicle.addWheel(
this.toAmmoVec3( wheel.pos ),
this.toAmmoVec3( wheel.dir ),
this.toAmmoVec3( wheel.axle ),
wheel.suspensionRestLength,
wheel.radius,
tuning,
wheel.isFront
);
var target = wheels[ i ] = wheel.target ? wheel.target.tag : undefined;
if ( target ) {
target.physics = { enabled: true, rigidBody: wheelInfo };
if ( wheel.offset ) {
var offset = new THREE.Matrix4();
offset.fromArray( wheel.offset );
target.physics.offset = offset;
}
if ( target.parent ) {
target.parent.remove( target );
}
if ( this.container ) {
this.container.add( target );
}
}
wheelInfo.set_m_suspensionStiffness( sea.suspensionStiffness );
wheelInfo.set_m_wheelsDampingRelaxation( sea.dampingRelaxation );
wheelInfo.set_m_wheelsDampingCompression( sea.dampingCompression );
wheelInfo.set_m_frictionSlip( sea.frictionSlip );
}
SEA3D.AMMO.addVehicle( vehicle, wheels );
SEA3D.AMMO.addRigidBody( body, sea.target ? sea.target.tag : undefined, this.config.enabledPhysics );
this.domain.vehicles = this.vehicles = this.vehicles || [];
this.vehicles.push( this.objects[ "vhc/" + sea.name ] = sea.tag = vehicle );
};
//
// P2P Constraint
//
THREE.SEA3D.prototype.readP2PConstraint = function ( sea ) {
var ctrt;
if ( sea.targetB ) {
ctrt = new Ammo.btPoint2PointConstraint(
sea.targetA.tag,
sea.targetB.tag,
this.toAmmoVec3( sea.pointA ),
this.toAmmoVec3( sea.pointB )
);
} else {
ctrt = new Ammo.btPoint2PointConstraint(
sea.targetA.tag,
this.toAmmoVec3( sea.pointA )
);
}
SEA3D.AMMO.addConstraint( ctrt );
this.domain.constraints = this.constraints = this.constraints || [];
this.constraints.push( this.objects[ "ctnt/" + sea.name ] = sea.tag = ctrt );
};
//
// Hinge Constraint
//
THREE.SEA3D.prototype.readHingeConstraint = function ( sea ) {
var ctrt;
if ( sea.targetB ) {
ctrt = new Ammo.btHingeConstraint(
sea.targetA.tag,
sea.targetB.tag,
this.toAmmoVec3( sea.pointA ),
this.toAmmoVec3( sea.pointB ),
this.toAmmoVec3( sea.axisA ),
this.toAmmoVec3( sea.axisB ),
false
);
} else {
ctrt = new Ammo.btHingeConstraint(
sea.targetA.tag,
this.toAmmoVec3( sea.pointA ),
this.toAmmoVec3( sea.axisA ),
false
);
}
if ( sea.limit ) {
ctrt.setLimit( sea.limit.low, sea.limit.high, sea.limit.softness, sea.limit.biasFactor, sea.limit.relaxationFactor );
}
if ( sea.angularMotor ) {
ctrt.enableAngularMotor( true, sea.angularMotor.velocity, sea.angularMotor.impulse );
}
SEA3D.AMMO.addConstraint( ctrt );
this.domain.constraints = this.constraints = this.constraints || [];
this.constraints.push( this.objects[ "ctnt/" + sea.name ] = sea.tag = ctrt );
};
//
// Cone Twist Constraint
//
THREE.SEA3D.prototype.readConeTwistConstraint = function ( sea ) {
var ctrt;
if ( sea.targetB ) {
ctrt = new Ammo.btConeTwistConstraint(
sea.targetA.tag,
sea.targetB.tag,
this.toAmmoVec3( sea.pointA ),
this.toAmmoVec3( sea.pointB ),
false
);
} else {
ctrt = new Ammo.btConeTwistConstraint(
sea.targetA.tag,
this.toAmmoVec3( sea.pointA ),
false
);
}
SEA3D.AMMO.addConstraint( ctrt );
this.domain.constraints = this.constraints = this.constraints || [];
this.constraints.push( this.objects[ "ctnt/" + sea.name ] = sea.tag = ctrt );
};
//
// Domain
//
THREE.SEA3D.Domain.prototype.enabledPhysics = function ( enabled ) {
var i = this.rigidBodies ? this.rigidBodies.length : 0;
while ( i -- ) {
SEA3D.AMMO.setEnabledRigidBody( this.rigidBodies[ i ], enabled );
}
};
THREE.SEA3D.Domain.prototype.applyContainerTransform = function () {
this.container.updateMatrix();
var matrix = this.container.matrix.clone();
this.container.position.set( 0, 0, 0 );
this.container.quaternion.set( 0, 0, 0, 1 );
this.container.scale.set( 1, 1, 1 );
this.applyTransform( matrix );
};
THREE.SEA3D.Domain.prototype.applyTransform = function ( matrix ) {
var mtx = THREE.SEA3D.MTXBUF, vec = THREE.SEA3D.VECBUF;
var i = this.rigidBodies ? this.rigidBodies.length : 0,
childs = this.container ? this.container.children : [],
targets = [];
while ( i -- ) {
var rb = this.rigidBodies[ i ],
target = SEA3D.AMMO.getTargetByRigidBody( rb ),
transform = rb.getWorldTransform(),
transformMatrix = SEA3D.AMMO.getMatrixFromTransform( transform );
transformMatrix.multiplyMatrices( transformMatrix, matrix );
transform = SEA3D.AMMO.getTransformFromMatrix( transformMatrix );
rb.setWorldTransform( transform );
if ( target ) targets.push( target );
}
for ( i = 0; i < childs.length; i ++ ) {
var obj3d = childs[ i ];
if ( targets.indexOf( obj3d ) > - 1 ) continue;
obj3d.updateMatrix();
mtx.copy( obj3d.matrix );
mtx.multiplyMatrices( matrix, mtx );
obj3d.position.setFromMatrixPosition( mtx );
obj3d.scale.setFromMatrixScale( mtx );
// ignore rotation scale
mtx.scale( vec.set( 1 / obj3d.scale.x, 1 / obj3d.scale.y, 1 / obj3d.scale.z ) );
obj3d.quaternion.setFromRotationMatrix( mtx );
}
};
//
// Extension
//
THREE.SEA3D.Domain.prototype.getShape = THREE.SEA3D.prototype.getShape = function ( name ) {
return this.objects[ "shpe/" + name ];
};
THREE.SEA3D.Domain.prototype.getRigidBody = THREE.SEA3D.prototype.getRigidBody = function ( name ) {
return this.objects[ "rb/" + name ];
};
THREE.SEA3D.Domain.prototype.getConstraint = THREE.SEA3D.prototype.getConstraint = function ( name ) {
return this.objects[ "ctnt/" + name ];
};
THREE.SEA3D.EXTENSIONS_LOADER.push( {
parse: function () {
delete this.shapes;
delete this.rigidBodies;
delete this.vehicles;
delete this.constraints;
},
setTypeRead: function () {
// CONFIG
this.config.physics = this.config.physics !== undefined ? this.config.physics : true;
this.config.convexHull = this.config.convexHull !== undefined ? this.config.convexHull : true;
this.config.enabledPhysics = this.config.enabledPhysics !== undefined ? this.config.enabledPhysics : true;
if ( this.config.physics ) {
// SHAPES
this.file.typeRead[ SEA3D.Sphere.prototype.type ] = this.readSphere;
this.file.typeRead[ SEA3D.Box.prototype.type ] = this.readBox;
this.file.typeRead[ SEA3D.Capsule.prototype.type ] = this.readCapsule;
this.file.typeRead[ SEA3D.Cone.prototype.type ] = this.readCone;
this.file.typeRead[ SEA3D.Cylinder.prototype.type ] = this.readCylinder;
this.file.typeRead[ SEA3D.ConvexGeometry.prototype.type ] = this.readConvexGeometry;
this.file.typeRead[ SEA3D.TriangleGeometry.prototype.type ] = this.readTriangleGeometry;
this.file.typeRead[ SEA3D.Compound.prototype.type ] = this.readCompound;
// CONSTRAINTS
this.file.typeRead[ SEA3D.P2PConstraint.prototype.type ] = this.readP2PConstraint;
this.file.typeRead[ SEA3D.HingeConstraint.prototype.type ] = this.readHingeConstraint;
this.file.typeRead[ SEA3D.ConeTwistConstraint.prototype.type ] = this.readConeTwistConstraint;
// PHYSICS
this.file.typeRead[ SEA3D.RigidBody.prototype.type ] = this.readRigidBody;
this.file.typeRead[ SEA3D.CarController.prototype.type ] = this.readCarController;
}
}
} );
THREE.SEA3D.EXTENSIONS_DOMAIN.push( {
dispose: function () {
var i;
i = this.rigidBodies ? this.rigidBodies.length : 0;
while ( i -- ) SEA3D.AMMO.removeRigidBody( this.rigidBodies[ i ], true );
i = this.vehicles ? this.vehicles.length : 0;
while ( i -- ) SEA3D.AMMO.removeVehicle( this.vehicles[ i ], true );
i = this.constraints ? this.constraints.length : 0;
while ( i -- ) SEA3D.AMMO.removeConstraint( this.constraints[ i ], true );
i = this.shapes ? this.shapes.length : 0;
while ( i -- ) Ammo.destroy( this.shapes[ i ] );
}
} );