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import { Clock, Vector3, Quaternion, Matrix4 } from 'three'; | |
const RAPIER_PATH = 'https://cdn.skypack.dev/@dimforge/[email protected]'; | |
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 === '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; | |
} | |
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 ( 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 ); | |
} | |
// | |
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 { | |
addScene: addScene, | |
addMesh: addMesh, | |
setMeshPosition: setMeshPosition, | |
setMeshVelocity: setMeshVelocity | |
}; | |
} | |
export { RapierPhysics }; | |