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* Added Rapier example. * Updated screenshot. * Fixed DeepScan issue. * RapeirPhysics: Added world.timestep.
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Original file line number | Diff line number | Diff line change |
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async function RapierPhysics( path ) { | ||
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const RAPIER = await import( path ); | ||
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await RAPIER.init(); | ||
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const frameRate = 60; | ||
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// Docs: https://rapier.rs/docs/api/javascript/JavaScript3D/ | ||
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const gravity = { x: 0.0, y: - 9.81, z: 0.0 }; | ||
const world = new RAPIER.World( gravity ); | ||
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function getCollider( geometry ) { | ||
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const parameters = geometry.parameters; | ||
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// TODO change type to is* | ||
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if ( geometry.type === 'BoxGeometry' ) { | ||
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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; | ||
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return RAPIER.ColliderDesc.cuboid( sx, sy, sz ); | ||
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} else if ( geometry.type === 'SphereGeometry' || geometry.type === 'IcosahedronGeometry' ) { | ||
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const radius = parameters.radius !== undefined ? parameters.radius : 1; | ||
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return RAPIER.ColliderDesc.ball( radius ); | ||
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} | ||
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return null; | ||
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} | ||
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const meshes = []; | ||
const meshMap = new WeakMap(); | ||
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function addMesh( mesh, mass = 0, restitution = 0 ) { | ||
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const shape = getCollider( mesh.geometry ); | ||
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if ( shape !== null ) { | ||
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shape.setMass( mass ); | ||
shape.setRestitution( restitution ); | ||
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if ( mesh.isInstancedMesh ) { | ||
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handleInstancedMesh( mesh, mass, shape ); | ||
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} else if ( mesh.isMesh ) { | ||
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handleMesh( mesh, mass, shape ); | ||
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} | ||
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} | ||
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} | ||
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function handleMesh( mesh, mass, shape ) { | ||
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const position = mesh.position; | ||
const quaternion = mesh.quaternion; | ||
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const desc = mass > 0 ? RAPIER.RigidBodyDesc.dynamic() : RAPIER.RigidBodyDesc.fixed(); | ||
desc.setTranslation( position.x, position.y, position.z ); | ||
desc.setRotation( quaternion ); | ||
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const body = world.createRigidBody( desc ); | ||
world.createCollider( shape, body ); | ||
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if ( mass > 0 ) { | ||
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meshes.push( mesh ); | ||
meshMap.set( mesh, body ); | ||
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} | ||
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} | ||
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function handleInstancedMesh( mesh, mass, shape ) { | ||
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const array = mesh.instanceMatrix.array; | ||
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const bodies = []; | ||
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for ( let i = 0; i < mesh.count; i ++ ) { | ||
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const index = i * 16; | ||
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const desc = mass > 0 ? RAPIER.RigidBodyDesc.dynamic() : RAPIER.RigidBodyDesc.fixed(); | ||
desc.setTranslation( array[ index + 12 ], array[ index + 13 ], array[ index + 14 ] ); | ||
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const body = world.createRigidBody( desc ); | ||
world.createCollider( shape, body ); | ||
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bodies.push( body ); | ||
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} | ||
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if ( mass > 0 ) { | ||
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meshes.push( mesh ); | ||
meshMap.set( mesh, bodies ); | ||
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} | ||
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} | ||
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const vector = { x: 0, y: 0, z: 0 }; | ||
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function setMeshPosition( mesh, position, index = 0 ) { | ||
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if ( mesh.isInstancedMesh ) { | ||
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const bodies = meshMap.get( mesh ); | ||
const body = bodies[ index ]; | ||
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body.setAngvel( vector ); | ||
body.setLinvel( vector ); | ||
body.setTranslation( position ); | ||
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} else if ( mesh.isMesh ) { | ||
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const body = meshMap.get( mesh ); | ||
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body.setAngvel( vector ); | ||
body.setLinvel( vector ); | ||
body.setTranslation( position ); | ||
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} | ||
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} | ||
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// | ||
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let lastTime = 0; | ||
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function step() { | ||
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const time = performance.now(); | ||
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if ( lastTime > 0 ) { | ||
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const delta = ( time - lastTime ) / 1000; | ||
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world.timestep = delta; | ||
world.step(); | ||
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for ( let i = 0, l = meshes.length; i < l; i ++ ) { | ||
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const mesh = meshes[ i ]; | ||
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if ( mesh.isInstancedMesh ) { | ||
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const array = mesh.instanceMatrix.array; | ||
const bodies = meshMap.get( mesh ); | ||
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for ( let j = 0; j < bodies.length; j ++ ) { | ||
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const body = bodies[ j ]; | ||
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const position = body.translation(); | ||
const quaternion = body.rotation(); | ||
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compose( position, quaternion, array, j * 16 ); | ||
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} | ||
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mesh.instanceMatrix.needsUpdate = true; | ||
mesh.computeBoundingSphere(); | ||
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} else if ( mesh.isMesh ) { | ||
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const body = meshMap.get( mesh ); | ||
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mesh.position.copy( body.translation() ); | ||
mesh.quaternion.copy( body.rotation() ); | ||
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} | ||
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} | ||
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} | ||
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lastTime = time; | ||
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} | ||
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// animate | ||
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setInterval( step, 1000 / frameRate ); | ||
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return { | ||
addMesh: addMesh, | ||
setMeshPosition: setMeshPosition | ||
}; | ||
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} | ||
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function compose( position, quaternion, array, index ) { | ||
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const x = quaternion.x, y = quaternion.y, z = quaternion.z, w = quaternion.w; | ||
const x2 = x + x, y2 = y + y, z2 = z + z; | ||
const xx = x * x2, xy = x * y2, xz = x * z2; | ||
const yy = y * y2, yz = y * z2, zz = z * z2; | ||
const wx = w * x2, wy = w * y2, wz = w * z2; | ||
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array[ index + 0 ] = ( 1 - ( yy + zz ) ); | ||
array[ index + 1 ] = ( xy + wz ); | ||
array[ index + 2 ] = ( xz - wy ); | ||
array[ index + 3 ] = 0; | ||
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array[ index + 4 ] = ( xy - wz ); | ||
array[ index + 5 ] = ( 1 - ( xx + zz ) ); | ||
array[ index + 6 ] = ( yz + wx ); | ||
array[ index + 7 ] = 0; | ||
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array[ index + 8 ] = ( xz + wy ); | ||
array[ index + 9 ] = ( yz - wx ); | ||
array[ index + 10 ] = ( 1 - ( xx + yy ) ); | ||
array[ index + 11 ] = 0; | ||
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array[ index + 12 ] = position.x; | ||
array[ index + 13 ] = position.y; | ||
array[ index + 14 ] = position.z; | ||
array[ index + 15 ] = 1; | ||
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} | ||
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export { RapierPhysics }; |
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