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Added Jolt physics example (#28023)
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* Examples: Added JoltPhysics.js example.

* JoltPhysics.js: Added restitution.

* Examples: Updated screenshot.

* JoltPhysics: Improve convex radius for box shapes.

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Co-authored-by: Mugen87 <michael.herzog@human-interactive.org>
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mrdoob and Mugen87 authored Apr 18, 2024
1 parent 3ecc744 commit 01ee1a7
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1 change: 1 addition & 0 deletions examples/files.json
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"physics_ammo_rope",
"physics_ammo_terrain",
"physics_ammo_volume",
"physics_jolt_instancing",
"physics_rapier_instancing"
],
"misc": [
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281 changes: 281 additions & 0 deletions examples/jsm/physics/JoltPhysics.js
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import { Clock, Vector3, Quaternion, Matrix4 } from 'three';

const JOLT_PATH = 'https://cdn.jsdelivr.net/npm/jolt-physics@0.20.0/dist/jolt-physics.wasm-compat.js';

const frameRate = 60;

let Jolt = 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 new Jolt.BoxShape( new Jolt.Vec3( sx, sy, sz ), 0.05 * Math.min( sx, sy, sz ), null );

} else if ( geometry.type === 'SphereGeometry' || geometry.type === 'IcosahedronGeometry' ) {

const radius = parameters.radius !== undefined ? parameters.radius : 1;

return new Jolt.SphereShape( radius, null );

}

return null;

}

// Object layers
const LAYER_NON_MOVING = 0;
const LAYER_MOVING = 1;
const NUM_OBJECT_LAYERS = 2;

function setupCollisionFiltering( settings ) {

let objectFilter = new Jolt.ObjectLayerPairFilterTable( NUM_OBJECT_LAYERS );
objectFilter.EnableCollision( LAYER_NON_MOVING, LAYER_MOVING );
objectFilter.EnableCollision( LAYER_MOVING, LAYER_MOVING );

const BP_LAYER_NON_MOVING = new Jolt.BroadPhaseLayer( 0 );
const BP_LAYER_MOVING = new Jolt.BroadPhaseLayer( 1 );
const NUM_BROAD_PHASE_LAYERS = 2;

let bpInterface = new Jolt.BroadPhaseLayerInterfaceTable( NUM_OBJECT_LAYERS, NUM_BROAD_PHASE_LAYERS );
bpInterface.MapObjectToBroadPhaseLayer( LAYER_NON_MOVING, BP_LAYER_NON_MOVING );
bpInterface.MapObjectToBroadPhaseLayer( LAYER_MOVING, BP_LAYER_MOVING );

settings.mObjectLayerPairFilter = objectFilter;
settings.mBroadPhaseLayerInterface = bpInterface;
settings.mObjectVsBroadPhaseLayerFilter = new Jolt.ObjectVsBroadPhaseLayerFilterTable( settings.mBroadPhaseLayerInterface, NUM_BROAD_PHASE_LAYERS, settings.mObjectLayerPairFilter, NUM_OBJECT_LAYERS );

};

async function JoltPhysics() {

if ( Jolt === null ) {

const { default: initJolt } = await import( JOLT_PATH );
Jolt = await initJolt();

}

const settings = new Jolt.JoltSettings();
setupCollisionFiltering( settings );

const jolt = new Jolt.JoltInterface( settings );
Jolt.destroy( settings );

const physicsSystem = jolt.GetPhysicsSystem();
const bodyInterface = physicsSystem.GetBodyInterface();

const meshes = [];
const meshMap = new WeakMap();

const _position = new Vector3();
const _quaternion = new Quaternion();
const _scale = new Vector3( 1, 1, 1 );

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;

const body = mesh.isInstancedMesh
? createInstancedBody( mesh, mass, restitution, shape )
: createBody( mesh.position, mesh.quaternion, mass, restitution, shape );

if ( mass > 0 ) {

meshes.push( mesh );
meshMap.set( mesh, body );

}

}

function createInstancedBody( mesh, mass, restitution, shape ) {

const array = mesh.instanceMatrix.array;

const bodies = [];

for ( let i = 0; i < mesh.count; i ++ ) {

const position = _position.fromArray( array, i * 16 + 12 );
const quaternion = _quaternion.setFromRotationMatrix( _matrix.fromArray( array, i * 16 ) ); // TODO Copilot did this
bodies.push( createBody( position, quaternion, mass, restitution, shape ) );

}

return bodies;

}

function createBody( position, rotation, mass, restitution, shape ) {

const pos = new Jolt.Vec3( position.x, position.y, position.z );
const rot = new Jolt.Quat( rotation.x, rotation.y, rotation.z, rotation.w );

const motion = mass > 0 ? Jolt.EMotionType_Dynamic : Jolt.EMotionType_Static;
const layer = mass > 0 ? LAYER_MOVING : LAYER_NON_MOVING;

const creationSettings = new Jolt.BodyCreationSettings( shape, pos, rot, motion, layer );
creationSettings.mRestitution = restitution;

const body = bodyInterface.CreateBody( creationSettings );

bodyInterface.AddBody( body.GetID(), Jolt.EActivation_Activate );

Jolt.destroy( creationSettings );

return body;

}

function setMeshPosition( mesh, position, index = 0 ) {

if ( mesh.isInstancedMesh ) {

const bodies = meshMap.get( mesh );

const body = bodies[ index ];

bodyInterface.RemoveBody( body.GetID() );
bodyInterface.DestroyBody( body.GetID() );

const physics = mesh.userData.physics;

let shape = body.GetShape();
let body2 = createBody( position, { x: 0, y: 0, z: 0, w: 1 }, physics.mass, physics.restitution, shape );

bodies[ index ] = body2;

} else {

// TODO: Implement this

}

}

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() {

let deltaTime = clock.getDelta();

// Don't go below 30 Hz to prevent spiral of death
deltaTime = Math.min( deltaTime, 1.0 / 30.0 );

// When running below 55 Hz, do 2 steps instead of 1
const numSteps = deltaTime > 1.0 / 55.0 ? 2 : 1;

// Step the physics world
jolt.Step( deltaTime, numSteps );

//

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.GetPosition();
const quaternion = body.GetRotation();

_position.set( position.GetX(), position.GetY(), position.GetZ() );
_quaternion.set( quaternion.GetX(), quaternion.GetY(), quaternion.GetZ(), quaternion.GetW() );

_matrix.compose( _position, _quaternion, _scale ).toArray( array, j * 16 );

}

mesh.instanceMatrix.needsUpdate = true;
mesh.computeBoundingSphere();

} else {

const body = meshMap.get( mesh );

const position = body.GetPosition();
const rotation = body.GetRotation();

mesh.position.set( position.GetX(), position.GetY(), position.GetZ() );
mesh.quaternion.set( rotation.GetX(), rotation.GetY(), rotation.GetZ(), rotation.GetW() );

}

}

}

// animate

setInterval( step, 1000 / frameRate );

return {
addScene: addScene,
addMesh: addMesh,
setMeshPosition: setMeshPosition,
setMeshVelocity: setMeshVelocity
};

}

export { JoltPhysics };
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