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* Examples: Added JoltPhysics.js example. * JoltPhysics.js: Added restitution. * Examples: Updated screenshot. * JoltPhysics: Improve convex radius for box shapes. --------- Co-authored-by: Mugen87 <michael.herzog@human-interactive.org>
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import { Clock, Vector3, Quaternion, Matrix4 } from 'three'; | ||
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const JOLT_PATH = 'https://cdn.jsdelivr.net/npm/jolt-physics@0.20.0/dist/jolt-physics.wasm-compat.js'; | ||
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const frameRate = 60; | ||
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let Jolt = null; | ||
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function getShape( 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 new Jolt.BoxShape( new Jolt.Vec3( sx, sy, sz ), 0.05 * Math.min( sx, sy, sz ), null ); | ||
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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 new Jolt.SphereShape( radius, null ); | ||
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} | ||
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return null; | ||
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} | ||
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// Object layers | ||
const LAYER_NON_MOVING = 0; | ||
const LAYER_MOVING = 1; | ||
const NUM_OBJECT_LAYERS = 2; | ||
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function setupCollisionFiltering( settings ) { | ||
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let objectFilter = new Jolt.ObjectLayerPairFilterTable( NUM_OBJECT_LAYERS ); | ||
objectFilter.EnableCollision( LAYER_NON_MOVING, LAYER_MOVING ); | ||
objectFilter.EnableCollision( LAYER_MOVING, LAYER_MOVING ); | ||
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const BP_LAYER_NON_MOVING = new Jolt.BroadPhaseLayer( 0 ); | ||
const BP_LAYER_MOVING = new Jolt.BroadPhaseLayer( 1 ); | ||
const NUM_BROAD_PHASE_LAYERS = 2; | ||
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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 ); | ||
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settings.mObjectLayerPairFilter = objectFilter; | ||
settings.mBroadPhaseLayerInterface = bpInterface; | ||
settings.mObjectVsBroadPhaseLayerFilter = new Jolt.ObjectVsBroadPhaseLayerFilterTable( settings.mBroadPhaseLayerInterface, NUM_BROAD_PHASE_LAYERS, settings.mObjectLayerPairFilter, NUM_OBJECT_LAYERS ); | ||
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}; | ||
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async function JoltPhysics() { | ||
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if ( Jolt === null ) { | ||
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const { default: initJolt } = await import( JOLT_PATH ); | ||
Jolt = await initJolt(); | ||
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} | ||
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const settings = new Jolt.JoltSettings(); | ||
setupCollisionFiltering( settings ); | ||
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const jolt = new Jolt.JoltInterface( settings ); | ||
Jolt.destroy( settings ); | ||
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const physicsSystem = jolt.GetPhysicsSystem(); | ||
const bodyInterface = physicsSystem.GetBodyInterface(); | ||
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const meshes = []; | ||
const meshMap = new WeakMap(); | ||
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const _position = new Vector3(); | ||
const _quaternion = new Quaternion(); | ||
const _scale = new Vector3( 1, 1, 1 ); | ||
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const _matrix = new Matrix4(); | ||
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function addScene( scene ) { | ||
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scene.traverse( function ( child ) { | ||
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if ( child.isMesh ) { | ||
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const physics = child.userData.physics; | ||
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if ( physics ) { | ||
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addMesh( child, physics.mass, physics.restitution ); | ||
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} | ||
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} | ||
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} ); | ||
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} | ||
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function addMesh( mesh, mass = 0, restitution = 0 ) { | ||
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const shape = getShape( mesh.geometry ); | ||
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if ( shape === null ) return; | ||
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const body = mesh.isInstancedMesh | ||
? createInstancedBody( mesh, mass, restitution, shape ) | ||
: createBody( mesh.position, mesh.quaternion, mass, restitution, shape ); | ||
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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 createInstancedBody( mesh, mass, restitution, 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 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 ) ); | ||
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} | ||
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return bodies; | ||
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} | ||
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function createBody( position, rotation, mass, restitution, shape ) { | ||
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const pos = new Jolt.Vec3( position.x, position.y, position.z ); | ||
const rot = new Jolt.Quat( rotation.x, rotation.y, rotation.z, rotation.w ); | ||
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const motion = mass > 0 ? Jolt.EMotionType_Dynamic : Jolt.EMotionType_Static; | ||
const layer = mass > 0 ? LAYER_MOVING : LAYER_NON_MOVING; | ||
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const creationSettings = new Jolt.BodyCreationSettings( shape, pos, rot, motion, layer ); | ||
creationSettings.mRestitution = restitution; | ||
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const body = bodyInterface.CreateBody( creationSettings ); | ||
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bodyInterface.AddBody( body.GetID(), Jolt.EActivation_Activate ); | ||
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Jolt.destroy( creationSettings ); | ||
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return body; | ||
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} | ||
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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 ); | ||
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const body = bodies[ index ]; | ||
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bodyInterface.RemoveBody( body.GetID() ); | ||
bodyInterface.DestroyBody( body.GetID() ); | ||
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const physics = mesh.userData.physics; | ||
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let shape = body.GetShape(); | ||
let body2 = createBody( position, { x: 0, y: 0, z: 0, w: 1 }, physics.mass, physics.restitution, shape ); | ||
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bodies[ index ] = body2; | ||
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} else { | ||
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// TODO: Implement this | ||
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} | ||
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} | ||
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function setMeshVelocity( mesh, velocity, index = 0 ) { | ||
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/* | ||
let body = meshMap.get( mesh ); | ||
if ( mesh.isInstancedMesh ) { | ||
body = body[ index ]; | ||
} | ||
body.setLinvel( velocity ); | ||
*/ | ||
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} | ||
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// | ||
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const clock = new Clock(); | ||
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function step() { | ||
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let deltaTime = clock.getDelta(); | ||
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// Don't go below 30 Hz to prevent spiral of death | ||
deltaTime = Math.min( deltaTime, 1.0 / 30.0 ); | ||
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// When running below 55 Hz, do 2 steps instead of 1 | ||
const numSteps = deltaTime > 1.0 / 55.0 ? 2 : 1; | ||
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// Step the physics world | ||
jolt.Step( deltaTime, numSteps ); | ||
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// | ||
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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.GetPosition(); | ||
const quaternion = body.GetRotation(); | ||
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_position.set( position.GetX(), position.GetY(), position.GetZ() ); | ||
_quaternion.set( quaternion.GetX(), quaternion.GetY(), quaternion.GetZ(), quaternion.GetW() ); | ||
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_matrix.compose( _position, _quaternion, _scale ).toArray( array, j * 16 ); | ||
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} | ||
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mesh.instanceMatrix.needsUpdate = true; | ||
mesh.computeBoundingSphere(); | ||
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} else { | ||
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const body = meshMap.get( mesh ); | ||
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const position = body.GetPosition(); | ||
const rotation = body.GetRotation(); | ||
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mesh.position.set( position.GetX(), position.GetY(), position.GetZ() ); | ||
mesh.quaternion.set( rotation.GetX(), rotation.GetY(), rotation.GetZ(), rotation.GetW() ); | ||
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} | ||
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} | ||
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} | ||
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// animate | ||
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setInterval( step, 1000 / frameRate ); | ||
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return { | ||
addScene: addScene, | ||
addMesh: addMesh, | ||
setMeshPosition: setMeshPosition, | ||
setMeshVelocity: setMeshVelocity | ||
}; | ||
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} | ||
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export { JoltPhysics }; |
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