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Added Jolt physics example #28023
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Added Jolt physics example #28023
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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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@jrouwe What do you think about this solution?
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Given that the example uses boxes of 0.075, a convex radius of 0.05 is indeed too big (the debug version of Jolt will assert because it is bigger than half the size of the box). So this solution is better as it reduces the convex radius to 0.00375.
The default allowed penetration in Jolt is 0.02 (PhysicsSettings.mPenetrationSlop) which means the boxes can still sink into each other by this amount. Also, this will not help performance as the allowed penetration is bigger than the convex radius which causes a more expensive code path to trigger more often. You can update the physics settings through PhysicsSystem.SetPhysicsSettings.