import CANNON from "../libs/cannon.module.min.js"; function compose( position, quaternion, array, index ) { var x = quaternion.x, y = quaternion.y, z = quaternion.z, w = quaternion.w; var x2 = x + x, y2 = y + y, z2 = z + z; var xx = x * x2, xy = x * y2, xz = x * z2; var yy = y * y2, yz = y * z2, zz = z * z2; var wx = w * x2, wy = w * y2, wz = w * z2; array[ index + 0 ] = ( 1 - ( yy + zz ) ); array[ index + 1 ] = ( xy + wz ); array[ index + 2 ] = ( xz - wy ); array[ index + 3 ] = 0; array[ index + 4 ] = ( xy - wz ); array[ index + 5 ] = ( 1 - ( xx + zz ) ); array[ index + 6 ] = ( yz + wx ); array[ index + 7 ] = 0; array[ index + 8 ] = ( xz + wy ); array[ index + 9 ] = ( yz - wx ); array[ index + 10 ] = ( 1 - ( xx + yy ) ); array[ index + 11 ] = 0; array[ index + 12 ] = position.x; array[ index + 13 ] = position.y; array[ index + 14 ] = position.z; array[ index + 15 ] = 1; } function CannonPhysics() { var frameRate = 60; var frameTime = 1 / frameRate; var world = new CANNON.World(); world.gravity.set( 0, - 9.8, 0 ); world.broadphase = new CANNON.SAPBroadphase( world ); // world.solver.iterations = 20; // world.solver.tolerance = 0.001; // world.allowSleep = true; // function getShape( geometry ) { var parameters = geometry.parameters; // TODO change type to is* switch ( geometry.type ) { case 'BoxBufferGeometry': var halfExtents = new CANNON.Vec3(); halfExtents.x = parameters.width !== undefined ? parameters.width / 2 : 0.5; halfExtents.y = parameters.height !== undefined ? parameters.height / 2 : 0.5; halfExtents.z = parameters.depth !== undefined ? parameters.depth / 2 : 0.5; return new CANNON.Box( halfExtents ); case 'PlaneBufferGeometry': return new CANNON.Plane(); case 'SphereBufferGeometry': var radius = parameters.radius; return new CANNON.Sphere( radius ); } return null; } var meshes = []; var meshMap = new WeakMap(); function addMesh( mesh, mass = 0 ) { var shape = getShape( mesh.geometry ); if ( shape !== null ) { if ( mesh.isInstancedMesh ) { handleInstancedMesh( mesh, mass, shape ); } else if ( mesh.isMesh ) { handleMesh( mesh, mass, shape ); } } } function handleMesh( mesh, mass, shape ) { var position = new CANNON.Vec3(); position.copy( mesh.position ); var quaternion = new CANNON.Quaternion(); quaternion.copy( mesh.quaternion ); var body = new CANNON.Body( { position: position, quaternion: quaternion, mass: mass, shape: shape } ); world.addBody( body ); if ( mass > 0 ) { meshes.push( mesh ); meshMap.set( mesh, body ); } } function handleInstancedMesh( mesh, mass, shape ) { var array = mesh.instanceMatrix.array; var bodies = []; for ( var i = 0; i < mesh.count; i ++ ) { var index = i * 16; var position = new CANNON.Vec3(); position.set( array[ index + 12 ], array[ index + 13 ], array[ index + 14 ] ); var body = new CANNON.Body( { position: position, mass: mass, shape: shape } ); world.addBody( body ); bodies.push( body ); } if ( mass > 0 ) { mesh.instanceMatrix.setUsage( 35048 ); // THREE.DynamicDrawUsage = 35048 meshes.push( mesh ); meshMap.set( mesh, bodies ); } } // function setMeshPosition( mesh, position, index = 0 ) { if ( mesh.isInstancedMesh ) { var bodies = meshMap.get( mesh ); bodies[ index ].position.copy( position ); } else if ( mesh.isMesh ) { var body = meshMap.get( mesh ); body.position.copy( position ); } } // var lastTime = 0; function step() { var time = performance.now(); if ( lastTime > 0 ) { var delta = ( time - lastTime ) / 1000; // console.time( 'world.step' ); world.step( frameTime, delta, frameRate ); // console.timeEnd( 'world.step' ); } lastTime = time; // for ( var i = 0, l = meshes.length; i < l; i ++ ) { var mesh = meshes[ i ]; if ( mesh.isInstancedMesh ) { var array = mesh.instanceMatrix.array; var bodies = meshMap.get( mesh ); for ( var j = 0; j < bodies.length; j ++ ) { var body = bodies[ j ]; compose( body.position, body.quaternion, array, j * 16 ); } mesh.instanceMatrix.needsUpdate = true; } else if ( mesh.isMesh ) { var body = meshMap.get( mesh ); mesh.position.copy( body.position ); mesh.quaternion.copy( body.quaternion ); } } } // animate setInterval( step, 1000 / frameRate ); return { addMesh: addMesh, setMeshPosition: setMeshPosition // addCompoundMesh }; } export { CannonPhysics };