import * as OIMO from '../libs/OimoPhysics/index.js'; async function OimoPhysics() { const frameRate = 60; const world = new OIMO.World( 2, new OIMO.Vec3( 0, - 9.8, 0 ) ); // 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 OIMO.OBoxGeometry( new OIMO.Vec3( sx, sy, sz ) ); } else if ( geometry.type === 'SphereGeometry' || geometry.type === 'IcosahedronGeometry' ) { const radius = parameters.radius !== undefined ? parameters.radius : 1; return new OIMO.OSphereGeometry( radius ); } return null; } const meshes = []; const meshMap = new WeakMap(); function addMesh( mesh, mass = 0 ) { const 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 ) { const shapeConfig = new OIMO.ShapeConfig(); shapeConfig.geometry = shape; const bodyConfig = new OIMO.RigidBodyConfig(); bodyConfig.type = mass === 0 ? OIMO.RigidBodyType.STATIC : OIMO.RigidBodyType.DYNAMIC; bodyConfig.position = new OIMO.Vec3( mesh.position.x, mesh.position.y, mesh.position.z ); const body = new OIMO.RigidBody( bodyConfig ); body.addShape( new OIMO.Shape( shapeConfig ) ); world.addRigidBody( body ); if ( mass > 0 ) { meshes.push( mesh ); meshMap.set( mesh, body ); } } function handleInstancedMesh( mesh, mass, shape ) { const array = mesh.instanceMatrix.array; const bodies = []; for ( let i = 0; i < mesh.count; i ++ ) { const index = i * 16; const shapeConfig = new OIMO.ShapeConfig(); shapeConfig.geometry = shape; const bodyConfig = new OIMO.RigidBodyConfig(); bodyConfig.type = mass === 0 ? OIMO.RigidBodyType.STATIC : OIMO.RigidBodyType.DYNAMIC; bodyConfig.position = new OIMO.Vec3( array[ index + 12 ], array[ index + 13 ], array[ index + 14 ] ); const body = new OIMO.RigidBody( bodyConfig ); body.addShape( new OIMO.Shape( shapeConfig ) ); world.addRigidBody( body ); bodies.push( body ); } if ( mass > 0 ) { meshes.push( mesh ); meshMap.set( mesh, bodies ); } } // function setMeshPosition( mesh, position, index = 0 ) { if ( mesh.isInstancedMesh ) { const bodies = meshMap.get( mesh ); const body = bodies[ index ]; body.setPosition( new OIMO.Vec3( position.x, position.y, position.z ) ); } else if ( mesh.isMesh ) { const body = meshMap.get( mesh ); body.setPosition( new OIMO.Vec3( position.x, position.y, position.z ) ); } } // let lastTime = 0; function step() { const time = performance.now(); if ( lastTime > 0 ) { // console.time( 'world.step' ); world.step( 1 / frameRate ); // console.timeEnd( 'world.step' ); } lastTime = time; // 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 ]; compose( body.getPosition(), body.getOrientation(), array, j * 16 ); } mesh.instanceMatrix.needsUpdate = true; } else if ( mesh.isMesh ) { const body = meshMap.get( mesh ); mesh.position.copy( body.getPosition() ); mesh.quaternion.copy( body.getOrientation() ); } } } // animate setInterval( step, 1000 / frameRate ); return { addMesh: addMesh, setMeshPosition: setMeshPosition // addCompoundMesh }; } function compose( position, quaternion, array, index ) { 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; 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; } export { OimoPhysics };