import * as RAPIER from '@dimforge/rapier3d' class Physics{ constructor(engine){ this.engine = engine } init = async ()=>{ let gravity = { x: 0.0, y: -9.81, z: 0.0 }; let world = new RAPIER.World(gravity); // Create Ground. let bodyDesc = RAPIER.RigidBodyDesc.fixed(); let body = world.createRigidBody(bodyDesc); let colliderDesc = RAPIER.ColliderDesc.cuboid(100, 0, 100); //bodyDesc.setTranslation(-50,0,-50); world.createCollider(colliderDesc, body.handle); this.world = world; this.physicsObjects = []; this.eventQueue = new RAPIER.EventQueue(true); return this; } add = (mesh, rigidBodyType, autoAnimate = true, postPhysicsFn, colliderType, colliderSettings) => { const rigidBodyDesc = RAPIER.RigidBodyDesc[rigidBodyType]() rigidBodyDesc.setTranslation(mesh.position.x, mesh.position.y, mesh.position.z) // * Responsible for collision response const rigidBody = this.world.createRigidBody(rigidBodyDesc) rigidBody.userData = colliderSettings.userData || {}; let colliderDesc switch (colliderType) { case 'cuboid': { const { width, height, depth } = colliderSettings colliderDesc = RAPIER.ColliderDesc.cuboid(width, height, depth) } break case 'ball': { const { radius } = colliderSettings colliderDesc = RAPIER.ColliderDesc.ball(radius) } break case 'capsule': { const { halfHeight, radius } = colliderSettings colliderDesc = RAPIER.ColliderDesc.capsule(halfHeight, radius) } break default: { colliderDesc = RAPIER.ColliderDesc.trimesh( mesh.geometry.attributes.position.array, mesh.geometry.index?.array ) } break } if (!colliderDesc) { console.error('Collider Mesh Error: convex mesh creation failed.') } if (colliderSettings.isSensor){ colliderDesc.setSensor(true); colliderDesc.setActiveEvents(RAPIER.ActiveEvents.COLLISION_EVENTS); colliderDesc.setActiveCollisionTypes(RAPIER.ActiveCollisionTypes.KINEMATIC_FIXED); } // * Responsible for collision detection const collider = this.world.createCollider(colliderDesc, rigidBody) const physicsObject = { mesh, collider, rigidBody, fn: postPhysicsFn, autoAnimate } this.physicsObjects.push(physicsObject) return physicsObject } step(){ this.world.step(this.eventQueue) for (let po of this.physicsObjects) { const autoAnimate = po.autoAnimate if (autoAnimate) { const mesh = po.mesh const collider = po.collider mesh.position.copy(collider.translation()) mesh.quaternion.copy(collider.rotation() ) } const fn = po.fn fn && fn() } this.eventQueue.drainCollisionEvents((handle1, handle2, started) => { /* Handle the collision event. */ //console.log(this.world.getCollider(handle2), handle1, started) this.engine.dispatchEvent({ type: 'collision', handle1, handle2, started }) }); } } export { Physics }