Files
pronature-platform/src/lib/Physics.js
T
2025-10-29 13:34:54 +02:00

112 lines
3.5 KiB
JavaScript

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 }