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