import { Clock, Vector3, Quaternion, Matrix4 } from 'three'; const JOLT_PATH = 'https://cdn.jsdelivr.net/npm/jolt-physics@0.23.0/dist/jolt-physics.wasm-compat.js'; const frameRate = 60; let Jolt = null; 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 Jolt.BoxShape( new Jolt.Vec3( sx, sy, sz ), 0.05 * Math.min( sx, sy, sz ), null ); } else if ( geometry.type === 'SphereGeometry' || geometry.type === 'IcosahedronGeometry' ) { const radius = parameters.radius !== undefined ? parameters.radius : 1; return new Jolt.SphereShape( radius, null ); } return null; } // Object layers const LAYER_NON_MOVING = 0; const LAYER_MOVING = 1; const NUM_OBJECT_LAYERS = 2; function setupCollisionFiltering( settings ) { let objectFilter = new Jolt.ObjectLayerPairFilterTable( NUM_OBJECT_LAYERS ); objectFilter.EnableCollision( LAYER_NON_MOVING, LAYER_MOVING ); objectFilter.EnableCollision( LAYER_MOVING, LAYER_MOVING ); const BP_LAYER_NON_MOVING = new Jolt.BroadPhaseLayer( 0 ); const BP_LAYER_MOVING = new Jolt.BroadPhaseLayer( 1 ); const NUM_BROAD_PHASE_LAYERS = 2; let bpInterface = new Jolt.BroadPhaseLayerInterfaceTable( NUM_OBJECT_LAYERS, NUM_BROAD_PHASE_LAYERS ); bpInterface.MapObjectToBroadPhaseLayer( LAYER_NON_MOVING, BP_LAYER_NON_MOVING ); bpInterface.MapObjectToBroadPhaseLayer( LAYER_MOVING, BP_LAYER_MOVING ); settings.mObjectLayerPairFilter = objectFilter; settings.mBroadPhaseLayerInterface = bpInterface; settings.mObjectVsBroadPhaseLayerFilter = new Jolt.ObjectVsBroadPhaseLayerFilterTable( settings.mBroadPhaseLayerInterface, NUM_BROAD_PHASE_LAYERS, settings.mObjectLayerPairFilter, NUM_OBJECT_LAYERS ); }; async function JoltPhysics() { if ( Jolt === null ) { const { default: initJolt } = await import( JOLT_PATH ); Jolt = await initJolt(); } const settings = new Jolt.JoltSettings(); setupCollisionFiltering( settings ); const jolt = new Jolt.JoltInterface( settings ); Jolt.destroy( settings ); const physicsSystem = jolt.GetPhysicsSystem(); const bodyInterface = physicsSystem.GetBodyInterface(); const meshes = []; const meshMap = new WeakMap(); const _position = new Vector3(); const _quaternion = new Quaternion(); const _scale = new Vector3( 1, 1, 1 ); const _matrix = new Matrix4(); function addScene( scene ) { scene.traverse( function ( child ) { if ( child.isMesh ) { const physics = child.userData.physics; if ( physics ) { addMesh( child, physics.mass, physics.restitution ); } } } ); } function addMesh( mesh, mass = 0, restitution = 0 ) { const shape = getShape( mesh.geometry ); if ( shape === null ) return; const body = mesh.isInstancedMesh ? createInstancedBody( mesh, mass, restitution, shape ) : createBody( mesh.position, mesh.quaternion, mass, restitution, shape ); if ( mass > 0 ) { meshes.push( mesh ); meshMap.set( mesh, body ); } } function createInstancedBody( mesh, mass, restitution, shape ) { const array = mesh.instanceMatrix.array; const bodies = []; for ( let i = 0; i < mesh.count; i ++ ) { const position = _position.fromArray( array, i * 16 + 12 ); const quaternion = _quaternion.setFromRotationMatrix( _matrix.fromArray( array, i * 16 ) ); // TODO Copilot did this bodies.push( createBody( position, quaternion, mass, restitution, shape ) ); } return bodies; } function createBody( position, rotation, mass, restitution, shape ) { const pos = new Jolt.Vec3( position.x, position.y, position.z ); const rot = new Jolt.Quat( rotation.x, rotation.y, rotation.z, rotation.w ); const motion = mass > 0 ? Jolt.EMotionType_Dynamic : Jolt.EMotionType_Static; const layer = mass > 0 ? LAYER_MOVING : LAYER_NON_MOVING; const creationSettings = new Jolt.BodyCreationSettings( shape, pos, rot, motion, layer ); creationSettings.mRestitution = restitution; const body = bodyInterface.CreateBody( creationSettings ); bodyInterface.AddBody( body.GetID(), Jolt.EActivation_Activate ); Jolt.destroy( creationSettings ); return body; } function setMeshPosition( mesh, position, index = 0 ) { if ( mesh.isInstancedMesh ) { const bodies = meshMap.get( mesh ); const body = bodies[ index ]; bodyInterface.RemoveBody( body.GetID() ); bodyInterface.DestroyBody( body.GetID() ); const physics = mesh.userData.physics; let shape = body.GetShape(); let body2 = createBody( position, { x: 0, y: 0, z: 0, w: 1 }, physics.mass, physics.restitution, shape ); bodies[ index ] = body2; } else { // TODO: Implement this } } function setMeshVelocity( mesh, velocity, index = 0 ) { /* let body = meshMap.get( mesh ); if ( mesh.isInstancedMesh ) { body = body[ index ]; } body.setLinvel( velocity ); */ } // const clock = new Clock(); function step() { let deltaTime = clock.getDelta(); // Don't go below 30 Hz to prevent spiral of death deltaTime = Math.min( deltaTime, 1.0 / 30.0 ); // When running below 55 Hz, do 2 steps instead of 1 const numSteps = deltaTime > 1.0 / 55.0 ? 2 : 1; // Step the physics world jolt.Step( deltaTime, numSteps ); // 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 ]; const position = body.GetPosition(); const quaternion = body.GetRotation(); _position.set( position.GetX(), position.GetY(), position.GetZ() ); _quaternion.set( quaternion.GetX(), quaternion.GetY(), quaternion.GetZ(), quaternion.GetW() ); _matrix.compose( _position, _quaternion, _scale ).toArray( array, j * 16 ); } mesh.instanceMatrix.needsUpdate = true; mesh.computeBoundingSphere(); } else { const body = meshMap.get( mesh ); const position = body.GetPosition(); const rotation = body.GetRotation(); mesh.position.set( position.GetX(), position.GetY(), position.GetZ() ); mesh.quaternion.set( rotation.GetX(), rotation.GetY(), rotation.GetZ(), rotation.GetW() ); } } } // animate setInterval( step, 1000 / frameRate ); return { addScene: addScene, addMesh: addMesh, setMeshPosition: setMeshPosition, setMeshVelocity: setMeshVelocity }; } export { JoltPhysics };