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/** _ _ _ _____ __ _______ ______ | |
* | |___| |_| |__ /__ | | | | _ | * * | |
* | / _ \ _| | __\ | | \ | _ | U _ | |
* |_\___/\__|_||_| _ |____/____ |__ \_|_ |_|_____| | |
* | |
* @author LoTh / http://3dflashlo.wordpress.com/ | |
* @author SUNAG / http://www.sunag.com.br/ | |
* @author Ammo.lab / https://github.com/lo-th/Ammo.lab/ | |
*/ | |
; | |
SEA3D.AMMO = { | |
world: null, | |
rigidBodies: [], | |
rigidBodiesTarget: [], | |
rigidBodiesEnabled: [], | |
constraints: [], | |
vehicles: [], | |
vehiclesWheels: [], | |
ACTIVE: 1, | |
ISLAND_SLEEPING: 2, | |
WANTS_DEACTIVATION: 3, | |
DISABLE_DEACTIVATION: 4, | |
DISABLE_SIMULATION: 5, | |
VERSION: 0.8, | |
init: function ( gravity, worldScale, broadphase ) { | |
gravity = gravity !== undefined ? gravity : - 90.8; | |
this.worldScale = worldScale == undefined ? 1 : worldScale; | |
this.broadphase = broadphase == undefined ? 'bvt' : broadphase; | |
this.solver = new Ammo.btSequentialImpulseConstraintSolver(); | |
this.collisionConfig = new Ammo.btDefaultCollisionConfiguration(); | |
this.dispatcher = new Ammo.btCollisionDispatcher( this.collisionConfig ); | |
switch ( this.broadphase ) { | |
case 'bvt': | |
this.broadphase = new Ammo.btDbvtBroadphase(); | |
break; | |
case 'sap': | |
this.broadphase = new Ammo.btAxisSweep3( | |
new Ammo.btVector3( - this.worldScale, - this.worldScale, - this.worldScale ), | |
new Ammo.btVector3( this.worldScale, this.worldScale, this.worldScale ), | |
4096 | |
); | |
break; | |
case 'simple': | |
this.broadphase = new Ammo.btSimpleBroadphase(); | |
break; | |
} | |
this.world = new Ammo.btDiscreteDynamicsWorld( this.dispatcher, this.broadphase, this.solver, this.collisionConfig ); | |
this.setGravity( gravity ); | |
console.log( "THREE.AMMO " + this.VERSION ); | |
}, | |
setGravity: function ( gravity ) { | |
this.gravity = gravity; | |
this.world.setGravity( new Ammo.btVector3( 0, gravity, 0 ) ); | |
return this; | |
}, | |
getGravity: function () { | |
return this.gravity; | |
}, | |
setEnabledRigidBody: function ( rb, enabled ) { | |
var index = this.rigidBodies.indexOf( rb ); | |
if ( this.rigidBodiesEnabled[ index ] == enabled ) return; | |
if ( enabled ) this.world.addRigidBody( rb ); | |
else this.world.removeRigidBody( rb ); | |
this.rigidBodiesEnabled[ index ] = true; | |
return this; | |
}, | |
getEnabledRigidBody: function ( rb ) { | |
return this.rigidBodiesEnabled[ this.rigidBodies.indexOf( rb ) ]; | |
}, | |
addRigidBody: function ( rb, target, enabled ) { | |
enabled = enabled !== undefined ? enabled : true; | |
this.rigidBodies.push( rb ); | |
this.rigidBodiesTarget.push( target ); | |
this.rigidBodiesEnabled.push( false ); | |
this.setEnabledRigidBody( rb, enabled ); | |
return this; | |
}, | |
removeRigidBody: function ( rb, destroy ) { | |
var index = this.rigidBodies.indexOf( rb ); | |
this.setEnabledRigidBody( rb, false ); | |
this.rigidBodies.splice( index, 1 ); | |
this.rigidBodiesTarget.splice( index, 1 ); | |
this.rigidBodiesEnabled.splice( index, 1 ); | |
if ( destroy ) Ammo.destroy( rb ); | |
return this; | |
}, | |
containsRigidBody: function ( rb ) { | |
return this.rigidBodies.indexOf( rb ) > - 1; | |
}, | |
addConstraint: function ( ctrt, disableCollisionsBetweenBodies ) { | |
disableCollisionsBetweenBodies = disableCollisionsBetweenBodies == undefined ? true : disableCollisionsBetweenBodies; | |
this.constraints.push( ctrt ); | |
this.world.addConstraint( ctrt, disableCollisionsBetweenBodies ); | |
return this; | |
}, | |
removeConstraint: function ( ctrt, destroy ) { | |
this.constraints.splice( this.constraints.indexOf( ctrt ), 1 ); | |
this.world.removeConstraint( ctrt ); | |
if ( destroy ) Ammo.destroy( ctrt ); | |
return this; | |
}, | |
containsConstraint: function ( ctrt ) { | |
return this.constraints.indexOf( rb ) > - 1; | |
}, | |
addVehicle: function ( vehicle, wheels ) { | |
this.vehicles.push( vehicle ); | |
this.vehiclesWheels.push( wheels != undefined ? wheels : [] ); | |
this.world.addAction( vehicle ); | |
return this; | |
}, | |
removeVehicle: function ( vehicle, destroy ) { | |
var index = this.vehicles.indexOf( vehicle ); | |
this.vehicles.splice( index, 1 ); | |
this.vehiclesWheels.splice( index, 1 ); | |
this.world.removeAction( vehicle ); | |
if ( destroy ) Ammo.destroy( vehicle ); | |
return this; | |
}, | |
containsVehicle: function ( vehicle ) { | |
return this.vehicles.indexOf( vehicle ) > - 1; | |
}, | |
createTriangleMesh: function ( geometry, index, removeDuplicateVertices ) { | |
index = index == undefined ? - 1 : index; | |
removeDuplicateVertices = removeDuplicateVertices == undefined ? false : removeDuplicateVertices; | |
var mTriMesh = new Ammo.btTriangleMesh(); | |
var v0 = new Ammo.btVector3( 0, 0, 0 ); | |
var v1 = new Ammo.btVector3( 0, 0, 0 ); | |
var v2 = new Ammo.btVector3( 0, 0, 0 ); | |
var vertex = geometry.getAttribute( 'position' ).array; | |
var indexes = geometry.getIndex().array; | |
var group = index >= 0 ? geometry.groups[ index ] : undefined, | |
start = group ? group.start : 0, | |
count = group ? group.count : indexes.length; | |
var scale = 1 / this.worldScale; | |
for ( var idx = start; idx < count; idx += 3 ) { | |
var vx1 = indexes[ idx ] * 3, | |
vx2 = indexes[ idx + 1 ] * 3, | |
vx3 = indexes[ idx + 2 ] * 3; | |
v0.setValue( vertex[ vx1 ] * scale, vertex[ vx1 + 1 ] * scale, vertex[ vx1 + 2 ] * scale ); | |
v1.setValue( vertex[ vx2 ] * scale, vertex[ vx2 + 1 ] * scale, vertex[ vx2 + 2 ] * scale ); | |
v2.setValue( vertex[ vx3 ] * scale, vertex[ vx3 + 1 ] * scale, vertex[ vx3 + 2 ] * scale ); | |
mTriMesh.addTriangle( v0, v1, v2, removeDuplicateVertices ); | |
} | |
return mTriMesh; | |
}, | |
createConvexHull: function ( geometry, index ) { | |
index = index == undefined ? - 1 : index; | |
var mConvexHull = new Ammo.btConvexHullShape(); | |
var v0 = new Ammo.btVector3( 0, 0, 0 ); | |
var vertex = geometry.getAttribute( 'position' ).array; | |
var indexes = geometry.getIndex().array; | |
var group = index >= 0 ? geometry.groups[ index ] : undefined, | |
start = group ? group.start : 0, | |
count = group ? group.count : indexes.length; | |
var scale = 1 / this.worldScale; | |
for ( var idx = start; idx < count; idx += 3 ) { | |
var vx1 = indexes[ idx ] * 3; | |
var point = new Ammo.btVector3( | |
vertex[ vx1 ] * scale, vertex[ vx1 + 1 ] * scale, vertex[ vx1 + 2 ] * scale | |
); | |
mConvexHull.addPoint( point ); | |
} | |
return mConvexHull; | |
}, | |
getTargetByRigidBody: function ( rb ) { | |
return this.rigidBodiesTarget[ this.rigidBodies.indexOf( rb ) ]; | |
}, | |
getRigidBodyByTarget: function ( target ) { | |
return this.rigidBodies[ this.rigidBodiesTarget.indexOf( target ) ]; | |
}, | |
getTransformFromMatrix: function ( mtx ) { | |
var transform = new Ammo.btTransform(); | |
var pos = THREE.SEA3D.VECBUF.setFromMatrixPosition( mtx ); | |
transform.setOrigin( new Ammo.btVector3( pos.x, pos.y, pos.z ) ); | |
var scl = THREE.SEA3D.VECBUF.setFromMatrixScale( mtx ); | |
mtx.scale( scl.set( 1 / scl.x, 1 / scl.y, 1 / scl.z ) ); | |
var quat = new THREE.Quaternion().setFromRotationMatrix( mtx ); | |
var q = new Ammo.btQuaternion(); | |
q.setValue( quat.x, quat.y, quat.z, quat.w ); | |
transform.setRotation( q ); | |
Ammo.destroy( q ); | |
return transform; | |
}, | |
getMatrixFromTransform: function ( transform ) { | |
var position = new THREE.Vector3(); | |
var quaternion = new THREE.Quaternion(); | |
var scale = new THREE.Vector3( 1, 1, 1 ); | |
return function ( transform, matrix ) { | |
matrix = matrix || new THREE.Matrix4(); | |
var pos = transform.getOrigin(), | |
quat = transform.getRotation(); | |
position.set( pos.x(), pos.y(), pos.z() ); | |
quaternion.set( quat.x(), quat.y(), quat.z(), quat.w() ); | |
matrix.compose( position, quaternion, scale ); | |
return matrix; | |
}; | |
}(), | |
updateTargetTransform: function () { | |
var matrix = new THREE.Matrix4(); | |
var position = new THREE.Vector3(); | |
var quaternion = new THREE.Quaternion(); | |
var scale = new THREE.Vector3( 1, 1, 1 ); | |
return function ( obj3d, transform, offset ) { | |
var pos = transform.getOrigin(), | |
quat = transform.getRotation(); | |
if ( offset ) { | |
position.set( pos.x(), pos.y(), pos.z() ); | |
quaternion.set( quat.x(), quat.y(), quat.z(), quat.w() ); | |
matrix.compose( position, quaternion, scale ); | |
matrix.multiplyMatrices( matrix, offset ); | |
obj3d.position.setFromMatrixPosition( matrix ); | |
obj3d.quaternion.setFromRotationMatrix( matrix ); | |
} else { | |
obj3d.position.set( pos.x(), pos.y(), pos.z() ); | |
obj3d.quaternion.set( quat.x(), quat.y(), quat.z(), quat.w() ); | |
} | |
return this; | |
}; | |
}(), | |
update: function ( delta, iteration, fixedDelta ) { | |
this.world.stepSimulation( delta, iteration || 0, fixedDelta || ( 60 / 1000 ) ); | |
var i, j; | |
for ( i = 0; i < this.vehicles.length; i ++ ) { | |
var vehicle = this.vehicles[ i ], | |
numWheels = vehicle.getNumWheels(), | |
wheels = this.vehiclesWheels[ i ]; | |
for ( j = 0; j < numWheels; j ++ ) { | |
vehicle.updateWheelTransform( j, true ); | |
var wheelsTransform = vehicle.getWheelTransformWS( j ), | |
wheelTarget = wheels[ j ]; | |
if ( wheelTarget ) { | |
this.updateTargetTransform( wheelTarget, wheelsTransform, wheelTarget.physics ? wheelTarget.physics.offset : null ); | |
} | |
} | |
} | |
for ( i = 0; i < this.rigidBodies.length; i ++ ) { | |
var rb = this.rigidBodies[ i ], | |
target = this.rigidBodiesTarget[ i ]; | |
if ( target && rb.isActive() ) { | |
this.updateTargetTransform( target, rb.getWorldTransform(), target.physics ? target.physics.offset : null ); | |
} | |
} | |
return this; | |
} | |
}; | |