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simple cannonjs component
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src/components/physics/CannonWorld.js
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63
src/components/physics/CannonWorld.js
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import { defineComponent } from 'vue';
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import useCannon from './useCannon.js';
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// import { bindProp } from '../../tools';
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export default defineComponent({
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inject: ['three', 'scene', 'rendererComponent'],
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props: {
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gravity: { type: Object, default: () => ({ x: 0, y: 0, z: -9.82 }) },
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broadphase: { type: String },
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onBeforeStep: Function,
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},
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created() {
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this._parent = this.getParent();
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if (!this._parent) console.error('Missing parent (Scene, Group...)');
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this.cannon = useCannon({ gravity: this.gravity, broadphase: this.broadphase });
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},
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mounted() {
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this.rendererComponent.onBeforeRender(this.step);
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},
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unmounted() {
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this.rendererComponent.offBeforeRender(this.step);
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},
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methods: {
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step() {
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this.onBeforeStep?.(this.cannon);
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this.cannon.step();
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},
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add(o) {
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this.addToParent(o);
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this.cannon.addMesh(o);
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},
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remove(o) {
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this.removeFromParent(o);
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this.cannon.removeMesh(o);
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},
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getParent() {
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let parent = this.$parent;
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while (parent) {
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if (parent.add) return parent;
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parent = parent.$parent;
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}
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return false;
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},
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addToParent(o) {
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if (this._parent) {
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this._parent.add(o);
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return true;
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}
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return false;
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},
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removeFromParent(o) {
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if (this._parent) {
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this._parent.remove(o);
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return true;
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}
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return false;
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},
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},
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render() {
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return this.$slots.default ? this.$slots.default() : [];
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},
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});
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194
src/components/physics/useCannon.js
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194
src/components/physics/useCannon.js
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import {
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Box, Cylinder, Plane, Sphere,
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Body, World,
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SAPBroadphase,
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Quaternion, Vec3,
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} from 'cannon';
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export default function useCannon(options) {
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const {
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broadphase = null,
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gravity = new Vec3(0, 0, -9.82),
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// solverIterations = 10,
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} = options;
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const world = new World();
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world.gravity.set(gravity.x, gravity.y, gravity.z);
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if (broadphase === 'sap') {
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world.broadphase = new SAPBroadphase(world);
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}
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// world.solver.iterations = solverIterations;
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const meshes = [];
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const obj = {
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world,
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addMesh,
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removeMesh,
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step,
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};
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function addMesh(mesh) {
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const shape = getShape(mesh.geometry);
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if (shape) {
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if (mesh.isInstancedMesh) {
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handleInstancedMesh(mesh, shape);
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} else if (mesh.isMesh) {
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handleMesh(mesh, shape);
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}
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} else {
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console.warn(`Unhandled Mesh geometry ${mesh.geometry.type}`);
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}
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}
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function removeMesh(mesh) {
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const index = meshes.indexOf(mesh);
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if (index !== -1) {
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meshes.splice(index, 1);
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}
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if (mesh.userData.bodies) {
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mesh.userData.bodies.forEach(body => {
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world.removeBody(body);
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});
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mesh.userData.bodies = [];
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}
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if (mesh.userData.body) {
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world.removeBody(mesh.userData.body);
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delete mesh.userData.body;
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}
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}
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function step() {
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world.step(1 / 60);
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for (let i = 0, l = meshes.length; i < l; i++) {
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const mesh = meshes[i];
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if (mesh.isInstancedMesh) {
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const iMatrix = mesh.instanceMatrix.array;
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const bodies = mesh.userData.bodies;
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for (let j = 0; j < bodies.length; j++) {
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const body = bodies[j];
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compose(body.position, body.quaternion, mesh.userData.scales[j], iMatrix, j * 16);
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}
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mesh.instanceMatrix.needsUpdate = true;
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} else if (mesh.isMesh) {
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mesh.position.copy(mesh.userData.body.position);
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mesh.quaternion.copy(mesh.userData.body.quaternion);
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}
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}
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};
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function getShape(geometry) {
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const parameters = geometry.parameters;
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switch (geometry.type) {
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case 'BoxGeometry':
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return new Box(new Vec3(
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parameters.width / 2,
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parameters.height / 2,
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parameters.depth / 2
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));
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case 'PlaneGeometry':
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return new Plane();
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case 'SphereGeometry':
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return new Sphere(parameters.radius);
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case 'CylinderGeometry':
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return new Cylinder(parameters.radiusTop, parameters.radiusBottom, parameters.height, parameters.radialSegments);
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}
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return null;
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};
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function handleMesh(mesh, shape) {
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const position = new Vec3();
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position.copy(mesh.position);
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const quaternion = new Quaternion();
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quaternion.copy(mesh.quaternion);
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const mass = mesh.userData.mass ? mesh.userData.mass : 0;
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const damping = mesh.userData.damping ? mesh.userData.damping : 0.01;
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const body = new Body({ shape, position, quaternion, mass, linearDamping: damping, angularDamping: damping });
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world.addBody(body);
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mesh.userData.body = body;
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if (mesh.userData.mass > 0) {
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meshes.push(mesh);
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}
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};
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function handleInstancedMesh(mesh, shape) {
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const iMatrix = mesh.instanceMatrix.array;
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const bodies = [];
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for (let i = 0; i < mesh.count; i++) {
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const index = i * 16;
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const position = new Vec3();
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position.set(iMatrix[index + 12], iMatrix[index + 13], iMatrix[index + 14]);
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// handle instance scale
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let scale = 1;
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if (mesh.userData.scales?.[i]) scale = mesh.userData.scales?.[i];
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const geoParams = mesh.geometry.parameters;
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if (mesh.geometry.type === 'SphereGeometry') {
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shape = new Sphere(scale * geoParams.radius);
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} else if (mesh.geometry.type === 'BoxGeometry') {
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shape = new Box(new Vec3(
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scale * geoParams.width / 2,
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scale * geoParams.height / 2,
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scale * geoParams.depth / 2
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));
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} else {
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console.warn(`Unhandled InstancedMesh geometry ${mesh.geometry.type}`);
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return;
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}
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let mass = 0;
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if (mesh.userData.masses?.[i]) mass = mesh.userData.masses[i];
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else if (mesh.userData.mass) mass = mesh.userData.mass;
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let damping = 0.01;
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if (mesh.userData.dampings?.[i]) damping = mesh.userData.dampings?.[i];
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else if (mesh.userData.damping) damping = mesh.userData.damping;
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const body = new Body({ shape, position, mass, linearDamping: damping, angularDamping: damping });
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world.addBody(body);
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bodies.push(body);
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}
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mesh.userData.bodies = bodies;
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meshes.push(mesh);
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};
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function compose(position, quaternion, scale, iMatrix, index) {
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const x = quaternion.x, y = quaternion.y, z = quaternion.z, w = quaternion.w;
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const x2 = x + x, y2 = y + y, z2 = z + z;
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const xx = x * x2, xy = x * y2, xz = x * z2;
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const yy = y * y2, yz = y * z2, zz = z * z2;
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const wx = w * x2, wy = w * y2, wz = w * z2;
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iMatrix[index + 0] = (1 - (yy + zz)) * scale;
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iMatrix[index + 1] = (xy + wz) * scale;
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iMatrix[index + 2] = (xz - wy) * scale;
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iMatrix[index + 3] = 0;
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iMatrix[index + 4] = (xy - wz) * scale;
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iMatrix[index + 5] = (1 - (xx + zz)) * scale;
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iMatrix[index + 6] = (yz + wx) * scale;
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iMatrix[index + 7] = 0;
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iMatrix[index + 8] = (xz + wy) * scale;
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iMatrix[index + 9] = (yz - wx) * scale;
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iMatrix[index + 10] = (1 - (xx + yy)) * scale;
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iMatrix[index + 11] = 0;
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iMatrix[index + 12] = position.x;
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iMatrix[index + 13] = position.y;
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iMatrix[index + 14] = position.z;
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iMatrix[index + 15] = 1;
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}
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return obj;
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}
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