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simple cannonjs component

This commit is contained in:
Kevin Levron 2021-04-05 19:47:31 +02:00
parent f6ed7bac92
commit c373adc7df
2 changed files with 257 additions and 0 deletions

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import { defineComponent } from 'vue';
import useCannon from './useCannon.js';
// import { bindProp } from '../../tools';
export default defineComponent({
inject: ['three', 'scene', 'rendererComponent'],
props: {
gravity: { type: Object, default: () => ({ x: 0, y: 0, z: -9.82 }) },
broadphase: { type: String },
onBeforeStep: Function,
},
created() {
this._parent = this.getParent();
if (!this._parent) console.error('Missing parent (Scene, Group...)');
this.cannon = useCannon({ gravity: this.gravity, broadphase: this.broadphase });
},
mounted() {
this.rendererComponent.onBeforeRender(this.step);
},
unmounted() {
this.rendererComponent.offBeforeRender(this.step);
},
methods: {
step() {
this.onBeforeStep?.(this.cannon);
this.cannon.step();
},
add(o) {
this.addToParent(o);
this.cannon.addMesh(o);
},
remove(o) {
this.removeFromParent(o);
this.cannon.removeMesh(o);
},
getParent() {
let parent = this.$parent;
while (parent) {
if (parent.add) return parent;
parent = parent.$parent;
}
return false;
},
addToParent(o) {
if (this._parent) {
this._parent.add(o);
return true;
}
return false;
},
removeFromParent(o) {
if (this._parent) {
this._parent.remove(o);
return true;
}
return false;
},
},
render() {
return this.$slots.default ? this.$slots.default() : [];
},
});

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import {
Box, Cylinder, Plane, Sphere,
Body, World,
SAPBroadphase,
Quaternion, Vec3,
} from 'cannon';
export default function useCannon(options) {
const {
broadphase = null,
gravity = new Vec3(0, 0, -9.82),
// solverIterations = 10,
} = options;
const world = new World();
world.gravity.set(gravity.x, gravity.y, gravity.z);
if (broadphase === 'sap') {
world.broadphase = new SAPBroadphase(world);
}
// world.solver.iterations = solverIterations;
const meshes = [];
const obj = {
world,
addMesh,
removeMesh,
step,
};
function addMesh(mesh) {
const shape = getShape(mesh.geometry);
if (shape) {
if (mesh.isInstancedMesh) {
handleInstancedMesh(mesh, shape);
} else if (mesh.isMesh) {
handleMesh(mesh, shape);
}
} else {
console.warn(`Unhandled Mesh geometry ${mesh.geometry.type}`);
}
}
function removeMesh(mesh) {
const index = meshes.indexOf(mesh);
if (index !== -1) {
meshes.splice(index, 1);
}
if (mesh.userData.bodies) {
mesh.userData.bodies.forEach(body => {
world.removeBody(body);
});
mesh.userData.bodies = [];
}
if (mesh.userData.body) {
world.removeBody(mesh.userData.body);
delete mesh.userData.body;
}
}
function step() {
world.step(1 / 60);
for (let i = 0, l = meshes.length; i < l; i++) {
const mesh = meshes[i];
if (mesh.isInstancedMesh) {
const iMatrix = mesh.instanceMatrix.array;
const bodies = mesh.userData.bodies;
for (let j = 0; j < bodies.length; j++) {
const body = bodies[j];
compose(body.position, body.quaternion, mesh.userData.scales[j], iMatrix, j * 16);
}
mesh.instanceMatrix.needsUpdate = true;
} else if (mesh.isMesh) {
mesh.position.copy(mesh.userData.body.position);
mesh.quaternion.copy(mesh.userData.body.quaternion);
}
}
};
function getShape(geometry) {
const parameters = geometry.parameters;
switch (geometry.type) {
case 'BoxGeometry':
return new Box(new Vec3(
parameters.width / 2,
parameters.height / 2,
parameters.depth / 2
));
case 'PlaneGeometry':
return new Plane();
case 'SphereGeometry':
return new Sphere(parameters.radius);
case 'CylinderGeometry':
return new Cylinder(parameters.radiusTop, parameters.radiusBottom, parameters.height, parameters.radialSegments);
}
return null;
};
function handleMesh(mesh, shape) {
const position = new Vec3();
position.copy(mesh.position);
const quaternion = new Quaternion();
quaternion.copy(mesh.quaternion);
const mass = mesh.userData.mass ? mesh.userData.mass : 0;
const damping = mesh.userData.damping ? mesh.userData.damping : 0.01;
const body = new Body({ shape, position, quaternion, mass, linearDamping: damping, angularDamping: damping });
world.addBody(body);
mesh.userData.body = body;
if (mesh.userData.mass > 0) {
meshes.push(mesh);
}
};
function handleInstancedMesh(mesh, shape) {
const iMatrix = mesh.instanceMatrix.array;
const bodies = [];
for (let i = 0; i < mesh.count; i++) {
const index = i * 16;
const position = new Vec3();
position.set(iMatrix[index + 12], iMatrix[index + 13], iMatrix[index + 14]);
// handle instance scale
let scale = 1;
if (mesh.userData.scales?.[i]) scale = mesh.userData.scales?.[i];
const geoParams = mesh.geometry.parameters;
if (mesh.geometry.type === 'SphereGeometry') {
shape = new Sphere(scale * geoParams.radius);
} else if (mesh.geometry.type === 'BoxGeometry') {
shape = new Box(new Vec3(
scale * geoParams.width / 2,
scale * geoParams.height / 2,
scale * geoParams.depth / 2
));
} else {
console.warn(`Unhandled InstancedMesh geometry ${mesh.geometry.type}`);
return;
}
let mass = 0;
if (mesh.userData.masses?.[i]) mass = mesh.userData.masses[i];
else if (mesh.userData.mass) mass = mesh.userData.mass;
let damping = 0.01;
if (mesh.userData.dampings?.[i]) damping = mesh.userData.dampings?.[i];
else if (mesh.userData.damping) damping = mesh.userData.damping;
const body = new Body({ shape, position, mass, linearDamping: damping, angularDamping: damping });
world.addBody(body);
bodies.push(body);
}
mesh.userData.bodies = bodies;
meshes.push(mesh);
};
function compose(position, quaternion, scale, iMatrix, index) {
const x = quaternion.x, y = quaternion.y, z = quaternion.z, w = quaternion.w;
const x2 = x + x, y2 = y + y, z2 = z + z;
const xx = x * x2, xy = x * y2, xz = x * z2;
const yy = y * y2, yz = y * z2, zz = z * z2;
const wx = w * x2, wy = w * y2, wz = w * z2;
iMatrix[index + 0] = (1 - (yy + zz)) * scale;
iMatrix[index + 1] = (xy + wz) * scale;
iMatrix[index + 2] = (xz - wy) * scale;
iMatrix[index + 3] = 0;
iMatrix[index + 4] = (xy - wz) * scale;
iMatrix[index + 5] = (1 - (xx + zz)) * scale;
iMatrix[index + 6] = (yz + wx) * scale;
iMatrix[index + 7] = 0;
iMatrix[index + 8] = (xz + wy) * scale;
iMatrix[index + 9] = (yz - wx) * scale;
iMatrix[index + 10] = (1 - (xx + yy)) * scale;
iMatrix[index + 11] = 0;
iMatrix[index + 12] = position.x;
iMatrix[index + 13] = position.y;
iMatrix[index + 14] = position.z;
iMatrix[index + 15] = 1;
}
return obj;
}