/** * SEA3D+AMMO for Three.JS * @author Sunag / http://www.sunag.com.br/ */ 'use strict'; THREE.SEA3D.prototype.toAmmoVec3 = function ( v ) { return new Ammo.btVector3( v.x, v.y, v.z ); }; // // Sphere // THREE.SEA3D.prototype.readSphere = function ( sea ) { var shape = new Ammo.btSphereShape( sea.radius ); this.domain.shapes = this.shapes = this.shapes || []; this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape ); }; // // Box // THREE.SEA3D.prototype.readBox = function ( sea ) { var shape = new Ammo.btBoxShape( new Ammo.btVector3( sea.width * .5, sea.height * .5, sea.depth * .5 ) ); this.domain.shapes = this.shapes = this.shapes || []; this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape ); }; // // Cone // THREE.SEA3D.prototype.readCone = function ( sea ) { var shape = new Ammo.btConeShape( sea.radius, sea.height ); this.domain.shapes = this.shapes = this.shapes || []; this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape ); }; // // Cylinder // THREE.SEA3D.prototype.readCylinder = function ( sea ) { var shape = new Ammo.btCylinderShape( new Ammo.btVector3( sea.height, sea.radius, sea.radius ) ); this.domain.shapes = this.shapes = this.shapes || []; this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape ); }; // // Capsule // THREE.SEA3D.prototype.readCapsule = function ( sea ) { var shape = new Ammo.btCapsuleShape( sea.radius, sea.height ); this.domain.shapes = this.shapes = this.shapes || []; this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape ); }; // // Convex Geometry // THREE.SEA3D.prototype.readConvexGeometry = function ( sea ) { if ( this.config.convexHull ) { var shape = SEA3D.AMMO.createConvexHull( sea.geometry.tag, sea.subGeometryIndex ); } else { var triMesh = SEA3D.AMMO.createTriangleMesh( sea.geometry.tag, sea.subGeometryIndex ); var shape = new Ammo.btConvexTriangleMeshShape( triMesh, true ); } this.domain.shapes = this.shapes = this.shapes || []; this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape ); }; // // Triangle Geometry // THREE.SEA3D.prototype.readTriangleGeometry = function ( sea ) { var triMesh = SEA3D.AMMO.createTriangleMesh( sea.geometry.tag, sea.subGeometryIndex ); var shape = new Ammo.btBvhTriangleMeshShape( triMesh, true, true ); this.domain.shapes = this.shapes = this.shapes || []; this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape ); }; // // Compound // THREE.SEA3D.prototype.readCompound = function ( sea ) { var shape = new Ammo.btCompoundShape(); for ( var i = 0; i < sea.compounds.length; i ++ ) { var compound = sea.compounds[ i ]; THREE.SEA3D.MTXBUF.elements = compound.transform; var transform = SEA3D.AMMO.getTransformFromMatrix( THREE.SEA3D.MTXBUF ); shape.addChildShape( transform, compound.shape.tag ); } this.domain.shapes = this.shapes = this.shapes || []; this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape ); }; // // Rigid Body Base // THREE.SEA3D.prototype.readRigidBodyBase = function ( sea ) { var shape = sea.shape.tag, transform, target; if ( sea.target ) { target = sea.target.tag; target.physics = { enabled: true }; target.updateMatrix(); transform = SEA3D.AMMO.getTransformFromMatrix( sea.target.tag.matrix ); } else { THREE.SEA3D.MTXBUF.elements.set( sea.transform ); transform = SEA3D.AMMO.getTransformFromMatrix( THREE.SEA3D.MTXBUF ); } var motionState = new Ammo.btDefaultMotionState( transform ); var localInertia = new Ammo.btVector3( 0, 0, 0 ); shape.calculateLocalInertia( sea.mass, localInertia ); var info = new Ammo.btRigidBodyConstructionInfo( sea.mass, motionState, shape, localInertia ); info.set_m_friction( sea.friction ); info.set_m_restitution( sea.restitution ); info.set_m_linearDamping( sea.linearDamping ); info.set_m_angularDamping( sea.angularDamping ); var rb = new Ammo.btRigidBody( info ); if ( target ) { target.physics.rigidBody = rb; if ( sea.offset ) { var offset = new THREE.Matrix4(); offset.elements.set( sea.offset ); target.physics.offset = offset; } } Ammo.destroy( info ); this.domain.rigidBodies = this.rigidBodies = this.rigidBodies || []; this.rigidBodies.push( this.objects[ "rb/" + sea.name ] = sea.tag = rb ); return rb; }; // // Rigid Body // THREE.SEA3D.prototype.readRigidBody = function ( sea ) { var rb = this.readRigidBodyBase( sea ); SEA3D.AMMO.addRigidBody( rb, sea.target ? sea.target.tag : undefined, this.config.enabledPhysics ); }; // // Car Controller // THREE.SEA3D.prototype.readCarController = function ( sea ) { var body = this.readRigidBodyBase( sea ); body.setActivationState( SEA3D.AMMO.DISABLE_DEACTIVATION ); // Car var vehicleRayCaster = new Ammo.btDefaultVehicleRaycaster( SEA3D.AMMO.world ); var tuning = new Ammo.btVehicleTuning(); tuning.set_m_suspensionStiffness( sea.suspensionStiffness ); tuning.set_m_suspensionDamping( sea.suspensionDamping ); tuning.set_m_suspensionCompression( sea.suspensionCompression ); tuning.set_m_maxSuspensionTravelCm( sea.maxSuspensionTravelCm ); tuning.set_m_maxSuspensionForce( sea.maxSuspensionForce ); tuning.set_m_frictionSlip( sea.frictionSlip ); var vehicle = new Ammo.btRaycastVehicle( tuning, body, vehicleRayCaster ), wheels = []; vehicle.setCoordinateSystem( 0, 1, 2 ); for ( var i = 0; i < sea.wheel.length; i ++ ) { var wheel = sea.wheel[ i ]; var wheelInfo = vehicle.addWheel( this.toAmmoVec3( wheel.pos ), this.toAmmoVec3( wheel.dir ), this.toAmmoVec3( wheel.axle ), wheel.suspensionRestLength, wheel.radius, tuning, wheel.isFront ); var target = wheels[ i ] = wheel.target ? wheel.target.tag : undefined; if ( target ) { target.physics = { enabled: true, rigidBody: wheelInfo }; if ( wheel.offset ) { var offset = new THREE.Matrix4(); offset.elements.set( wheel.offset ); target.physics.offset = offset; } if ( target.parent ) { target.parent.remove( target ); } if ( this.container ) { this.container.add( target ); } } wheelInfo.set_m_suspensionStiffness( sea.suspensionStiffness ); wheelInfo.set_m_wheelsDampingRelaxation( sea.dampingRelaxation ); wheelInfo.set_m_wheelsDampingCompression( sea.dampingCompression ); wheelInfo.set_m_frictionSlip( sea.frictionSlip ); } SEA3D.AMMO.addVehicle( vehicle, wheels ); SEA3D.AMMO.addRigidBody( body, sea.target ? sea.target.tag : undefined, this.config.enabledPhysics ); this.domain.vehicles = this.vehicles = this.vehicles || []; this.vehicles.push( this.objects[ "vhc/" + sea.name ] = sea.tag = vehicle ); }; // // P2P Constraint // THREE.SEA3D.prototype.readP2PConstraint = function ( sea ) { var ctrt; if ( sea.targetB ) { ctrt = new Ammo.btPoint2PointConstraint( sea.targetA.tag, sea.targetB.tag, this.toAmmoVec3( sea.pointA ), this.toAmmoVec3( sea.pointB ) ); } else { ctrt = new Ammo.btPoint2PointConstraint( sea.targetA.tag, this.toAmmoVec3( sea.pointA ) ); } SEA3D.AMMO.addConstraint( ctrt ); this.domain.constraints = this.constraints = this.constraints || []; this.constraints.push( this.objects[ "ctnt/" + sea.name ] = sea.tag = ctrt ); }; // // Hinge Constraint // THREE.SEA3D.prototype.readHingeConstraint = function ( sea ) { var ctrt; if ( sea.targetB ) { ctrt = new Ammo.btHingeConstraint( sea.targetA.tag, sea.targetB.tag, this.toAmmoVec3( sea.pointA ), this.toAmmoVec3( sea.pointB ), this.toAmmoVec3( sea.axisA ), this.toAmmoVec3( sea.axisB ), false ); } else { ctrt = new Ammo.btHingeConstraint( sea.targetA.tag, this.toAmmoVec3( sea.pointA ), this.toAmmoVec3( sea.axisA ), false ); } if ( sea.limit ) { ctrt.setLimit( sea.limit.low, sea.limit.high, sea.limit.softness, sea.limit.biasFactor, sea.limit.relaxationFactor ); } if ( sea.angularMotor ) { ctrt.enableAngularMotor( true, sea.angularMotor.velocity, sea.angularMotor.impulse ); } SEA3D.AMMO.addConstraint( ctrt ); this.domain.constraints = this.constraints = this.constraints || []; this.constraints.push( this.objects[ "ctnt/" + sea.name ] = sea.tag = ctrt ); }; // // Cone Twist Constraint // THREE.SEA3D.prototype.readConeTwistConstraint = function ( sea ) { var ctrt; if ( sea.targetB ) { ctrt = new Ammo.btConeTwistConstraint( sea.targetA.tag, sea.targetB.tag, this.toAmmoVec3( sea.pointA ), this.toAmmoVec3( sea.pointB ), false ); } else { ctrt = new Ammo.btConeTwistConstraint( sea.targetA.tag, this.toAmmoVec3( sea.pointA ), false ); } SEA3D.AMMO.addConstraint( ctrt ); this.domain.constraints = this.constraints = this.constraints || []; this.constraints.push( this.objects[ "ctnt/" + sea.name ] = sea.tag = ctrt ); }; // // Domain // THREE.SEA3D.Domain.prototype.enabledPhysics = function ( enabled ) { var i = this.rigidBodies ? this.rigidBodies.length : 0; while ( i -- ) { SEA3D.AMMO.setEnabledRigidBody( this.rigidBodies[ i ], enabled ); } }; THREE.SEA3D.Domain.prototype.applyContainerTransform = function () { this.container.updateMatrix(); var matrix = this.container.matrix.clone(); this.container.position.set( 0, 0, 0 ); this.container.rotation.set( 0, 0, 0 ); this.container.scale.set( 1, 1, 1 ); this.applyTransform( matrix ); }; THREE.SEA3D.Domain.prototype.applyTransform = function ( matrix ) { var mtx = THREE.SEA3D.MTXBUF, vec = THREE.SEA3D.VECBUF; var i = this.rigidBodies ? this.rigidBodies.length : 0, childs = this.container ? this.container.children : [], targets = []; while ( i -- ) { var rb = this.rigidBodies[ i ], target = SEA3D.AMMO.getTargetByRigidBody( rb ), transform = rb.getWorldTransform(), transformMatrix = SEA3D.AMMO.getMatrixFromTransform( transform ); transformMatrix.multiplyMatrices( transformMatrix, matrix ); transform = SEA3D.AMMO.getTransformFromMatrix( transformMatrix ); rb.setWorldTransform( transform ); if ( target ) targets.push( target ); } for ( i = 0; i < childs.length; i ++ ) { var obj3d = childs[ i ]; if ( targets.indexOf( obj3d ) > - 1 ) continue; obj3d.updateMatrix(); mtx.copy( obj3d.matrix ); mtx.multiplyMatrices( matrix, mtx ); obj3d.position.setFromMatrixPosition( mtx ); obj3d.scale.setFromMatrixScale( mtx ); // ignore rotation scale mtx.scale( vec.set( 1 / obj3d.scale.x, 1 / obj3d.scale.y, 1 / obj3d.scale.z ) ); obj3d.rotation.setFromRotationMatrix( mtx ); } }; // // Extension // THREE.SEA3D.Domain.prototype.getShape = THREE.SEA3D.prototype.getShape = function ( name ) { return this.objects[ "shpe/" + name ]; }; THREE.SEA3D.Domain.prototype.getRigidBody = THREE.SEA3D.prototype.getRigidBody = function ( name ) { return this.objects[ "rb/" + name ]; }; THREE.SEA3D.Domain.prototype.getConstraint = THREE.SEA3D.prototype.getConstraint = function ( name ) { return this.objects[ "ctnt/" + name ]; }; THREE.SEA3D.EXTENSIONS_LOADER.push( { parse: function () { delete this.shapes; delete this.rigidBodies; delete this.vehicles; delete this.constraints; }, setTypeRead: function () { // CONFIG this.config.physics = this.config.physics !== undefined ? this.config.physics : true; this.config.convexHull = this.config.convexHull !== undefined ? this.config.convexHull : true; this.config.enabledPhysics = this.config.enabledPhysics !== undefined ? this.config.enabledPhysics : true; if ( this.config.physics ) { // SHAPES this.file.typeRead[ SEA3D.Sphere.prototype.type ] = this.readSphere; this.file.typeRead[ SEA3D.Box.prototype.type ] = this.readBox; this.file.typeRead[ SEA3D.Capsule.prototype.type ] = this.readCapsule; this.file.typeRead[ SEA3D.Cone.prototype.type ] = this.readCone; this.file.typeRead[ SEA3D.Cylinder.prototype.type ] = this.readCylinder; this.file.typeRead[ SEA3D.ConvexGeometry.prototype.type ] = this.readConvexGeometry; this.file.typeRead[ SEA3D.TriangleGeometry.prototype.type ] = this.readTriangleGeometry; this.file.typeRead[ SEA3D.Compound.prototype.type ] = this.readCompound; // CONSTRAINTS this.file.typeRead[ SEA3D.P2PConstraint.prototype.type ] = this.readP2PConstraint; this.file.typeRead[ SEA3D.HingeConstraint.prototype.type ] = this.readHingeConstraint; this.file.typeRead[ SEA3D.ConeTwistConstraint.prototype.type ] = this.readConeTwistConstraint; // PHYSICS this.file.typeRead[ SEA3D.RigidBody.prototype.type ] = this.readRigidBody; this.file.typeRead[ SEA3D.CarController.prototype.type ] = this.readCarController; } } } ); THREE.SEA3D.EXTENSIONS_DOMAIN.push( { dispose: function () { var i; i = this.rigidBodies ? this.rigidBodies.length : 0; while ( i -- ) SEA3D.AMMO.removeRigidBody( this.rigidBodies[ i ], true ); i = this.vehicles ? this.vehicles.length : 0; while ( i -- ) SEA3D.AMMO.removeVehicle( this.vehicles[ i ], true ); i = this.constraints ? this.constraints.length : 0; while ( i -- ) SEA3D.AMMO.removeConstraint( this.constraints[ i ], true ); i = this.shapes ? this.shapes.length : 0; while ( i -- ) Ammo.destroy( this.shapes[ i ] ); } } );