module BABYLON { declare var CANNON; export class CannonJSPlugin implements IPhysicsEnginePlugin { public world: any; //CANNON.World public name: string = "CannonJSPlugin"; private _physicsMaterials = []; private _fixedTimeStep: number = 1 / 60; //See https://github.com/schteppe/cannon.js/blob/gh-pages/demos/collisionFilter.html private _currentCollisionGroup = 2; public constructor(private _useDeltaForWorldStep: boolean = true, iterations: number = 10) { if (!this.isSupported()) { Tools.Error("CannonJS is not available. Please make sure you included the js file."); return; } this.world = new CANNON.World(); this.world.broadphase = new CANNON.NaiveBroadphase(); this.world.solver.iterations = iterations; } public setGravity(gravity: Vector3): void { this.world.gravity.copy(gravity); } public setTimeStep(timeStep: number) { this._fixedTimeStep = timeStep; } public executeStep(delta: number, impostors: Array): void { this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta * 1000 : 0, 3); } public applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3) { var worldPoint = new CANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z); var impulse = new CANNON.Vec3(force.x, force.y, force.z); impostor.physicsBody.applyImpulse(impulse, worldPoint); } public applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3) { var worldPoint = new CANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z); var impulse = new CANNON.Vec3(force.x, force.y, force.z); impostor.physicsBody.applyForce(impulse, worldPoint); } public generatePhysicsBody(impostor: PhysicsImpostor) { //parent-child relationship. Does this impostor has a parent impostor? if (impostor.parent) { if (impostor.physicsBody) { this.removePhysicsBody(impostor); //TODO is that needed? impostor.forceUpdate(); } return; } //should a new body be created for this impostor? if (impostor.isBodyInitRequired()) { var shape = this._createShape(impostor); //unregister events, if body is being changed var oldBody = impostor.physicsBody; if (oldBody) { this.removePhysicsBody(impostor); } //create the body and material var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution")); var bodyCreationObject = { mass: impostor.getParam("mass"), material: material }; // A simple extend, in case native options were used. var nativeOptions = impostor.getParam("nativeOptions"); for (var key in nativeOptions) { if (nativeOptions.hasOwnProperty(key)) { bodyCreationObject[key] = nativeOptions[key]; } } impostor.physicsBody = new CANNON.Body(bodyCreationObject); impostor.physicsBody.addEventListener("collide", impostor.onCollide); this.world.addEventListener("preStep", impostor.beforeStep); this.world.addEventListener("postStep", impostor.afterStep); impostor.physicsBody.addShape(shape); this.world.add(impostor.physicsBody); //try to keep the body moving in the right direction by taking old properties. //Should be tested! if (oldBody) { ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) { impostor.physicsBody[param].copy(oldBody[param]); }); } this._processChildMeshes(impostor); } //now update the body's transformation this._updatePhysicsBodyTransformation(impostor); } private _processChildMeshes(mainImpostor: PhysicsImpostor) { var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes() : []; if (meshChildren.length) { var processMesh = (localPosition: Vector3, mesh: AbstractMesh) => { var childImpostor = mesh.getPhysicsImpostor(); if (childImpostor) { var parent = childImpostor.parent; if (parent !== mainImpostor) { var localPosition = mesh.position; if (childImpostor.physicsBody) { this.removePhysicsBody(childImpostor); childImpostor.physicsBody = null; } childImpostor.parent = mainImpostor; childImpostor.resetUpdateFlags(); mainImpostor.physicsBody.addShape(this._createShape(childImpostor), new CANNON.Vec3(localPosition.x, localPosition.y, localPosition.z)); //Add the mass of the children. mainImpostor.physicsBody.mass += childImpostor.getParam("mass"); } } mesh.getChildMeshes().forEach(processMesh.bind(this, mesh.position)); } meshChildren.forEach(processMesh.bind(this, Vector3.Zero())); } } public removePhysicsBody(impostor: PhysicsImpostor) { impostor.physicsBody.removeEventListener("collide", impostor.onCollide); this.world.removeEventListener("preStep", impostor.beforeStep); this.world.removeEventListener("postStep", impostor.afterStep); this.world.remove(impostor.physicsBody); } public generateJoint(impostorJoint: PhysicsImpostorJoint) { var mainBody = impostorJoint.mainImpostor.physicsBody; var connectedBody = impostorJoint.connectedImpostor.physicsBody; if (!mainBody || !connectedBody) { return; } var constraint; var jointData = impostorJoint.joint.jointData; //TODO - https://github.com/schteppe/cannon.js/blob/gh-pages/demos/collisionFilter.html var constraintData = { pivotA: jointData.mainPivot ? new CANNON.Vec3().copy(jointData.mainPivot) : null, pivotB: jointData.connectedPivot ? new CANNON.Vec3().copy(jointData.connectedPivot) : null, axisA: jointData.mainAxis ? new CANNON.Vec3().copy(jointData.mainAxis) : null, axisB: jointData.connectedAxis ? new CANNON.Vec3().copy(jointData.connectedAxis) : null, maxForce: jointData.nativeParams.maxForce, collideConnected: !!jointData.collision }; switch (impostorJoint.joint.type) { case PhysicsJoint.HingeJoint: case PhysicsJoint.Hinge2Joint: constraint = new CANNON.HingeConstraint(mainBody, connectedBody, constraintData); break; case PhysicsJoint.DistanceJoint: constraint = new CANNON.DistanceConstraint(mainBody, connectedBody, (jointData).maxDistance || 2) break; case PhysicsJoint.SpringJoint: var springData = jointData; constraint = new CANNON.Spring(mainBody, connectedBody, { restLength: springData.length, stiffness: springData.stiffness, damping: springData.damping, localAnchorA: constraintData.pivotA, localAnchorB: constraintData.pivotB }); break; case PhysicsJoint.LockJoint: constraint = new CANNON.LockConstraint(mainBody, connectedBody, constraintData); break; case PhysicsJoint.PointToPointJoint: case PhysicsJoint.BallAndSocketJoint: default: constraint = new CANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce); break; } //set the collideConnected flag after the creation, since DistanceJoint ignores it. constraint.collideConnected = !!jointData.collision impostorJoint.joint.physicsJoint = constraint; //don't add spring as constraint, as it is not one. if (impostorJoint.joint.type !== PhysicsJoint.SpringJoint) { this.world.addConstraint(constraint); } else { impostorJoint.mainImpostor.registerAfterPhysicsStep(function () { constraint.applyForce(); }); } } public removeJoint(impostorJoint: PhysicsImpostorJoint) { this.world.removeConstraint(impostorJoint.joint.physicsJoint); } private _addMaterial(name: string, friction: number, restitution: number) { var index; var mat; for (index = 0; index < this._physicsMaterials.length; index++) { mat = this._physicsMaterials[index]; if (mat.friction === friction && mat.restitution === restitution) { return mat; } } var currentMat = new CANNON.Material(name); currentMat.friction = friction; currentMat.restitution = restitution; this._physicsMaterials.push(currentMat); return currentMat; } private _checkWithEpsilon(value: number): number { return value < PhysicsEngine.Epsilon ? PhysicsEngine.Epsilon : value; } private _createShape(impostor: PhysicsImpostor) { var object = impostor.object; var returnValue; var extendSize = impostor.getObjectExtendSize(); switch (impostor.type) { case PhysicsImpostor.SphereImpostor: var radiusX = extendSize.x; var radiusY = extendSize.y; var radiusZ = extendSize.z; returnValue = new CANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2); break; //TMP also for cylinder - TODO Cannon supports cylinder natively. case PhysicsImpostor.CylinderImpostor: returnValue = new CANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16); break; case PhysicsImpostor.BoxImpostor: var box = extendSize.scale(0.5); returnValue = new CANNON.Box(new CANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z))); break; case PhysicsImpostor.PlaneImpostor: Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead"); returnValue = new CANNON.Plane(); break; case PhysicsImpostor.MeshImpostor: var rawVerts = object.getVerticesData ? object.getVerticesData(VertexBuffer.PositionKind) : []; var rawFaces = object.getIndices ? object.getIndices() : []; Tools.Warn("MeshImpostor only collides against spheres."); returnValue = new CANNON.Trimesh(rawVerts, rawFaces); break; case PhysicsImpostor.HeightmapImpostor: returnValue = this._createHeightmap(object); break; case PhysicsImpostor.ParticleImpostor: returnValue = new CANNON.Particle(); break; } return returnValue; } private _createHeightmap(object: IPhysicsEnabledObject, pointDepth?: number) { var pos = object.getVerticesData(VertexBuffer.PositionKind); var matrix = []; //For now pointDepth will not be used and will be automatically calculated. //Future reference - try and find the best place to add a reference to the pointDepth variable. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1); var dim = Math.min(object.getBoundingInfo().boundingBox.extendSize.x, object.getBoundingInfo().boundingBox.extendSize.z); var elementSize = dim * 2 / arraySize; var minY = object.getBoundingInfo().boundingBox.extendSize.y; for (var i = 0; i < pos.length; i = i + 3) { var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2); var z = Math.round(((pos[i + 2]) / elementSize - arraySize / 2) * -1); var y = pos[i + 1] + minY; if (!matrix[x]) { matrix[x] = []; } if (!matrix[x][z]) { matrix[x][z] = y; } matrix[x][z] = Math.max(y, matrix[x][z]); } for (var x = 0; x <= arraySize; ++x) { if (!matrix[x]) { var loc = 1; while (!matrix[(x + loc) % arraySize]) { loc++; } matrix[x] = matrix[(x + loc) % arraySize].slice(); //console.log("missing x", x); } for (var z = 0; z <= arraySize; ++z) { if (!matrix[x][z]) { var loc = 1; var newValue; while (newValue === undefined) { newValue = matrix[x][(z + loc++) % arraySize]; } matrix[x][z] = newValue; } } } var shape = new CANNON.Heightfield(matrix, { elementSize: elementSize }); //For future reference, needed for body transformation shape.minY = minY; return shape; } private _minus90X = new Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475); private _plus90X = new Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475); private _tmpPosition: Vector3 = Vector3.Zero(); private _tmpQuaternion: Quaternion = new Quaternion(); private _tmpDeltaPosition: Vector3 = Vector3.Zero(); private _tmpDeltaRotation: Quaternion = new Quaternion(); private _tmpUnityRotation: Quaternion = new Quaternion(); private _updatePhysicsBodyTransformation(impostor: PhysicsImpostor) { var object = impostor.object; //make sure it is updated... object.computeWorldMatrix && object.computeWorldMatrix(true); // The delta between the mesh position and the mesh bounding box center var center = impostor.getObjectCenter(); var extendSize = impostor.getObjectExtendSize(); this._tmpDeltaPosition.copyFrom(object.position.subtract(center)); this._tmpPosition.copyFrom(center); var quaternion = object.rotationQuaternion; //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis. if (impostor.type === PhysicsImpostor.PlaneImpostor || impostor.type === PhysicsImpostor.HeightmapImpostor || impostor.type === PhysicsImpostor.CylinderImpostor) { //-90 DEG in X, precalculated quaternion = quaternion.multiply(this._minus90X); //Invert! (Precalculated, 90 deg in X) //No need to clone. this will never change. impostor.setDeltaRotation(this._plus90X); } //If it is a heightfield, if should be centered. if (impostor.type === PhysicsImpostor.HeightmapImpostor) { var mesh = (object); //calculate the correct body position: var rotationQuaternion = mesh.rotationQuaternion; mesh.rotationQuaternion = this._tmpUnityRotation; mesh.computeWorldMatrix(true); //get original center with no rotation var c = center.clone(); var oldPivot = mesh.getPivotMatrix() || Matrix.Translation(0, 0, 0); //rotation is back mesh.rotationQuaternion = rotationQuaternion; //calculate the new center using a pivot (since Cannon.js doesn't center height maps) var p = Matrix.Translation(mesh.getBoundingInfo().boundingBox.extendSize.x, 0, -mesh.getBoundingInfo().boundingBox.extendSize.z); mesh.setPivotMatrix(p); mesh.computeWorldMatrix(true); //calculate the translation var translation = mesh.getBoundingInfo().boundingBox.center.subtract(center).subtract(mesh.position).negate(); this._tmpPosition.copyFromFloats(translation.x, translation.y - mesh.getBoundingInfo().boundingBox.extendSize.y, translation.z); //add it inverted to the delta this._tmpDeltaPosition.copyFrom(mesh.getBoundingInfo().boundingBox.center.subtract(c)); this._tmpDeltaPosition.y += mesh.getBoundingInfo().boundingBox.extendSize.y; mesh.setPivotMatrix(oldPivot); mesh.computeWorldMatrix(true); } else if (impostor.type === PhysicsImpostor.MeshImpostor) { this._tmpDeltaPosition.copyFromFloats(0, 0, 0); this._tmpPosition.copyFrom(object.position); } impostor.setDeltaPosition(this._tmpDeltaPosition); //Now update the impostor object impostor.physicsBody.position.copy(this._tmpPosition); impostor.physicsBody.quaternion.copy(quaternion); } public setTransformationFromPhysicsBody(impostor: PhysicsImpostor) { impostor.object.position.copyFrom(impostor.physicsBody.position); impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion); } public setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion) { impostor.physicsBody.position.copy(newPosition); impostor.physicsBody.quaternion.copy(newRotation); } public isSupported(): boolean { return window.CANNON !== undefined; } public setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3) { impostor.physicsBody.velocity.copy(velocity); } public setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3) { impostor.physicsBody.angularVelocity.copy(velocity); } public getLinearVelocity(impostor: PhysicsImpostor): Vector3 { var v = impostor.physicsBody.velocity; if (!v) return null; return new Vector3(v.x, v.y, v.z) } public getAngularVelocity(impostor: PhysicsImpostor): Vector3 { var v = impostor.physicsBody.angularVelocity; if (!v) return null; return new Vector3(v.x, v.y, v.z) } public setBodyMass(impostor: PhysicsImpostor, mass: number) { impostor.physicsBody.mass = mass; impostor.physicsBody.updateMassProperties(); } public sleepBody(impostor: PhysicsImpostor) { impostor.physicsBody.sleep(); } public wakeUpBody(impostor: PhysicsImpostor) { impostor.physicsBody.wakeUp(); } public updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number) { joint.physicsJoint.distance = maxDistance; } private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) { if (!motorIndex) { joint.physicsJoint.enableMotor(); } } private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) { if (!motorIndex) { joint.physicsJoint.disableMotor(); } } public setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number) { if (!motorIndex) { joint.physicsJoint.enableMotor(); joint.physicsJoint.setMotorSpeed(speed); if (maxForce) { this.setLimit(joint, maxForce); } } } public setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number) { joint.physicsJoint.motorEquation.maxForce = upperLimit; joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit; } public dispose() { //nothing to do, actually. } } }