"use strict"; var BABYLON = BABYLON || {}; (function () { BABYLON.PhysicsEngine = function (gravity, iterations) { this._world = new CANNON.World(); this._world.broadphase = new CANNON.NaiveBroadphase(); this._world.solver.iterations = iterations; this._registeredMeshes = []; this._physicsMaterials = []; this._setGravity(gravity); }; BABYLON.PhysicsEngine.prototype._runOneStep = function (delta) { if (delta > 0.1) { delta = 0.1; } else if (delta <= 0) { delta = 1.0 / 60.0; } this._world.step(delta); for (var index = 0; index < this._registeredMeshes.length; index++) { var registeredMesh = this._registeredMeshes[index]; if (registeredMesh.isChild) { continue; } registeredMesh.mesh.position.x = registeredMesh.body.position.x; registeredMesh.mesh.position.y = registeredMesh.body.position.z; registeredMesh.mesh.position.z = registeredMesh.body.position.y; if (!registeredMesh.mesh.rotationQuaternion) { registeredMesh.mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1); } registeredMesh.mesh.rotationQuaternion.x = registeredMesh.body.quaternion.x; registeredMesh.mesh.rotationQuaternion.y = registeredMesh.body.quaternion.z; registeredMesh.mesh.rotationQuaternion.z = registeredMesh.body.quaternion.y; registeredMesh.mesh.rotationQuaternion.w = -registeredMesh.body.quaternion.w; } }; BABYLON.PhysicsEngine.prototype._addMaterial = function (friction, restitution) { 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(); currentMat.friction = friction; currentMat.restitution = restitution; this._physicsMaterials.push(currentMat); for (index = 0; index < this._physicsMaterials.length; index++) { mat = this._physicsMaterials[index]; var contactMaterial = new CANNON.ContactMaterial(mat, currentMat, mat.friction * currentMat.friction, mat.restitution * currentMat.restitution); contactMaterial.contactEquationStiffness = 1e10; contactMaterial.contactEquationRegularizationTime = 10; this._world.addContactMaterial(contactMaterial); } return currentMat; }; BABYLON.PhysicsEngine.prototype._setGravity = function (gravity) { this.gravity = gravity || new BABYLON.Vector3(0, -9.82, 0); this._world.gravity.set(this.gravity.x, this.gravity.z, this.gravity.y); }; BABYLON.PhysicsEngine.prototype._checkWithEpsilon = function (value) { return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value; }; BABYLON.PhysicsEngine.prototype._registerMesh = function (mesh, options, onlyShape) { var shape = null; var initialRotation; if (mesh.rotationQuaternion) { initialRotation = mesh.rotationQuaternion.clone(); mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1); } this._unregisterMesh(mesh); mesh.computeWorldMatrix(true); switch (options.impostor) { case BABYLON.PhysicsEngine.SphereImpostor: var bbox = mesh.getBoundingInfo().boundingBox; var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x; var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y; var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z; shape = new CANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2); break; case BABYLON.PhysicsEngine.BoxImpostor: var bbox = mesh.getBoundingInfo().boundingBox; var min = bbox.minimumWorld; var max = bbox.maximumWorld; var box = max.subtract(min).scale(0.5); shape = new CANNON.Box(new CANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.z), this._checkWithEpsilon(box.y))); break; case BABYLON.PhysicsEngine.PlaneImpostor: shape = new CANNON.Plane(); break; case BABYLON.PhysicsEngine.MeshImpostor: var rawVerts = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind); var rawFaces = mesh.getIndices(); var verts = [], faces = []; mesh.computeWorldMatrix(true); // Get vertices for (var i = 0; i < rawVerts.length; i += 3) { var transformed = BABYLON.Vector3.Zero(); BABYLON.Vector3.TransformNormalFromFloatsToRef(rawVerts[i], rawVerts[i + 1], rawVerts[i + 2], mesh.getWorldMatrix(), transformed); verts.push(new CANNON.Vec3(transformed.x, transformed.z, transformed.y)); } // Get faces for (var j = 0; j < rawFaces.length; j += 3) { faces.push([rawFaces[j], rawFaces[j + 2], rawFaces[j + 1]]); } // Construct polyhedron shape = new CANNON.ConvexPolyhedron(verts, faces); break; } if (onlyShape) { return shape; } var material = this._addMaterial(options.friction, options.restitution); var body = new CANNON.RigidBody(options.mass, shape, material); if (initialRotation) { body.quaternion.x = initialRotation.x; body.quaternion.z = initialRotation.y; body.quaternion.y = initialRotation.z; body.quaternion.w = -initialRotation.w; } body.position.set(mesh.position.x, mesh.position.z, mesh.position.y); this._world.add(body); this._registeredMeshes.push({ mesh: mesh, body: body, material: material }); return body; }; BABYLON.PhysicsEngine.prototype._registerCompound = function (options) { var compoundShape = new CANNON.Compound(); var initialMesh = options.parts[0].mesh; var initialPosition = initialMesh.position; for (var index = 0; index < options.parts.length; index++) { var mesh = options.parts[index].mesh; var shape = this._registerMesh(mesh, options.parts[index], true); if (index == 0) { // Parent compoundShape.addChild(shape, new CANNON.Vec3(0, 0, 0)); } else { compoundShape.addChild(shape, new CANNON.Vec3(mesh.position.x, mesh.position.z, mesh.position.y)); } } var material = this._addMaterial(options.friction, options.restitution); var body = new CANNON.RigidBody(options.mass, compoundShape, material); body.position.set(initialPosition.x, initialPosition.z, initialPosition.y); this._world.add(body); for (var index = 0; index < options.parts.length; index++) { var mesh = options.parts[index].mesh; this._registeredMeshes.push({ mesh: mesh, body: body, material: material, isChild: index != 0 }); } body.parts = options.parts; return body; }; BABYLON.PhysicsEngine.prototype._unbindBody = function (body) { for (var index = 0; index < this._registeredMeshes.length; index++) { var registeredMesh = this._registeredMeshes[index]; if (registeredMesh.body === body) { registeredMesh.body = null; } } }; BABYLON.PhysicsEngine.prototype._unregisterMesh = function (mesh) { for (var index = 0; index < this._registeredMeshes.length; index++) { var registeredMesh = this._registeredMeshes[index]; if (registeredMesh.mesh === mesh) { // Remove body if (registeredMesh.body) { this._world.remove(registeredMesh.body); this._unbindBody(registeredMesh.body); } this._registeredMeshes.splice(index, 1); return; } } }; BABYLON.PhysicsEngine.prototype._applyImpulse = function (mesh, force, contactPoint) { var worldPoint = new CANNON.Vec3(contactPoint.x, contactPoint.z, contactPoint.y); var impulse = new CANNON.Vec3(force.x, force.z, force.y); for (var index = 0; index < this._registeredMeshes.length; index++) { var registeredMesh = this._registeredMeshes[index]; if (registeredMesh.mesh === mesh) { registeredMesh.body.applyImpulse(impulse, worldPoint); return; } } }; BABYLON.PhysicsEngine.prototype._createLink = function (mesh1, mesh2, pivot1, pivot2) { var body1, body2; for (var index = 0; index < this._registeredMeshes.length; index++) { var registeredMesh = this._registeredMeshes[index]; if (registeredMesh.mesh === mesh1) { body1 = registeredMesh.body; } else if (registeredMesh.mesh === mesh2) { body2 = registeredMesh.body; } } if (!body1 || !body2) { return; } var constraint = new CANNON.PointToPointConstraint(body1, new CANNON.Vec3(pivot1.x, pivot1.z, pivot1.y), body2, new CANNON.Vec3(pivot2.x, pivot2.z, pivot2.y)); this._world.addConstraint(constraint); }; BABYLON.PhysicsEngine.prototype.dispose = function () { while (this._registeredMeshes.length) { this._unregisterMesh(this._registeredMeshes[0].mesh); } }; // Statics BABYLON.PhysicsEngine.IsSupported = function () { return CANNON !== undefined; }; BABYLON.PhysicsEngine.NoImpostor = 0; BABYLON.PhysicsEngine.SphereImpostor = 1; BABYLON.PhysicsEngine.BoxImpostor = 2; BABYLON.PhysicsEngine.PlaneImpostor = 3; BABYLON.PhysicsEngine.CompoundImpostor = 4; BABYLON.PhysicsEngine.MeshImpostor = 4; BABYLON.PhysicsEngine.Epsilon = 0.001; })();