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- module BABYLON {
- declare var OIMO;
- export class OimoJSPlugin implements IPhysicsEnginePlugin {
- private _world;
- private _registeredMeshes = [];
- public name = "oimo";
- private _gravity: Vector3;
- private _checkWithEpsilon(value: number): number {
- return value < PhysicsEngine.Epsilon ? PhysicsEngine.Epsilon : value;
- }
- public initialize(iterations?: number): void {
- this._world = new OIMO.World(null, null, iterations);
- this._world.clear();
- }
- public setGravity(gravity: Vector3): void {
- this._gravity = this._world.gravity = gravity;
- }
- public getGravity(): Vector3 {
- return this._gravity;
- }
- public registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any {
- this.unregisterMesh(mesh);
- if (!mesh.rotationQuaternion) {
- mesh.rotationQuaternion = Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
- }
- mesh.computeWorldMatrix(true);
- var bbox = mesh.getBoundingInfo().boundingBox;
- // The delta between the mesh position and the mesh bounding box center
- var deltaPosition = mesh.position.subtract(bbox.center);
-
- //calculate rotation to fit Oimo's needs (Euler...)
- var rot = new OIMO.Euler().setFromQuaternion({ x: mesh.rotationQuaternion.x, y: mesh.rotationQuaternion.y, z: mesh.rotationQuaternion.z, s: mesh.rotationQuaternion.w });
- //get the correct bounding box
- var oldQuaternion = mesh.rotationQuaternion;
- mesh.rotationQuaternion = new Quaternion(0, 0, 0, 1);
- mesh.computeWorldMatrix(true);
- var bodyConfig: any = {
- name: mesh.uniqueId,
- pos: [bbox.center.x, bbox.center.y, bbox.center.z],
- rot: [rot.x / OIMO.TO_RAD, rot.y / OIMO.TO_RAD, rot.z / OIMO.TO_RAD],
- move: options.mass != 0,
- config: [options.mass, options.friction, options.restitution],
- world: this._world
- };
- // register mesh
- switch (impostor) {
- case PhysicsEngine.SphereImpostor:
- var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
- var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
- var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
- var size = Math.max(
- this._checkWithEpsilon(radiusX),
- this._checkWithEpsilon(radiusY),
- this._checkWithEpsilon(radiusZ)) / 2;
- bodyConfig.type = 'sphere';
- bodyConfig.size = [size];
- break;
- case PhysicsEngine.PlaneImpostor:
- //Oimo "fakes" a cylinder as a box, so why don't we!
- case PhysicsEngine.CylinderImpostor:
- case PhysicsEngine.BoxImpostor:
- var min = bbox.minimumWorld;
- var max = bbox.maximumWorld;
- var box = max.subtract(min);
- var sizeX = this._checkWithEpsilon(box.x);
- var sizeY = this._checkWithEpsilon(box.y);
- var sizeZ = this._checkWithEpsilon(box.z);
- bodyConfig.type = 'box';
- bodyConfig.size = [sizeX, sizeY, sizeZ];
- break;
- }
- var body = new OIMO.Body(bodyConfig);
- //We have to access the rigid body's properties to set the quaternion.
- //The setQuaternion function of Oimo only sets the newOrientation that is only set after an impulse is given or a collision.
- //body.body.orientation = new OIMO.Quat(mesh.rotationQuaternion.w, mesh.rotationQuaternion.x, mesh.rotationQuaternion.y, mesh.rotationQuaternion.z);
- //TEST
- //body.body.resetQuaternion(new OIMO.Quat(mesh.rotationQuaternion.w, mesh.rotationQuaternion.x, mesh.rotationQuaternion.y, mesh.rotationQuaternion.z));
- //update the internal rotation matrix
- //body.body.syncShapes();
-
- this._registeredMeshes.push({
- mesh: mesh,
- body: body,
- delta: deltaPosition
- });
-
- //for the sake of consistency.
- mesh.rotationQuaternion = oldQuaternion;
- return body;
- }
- public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any {
- var types = [],
- sizes = [],
- positions = [],
- rotations = [];
- var initialMesh = parts[0].mesh;
- for (var index = 0; index < parts.length; index++) {
- var part = parts[index];
- var bodyParameters = this._createBodyAsCompound(part, options, initialMesh);
- types.push(bodyParameters.type);
- sizes.push.apply(sizes, bodyParameters.size);
- positions.push.apply(positions, bodyParameters.pos);
- rotations.push.apply(rotations, bodyParameters.rot);
- }
- var body = new OIMO.Body({
- name: initialMesh.uniqueId,
- type: types,
- size: sizes,
- pos: positions,
- rot: rotations,
- move: options.mass != 0,
- config: [options.mass, options.friction, options.restitution],
- world: this._world
- });
-
- //Reset the body's rotation to be of the initial mesh's.
- var rot = new OIMO.Euler().setFromQuaternion({ x: initialMesh.rotationQuaternion.x, y: initialMesh.rotationQuaternion.y, z: initialMesh.rotationQuaternion.z, s: initialMesh.rotationQuaternion.w });
- body.resetRotation(rot.x / OIMO.TO_RAD, rot.y / OIMO.TO_RAD, rot.z / OIMO.TO_RAD);
- this._registeredMeshes.push({
- mesh: initialMesh,
- body: body
- });
- return body;
- }
- private _createBodyAsCompound(part: PhysicsCompoundBodyPart, options: PhysicsBodyCreationOptions, initialMesh: AbstractMesh): any {
- var mesh = part.mesh;
- if (!mesh.rotationQuaternion) {
- mesh.rotationQuaternion = Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
- }
-
- // We need the bounding box/sphere info to compute the physics body
- mesh.computeWorldMatrix(true);
- var rot = new OIMO.Euler().setFromQuaternion({ x: mesh.rotationQuaternion.x, y: mesh.rotationQuaternion.y, z: mesh.rotationQuaternion.z, s: mesh.rotationQuaternion.w });
- var bodyParameters: any = {
- name: mesh.uniqueId,
- pos: [mesh.position.x, mesh.position.y, mesh.position.z],
- //A bug in Oimo (Body class) prevents us from using rot directly.
- rot: [0, 0, 0],
- //For future reference, if the bug will ever be fixed.
- realRot: [rot.x / OIMO.TO_RAD, rot.y / OIMO.TO_RAD, rot.z / OIMO.TO_RAD]
- };
- var oldQuaternion = mesh.rotationQuaternion;
- mesh.rotationQuaternion = new Quaternion(0, 0, 0, 1);
- mesh.computeWorldMatrix(true);
- switch (part.impostor) {
- case 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;
- var size = Math.max(
- this._checkWithEpsilon(radiusX),
- this._checkWithEpsilon(radiusY),
- this._checkWithEpsilon(radiusZ)) / 2;
- bodyParameters.type = 'sphere';
- bodyParameters.size = [size, size, size];
- break;
- case PhysicsEngine.PlaneImpostor:
- case PhysicsEngine.CylinderImpostor:
- case PhysicsEngine.BoxImpostor:
- bbox = mesh.getBoundingInfo().boundingBox;
- var min = bbox.minimumWorld;
- var max = bbox.maximumWorld;
- var box = max.subtract(min);
- var sizeX = this._checkWithEpsilon(box.x);
- var sizeY = this._checkWithEpsilon(box.y);
- var sizeZ = this._checkWithEpsilon(box.z);
- bodyParameters.type = 'box';
- bodyParameters.size = [sizeX, sizeY, sizeZ];
- break;
- }
- mesh.rotationQuaternion = oldQuaternion;
- return bodyParameters;
- }
- public unregisterMesh(mesh: AbstractMesh): void {
- for (var index = 0; index < this._registeredMeshes.length; index++) {
- var registeredMesh = this._registeredMeshes[index];
- if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
- if (registeredMesh.body) {
- this._world.removeRigidBody(registeredMesh.body.body);
- this._unbindBody(registeredMesh.body);
- }
- this._registeredMeshes.splice(index, 1);
- return;
- }
- }
- }
- private _unbindBody(body: any): void {
- for (var index = 0; index < this._registeredMeshes.length; index++) {
- var registeredMesh = this._registeredMeshes[index];
- if (registeredMesh.body === body) {
- registeredMesh.body = null;
- }
- }
- }
- /**
- * Update the body position according to the mesh position
- * @param mesh
- */
- public updateBodyPosition = function (mesh: AbstractMesh): void {
- for (var index = 0; index < this._registeredMeshes.length; index++) {
- var registeredMesh = this._registeredMeshes[index];
- var body = registeredMesh.body.body;
- var updated: boolean = false;
- var newPosition: Vector3;
- if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
- mesh.computeWorldMatrix(true);
- newPosition = mesh.getBoundingInfo().boundingBox.center;
- updated = true;
- }
- // Case where the parent has been updated
- else if (registeredMesh.mesh.parent === mesh) {
- mesh.computeWorldMatrix(true);
- registeredMesh.mesh.computeWorldMatrix(true);
- newPosition = registeredMesh.mesh.getAbsolutePosition();
- updated = true;
- }
- if (updated) {
- body.setPosition(new OIMO.Vec3(newPosition.x, newPosition.y, newPosition.z));
- body.setQuaternion(mesh.rotationQuaternion);
- body.sleeping = false;
- //force Oimo to update the body's position
- body.updatePosition(1);
- }
- }
- }
- public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void {
- for (var index = 0; index < this._registeredMeshes.length; index++) {
- var registeredMesh = this._registeredMeshes[index];
- if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
- // Get object mass to have a behaviour similar to cannon.js
- var mass = registeredMesh.body.body.massInfo.mass;
- // The force is scaled with the mass of object
- registeredMesh.body.body.applyImpulse(contactPoint.scale(OIMO.INV_SCALE), force.scale(OIMO.INV_SCALE * mass));
- return;
- }
- }
- }
- public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean {
- var body1 = null,
- body2 = null;
- for (var index = 0; index < this._registeredMeshes.length; index++) {
- var registeredMesh = this._registeredMeshes[index];
- if (registeredMesh.mesh === mesh1) {
- body1 = registeredMesh.body.body;
- } else if (registeredMesh.mesh === mesh2) {
- body2 = registeredMesh.body.body;
- }
- }
- if (!body1 || !body2) {
- return false;
- }
- if (!options) {
- options = {};
- }
- new OIMO.Link({
- type: options.type,
- body1: body1,
- body2: body2,
- min: options.min,
- max: options.max,
- axe1: options.axe1,
- axe2: options.axe2,
- pos1: [pivot1.x, pivot1.y, pivot1.z],
- pos2: [pivot2.x, pivot2.y, pivot2.z],
- collision: options.collision,
- spring: options.spring,
- world: this._world
- });
- return true;
- }
- public dispose(): void {
- this._world.clear();
- while (this._registeredMeshes.length) {
- this.unregisterMesh(this._registeredMeshes[0].mesh);
- }
- }
- public isSupported(): boolean {
- return OIMO !== undefined;
- }
- public getWorldObject(): any {
- return this._world;
- }
- public getPhysicsBodyOfMesh(mesh: AbstractMesh) {
- for (var index = 0; index < this._registeredMeshes.length; index++) {
- var registeredMesh = this._registeredMeshes[index];
- if (registeredMesh.mesh === mesh) {
- return registeredMesh.body;
- }
- }
- return null;
- }
- private _getLastShape(body: any): any {
- var lastShape = body.shapes;
- while (lastShape.next) {
- lastShape = lastShape.next;
- }
- return lastShape;
- }
- public runOneStep(time: number): void {
- this._world.step();
- // Update the position of all registered meshes
- var i = this._registeredMeshes.length;
- var m;
- while (i--) {
- var body = this._registeredMeshes[i].body.body;
- var mesh = this._registeredMeshes[i].mesh;
- if (!this._registeredMeshes[i].delta) {
- this._registeredMeshes[i].delta = Vector3.Zero();
- }
- if (!body.sleeping) {
- //TODO check that
- if (body.shapes.next) {
- var parentShape = this._getLastShape(body);
- mesh.position.x = parentShape.position.x * OIMO.WORLD_SCALE;
- mesh.position.y = parentShape.position.y * OIMO.WORLD_SCALE;
- mesh.position.z = parentShape.position.z * OIMO.WORLD_SCALE;
- } else {
- mesh.position.copyFrom(body.getPosition()).addInPlace(this._registeredMeshes[i].delta);
- }
- mesh.rotationQuaternion.copyFrom(body.getQuaternion());
- mesh.computeWorldMatrix();
- }
-
- //check if the collide callback is set.
- if (mesh.onPhysicsCollide) {
- var meshUniqueName = mesh.uniqueId;
- var contact = this._world.contacts;
- while (contact !== null) {
- //is this body colliding with any other?
- if ((contact.body1.name == mesh.uniqueId || contact.body2.name == mesh.uniqueId) && contact.touching && /* !contact.sleeping*/ !contact.body1.sleeping && !contact.body2.sleeping) {
- var otherUniqueId = contact.body1.name == mesh.uniqueId ? contact.body2.name : contact.body1.name;
- //get the mesh and execute the callback
- var otherMesh = mesh.getScene().getMeshByUniqueID(otherUniqueId);
- if (otherMesh)
- mesh.onPhysicsCollide(otherMesh);
- }
- contact = contact.next;
- }
- }
- }
- }
- }
- }
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