babylon.oimoJSPlugin.ts 16 KB

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  1. module BABYLON {
  2. declare var OIMO;
  3. export class OimoJSPlugin {
  4. public world: any;
  5. public name: string = "OimoJSPlugin";
  6. constructor(iterations?: number) {
  7. this.world = new OIMO.World(1 / 60, 2, iterations, true);
  8. this.world.clear();
  9. //making sure no stats are calculated
  10. this.world.isNoStat = true;
  11. }
  12. public setGravity(gravity: Vector3) {
  13. this.world.gravity.copy(gravity);
  14. }
  15. public setTimeStep(timeStep: number) {
  16. this.world.timeStep = timeStep;
  17. }
  18. private _tmpImpostorsArray: Array<PhysicsImpostor> = [];
  19. public executeStep(delta: number, impostors: Array<PhysicsImpostor>) {
  20. impostors.forEach(function(impostor) {
  21. impostor.beforeStep();
  22. });
  23. this.world.step();
  24. impostors.forEach((impostor) => {
  25. impostor.afterStep();
  26. //update the ordered impostors array
  27. this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  28. });
  29. //check for collisions
  30. var contact = this.world.contacts;
  31. while (contact !== null) {
  32. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  33. contact = contact.next;
  34. continue;
  35. }
  36. //is this body colliding with any other? get the impostor
  37. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  38. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  39. if (!mainImpostor || !collidingImpostor) {
  40. contact = contact.next;
  41. continue;
  42. }
  43. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  44. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  45. contact = contact.next;
  46. }
  47. }
  48. public applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3) {
  49. var mass = impostor.physicsBody.massInfo.mass;
  50. impostor.physicsBody.applyImpulse(contactPoint.scale(OIMO.INV_SCALE), force.scale(OIMO.INV_SCALE * mass));
  51. }
  52. public applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3) {
  53. Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  54. this.applyImpulse(impostor, force, contactPoint);
  55. }
  56. public generatePhysicsBody(impostor: PhysicsImpostor) {
  57. //parent-child relationship. Does this impostor has a parent impostor?
  58. if (impostor.parent) {
  59. if (impostor.physicsBody) {
  60. this.removePhysicsBody(impostor);
  61. //TODO is that needed?
  62. impostor.forceUpdate();
  63. }
  64. return;
  65. }
  66. if (impostor.isBodyInitRequired()) {
  67. var bodyConfig: any = {
  68. name: impostor.uniqueId,
  69. //Oimo must have mass, also for static objects.
  70. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  71. size: [],
  72. type: [],
  73. pos: [],
  74. rot: [],
  75. move: impostor.getParam("mass") !== 0,
  76. //Supporting older versions of Oimo
  77. world: this.world
  78. };
  79. var impostors = [impostor];
  80. function addToArray(parent: IPhysicsEnabledObject) {
  81. if(!parent.getChildMeshes) return;
  82. parent.getChildMeshes().forEach(function(m) {
  83. if (m.physicsImpostor) {
  84. impostors.push(m.physicsImpostor);
  85. m.physicsImpostor._init();
  86. }
  87. });
  88. }
  89. addToArray(impostor.object)
  90. function checkWithEpsilon(value: number): number {
  91. return Math.max(value, PhysicsEngine.Epsilon);
  92. }
  93. impostors.forEach((i) => {
  94. //get the correct bounding box
  95. var oldQuaternion = i.object.rotationQuaternion;
  96. var rot = new OIMO.Euler().setFromQuaternion({
  97. x: impostor.object.rotationQuaternion.x,
  98. y: impostor.object.rotationQuaternion.y,
  99. z: impostor.object.rotationQuaternion.z,
  100. s: impostor.object.rotationQuaternion.w });
  101. var extendSize = i.getObjectExtendSize();
  102. if (i === impostor) {
  103. var center = impostor.getObjectCenter();
  104. impostor.object.position.subtractToRef(center, this._tmpPositionVector);
  105. //Can also use Array.prototype.push.apply
  106. bodyConfig.pos.push(center.x);
  107. bodyConfig.pos.push(center.y);
  108. bodyConfig.pos.push(center.z);
  109. //tmp solution
  110. bodyConfig.rot.push(rot.x / (OIMO.degtorad || OIMO.TO_RAD));
  111. bodyConfig.rot.push(rot.y / (OIMO.degtorad || OIMO.TO_RAD));
  112. bodyConfig.rot.push(rot.z / (OIMO.degtorad || OIMO.TO_RAD));
  113. } else {
  114. bodyConfig.pos.push(i.object.position.x);
  115. bodyConfig.pos.push(i.object.position.y);
  116. bodyConfig.pos.push(i.object.position.z);
  117. //tmp solution until https://github.com/lo-th/Oimo.js/pull/37 is merged
  118. bodyConfig.rot.push(0);
  119. bodyConfig.rot.push(0);
  120. bodyConfig.rot.push(0);
  121. }
  122. // register mesh
  123. switch (i.type) {
  124. case PhysicsImpostor.ParticleImpostor:
  125. Tools.Warn("No Particle support in Oimo.js. using SphereImpostor instead");
  126. case PhysicsImpostor.SphereImpostor:
  127. var radiusX = extendSize.x;
  128. var radiusY = extendSize.y;
  129. var radiusZ = extendSize.z;
  130. var size = Math.max(
  131. checkWithEpsilon(radiusX),
  132. checkWithEpsilon(radiusY),
  133. checkWithEpsilon(radiusZ)) / 2;
  134. bodyConfig.type.push('sphere');
  135. //due to the way oimo works with compounds, add 3 times
  136. bodyConfig.size.push(size);
  137. bodyConfig.size.push(size);
  138. bodyConfig.size.push(size);
  139. break;
  140. case PhysicsImpostor.CylinderImpostor:
  141. var sizeX = checkWithEpsilon(extendSize.x) / 2;
  142. var sizeY = checkWithEpsilon(extendSize.y);
  143. bodyConfig.type.push('cylinder');
  144. bodyConfig.size.push(sizeX);
  145. bodyConfig.size.push(sizeY);
  146. //due to the way oimo works with compounds, add one more value.
  147. bodyConfig.size.push(sizeY);
  148. break;
  149. case PhysicsImpostor.PlaneImpostor:
  150. case PhysicsImpostor.BoxImpostor:
  151. default:
  152. var sizeX = checkWithEpsilon(extendSize.x);
  153. var sizeY = checkWithEpsilon(extendSize.y);
  154. var sizeZ = checkWithEpsilon(extendSize.z);
  155. bodyConfig.type.push('box');
  156. bodyConfig.size.push(sizeX);
  157. bodyConfig.size.push(sizeY);
  158. bodyConfig.size.push(sizeZ);
  159. break;
  160. }
  161. //actually not needed, but hey...
  162. i.object.rotationQuaternion = oldQuaternion;
  163. });
  164. impostor.physicsBody = new OIMO.Body(bodyConfig).body//this.world.add(bodyConfig);
  165. } else {
  166. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  167. }
  168. impostor.setDeltaPosition(this._tmpPositionVector);
  169. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  170. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  171. }
  172. private _tmpPositionVector: Vector3 = Vector3.Zero();
  173. public removePhysicsBody(impostor: PhysicsImpostor) {
  174. //impostor.physicsBody.dispose();
  175. //Same as : (older oimo versions)
  176. this.world.removeRigidBody(impostor.physicsBody);
  177. }
  178. public generateJoint(impostorJoint: PhysicsImpostorJoint) {
  179. var mainBody = impostorJoint.mainImpostor.physicsBody;
  180. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  181. if (!mainBody || !connectedBody) {
  182. return;
  183. }
  184. var jointData = impostorJoint.joint.jointData;
  185. var options = jointData.nativeParams || {};
  186. var type;
  187. var nativeJointData: any = {
  188. body1: mainBody,
  189. body2: connectedBody,
  190. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  191. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  192. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  193. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  194. min: options.min,
  195. max: options.max,
  196. collision: options.collision || jointData.collision,
  197. spring: options.spring,
  198. //supporting older version of Oimo
  199. world: this.world
  200. }
  201. switch (impostorJoint.joint.type) {
  202. case PhysicsJoint.BallAndSocketJoint:
  203. type = "jointBall";
  204. break;
  205. case PhysicsJoint.SpringJoint:
  206. Tools.Warn("Oimo.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  207. var springData = <SpringJointData>jointData;
  208. nativeJointData.min = springData.length || nativeJointData.min;
  209. //Max should also be set, just make sure it is at least min
  210. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  211. case PhysicsJoint.DistanceJoint:
  212. type = "jointDistance";
  213. nativeJointData.max = (<DistanceJointData>jointData).maxDistance
  214. break;
  215. case PhysicsJoint.PrismaticJoint:
  216. type = "jointPrisme";
  217. break;
  218. case PhysicsJoint.SliderJoint:
  219. type = "jointSlide";
  220. break;
  221. case PhysicsJoint.WheelJoint:
  222. type = "jointWheel";
  223. break;
  224. case PhysicsJoint.HingeJoint:
  225. default:
  226. type = "jointHinge";
  227. break;
  228. }
  229. nativeJointData.type = type;
  230. impostorJoint.joint.physicsJoint = new OIMO.Link(nativeJointData).joint//this.world.add(nativeJointData);
  231. }
  232. public removeJoint(joint: PhysicsImpostorJoint) {
  233. joint.joint.physicsJoint.dispose();
  234. }
  235. public isSupported(): boolean {
  236. return OIMO !== undefined;
  237. }
  238. public setTransformationFromPhysicsBody(impostor: PhysicsImpostor) {
  239. if (!impostor.physicsBody.sleeping) {
  240. //TODO check that
  241. if (impostor.physicsBody.shapes.next) {
  242. var parentShape = this._getLastShape(impostor.physicsBody);
  243. impostor.object.position.x = parentShape.position.x * OIMO.WORLD_SCALE;
  244. impostor.object.position.y = parentShape.position.y * OIMO.WORLD_SCALE;
  245. impostor.object.position.z = parentShape.position.z * OIMO.WORLD_SCALE;
  246. } else {
  247. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  248. }
  249. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  250. }
  251. }
  252. public setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion) {
  253. var body = impostor.physicsBody;
  254. body.position.init(newPosition.x * OIMO.INV_SCALE, newPosition.y * OIMO.INV_SCALE, newPosition.z * OIMO.INV_SCALE);
  255. body.orientation.init(newRotation.w, newRotation.x, newRotation.y, newRotation.z);
  256. body.syncShapes();
  257. body.awake();
  258. }
  259. private _getLastShape(body: any): any {
  260. var lastShape = body.shapes;
  261. while (lastShape.next) {
  262. lastShape = lastShape.next;
  263. }
  264. return lastShape;
  265. }
  266. public setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3) {
  267. impostor.physicsBody.linearVelocity.init(velocity.x, velocity.y, velocity.z);
  268. }
  269. public setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3) {
  270. impostor.physicsBody.angularVelocity.init(velocity.x, velocity.y, velocity.z);
  271. }
  272. public getLinearVelocity(impostor: PhysicsImpostor): Vector3 {
  273. var v = impostor.physicsBody.linearVelocity;
  274. if (!v) return null;
  275. return new Vector3(v.x, v.y, v.z)
  276. }
  277. public getAngularVelocity(impostor: PhysicsImpostor): Vector3 {
  278. var v = impostor.physicsBody.angularVelocity;
  279. if (!v) return null;
  280. return new Vector3(v.x, v.y, v.z)
  281. }
  282. public setBodyMass(impostor: PhysicsImpostor, mass: number) {
  283. var staticBody: boolean = mass === 0;
  284. //this will actually set the body's density and not its mass.
  285. //But this is how oimo treats the mass variable.
  286. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  287. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  288. }
  289. public sleepBody(impostor: PhysicsImpostor) {
  290. impostor.physicsBody.sleep();
  291. }
  292. public wakeUpBody(impostor: PhysicsImpostor) {
  293. impostor.physicsBody.awake();
  294. }
  295. public updateDistanceJoint(joint: IMotorEnabledJoint, maxDistance: number, minDistance?: number) {
  296. joint.physicsJoint.limitMotoe.upperLimit = maxDistance;
  297. if (minDistance !== void 0) {
  298. joint.physicsJoint.limitMotoe.lowerLimit = minDistance;
  299. }
  300. }
  301. public setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number) {
  302. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.limitMotor;
  303. if (motor) {
  304. motor.setMotor(speed, maxForce);
  305. }
  306. }
  307. public setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number) {
  308. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.limitMotor;
  309. if (motor) {
  310. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  311. }
  312. }
  313. public dispose() {
  314. this.world.clear();
  315. }
  316. }
  317. }