Unverified Commit 01ee1a73 authored by mrdoob's avatar mrdoob Committed by GitHub
Browse files

Added Jolt physics example (#28023)


* Examples: Added JoltPhysics.js example.

* JoltPhysics.js: Added restitution.

* Examples: Updated screenshot.

* JoltPhysics: Improve convex radius for box shapes.

---------
Co-authored-by: default avatarMugen87 <michael.herzog@human-interactive.org>
parent 3ecc7441
Showing with 447 additions and 0 deletions
+447 -0
......@@ -434,6 +434,7 @@
"physics_ammo_rope",
"physics_ammo_terrain",
"physics_ammo_volume",
"physics_jolt_instancing",
"physics_rapier_instancing"
],
"misc": [
......
import { Clock, Vector3, Quaternion, Matrix4 } from 'three';
const JOLT_PATH = 'https://cdn.jsdelivr.net/npm/jolt-physics@0.20.0/dist/jolt-physics.wasm-compat.js';
const frameRate = 60;
let Jolt = null;
function getShape( geometry ) {
const parameters = geometry.parameters;
// TODO change type to is*
if ( geometry.type === 'BoxGeometry' ) {
const sx = parameters.width !== undefined ? parameters.width / 2 : 0.5;
const sy = parameters.height !== undefined ? parameters.height / 2 : 0.5;
const sz = parameters.depth !== undefined ? parameters.depth / 2 : 0.5;
return new Jolt.BoxShape( new Jolt.Vec3( sx, sy, sz ), 0.05 * Math.min( sx, sy, sz ), null );
} else if ( geometry.type === 'SphereGeometry' || geometry.type === 'IcosahedronGeometry' ) {
const radius = parameters.radius !== undefined ? parameters.radius : 1;
return new Jolt.SphereShape( radius, null );
}
return null;
}
// Object layers
const LAYER_NON_MOVING = 0;
const LAYER_MOVING = 1;
const NUM_OBJECT_LAYERS = 2;
function setupCollisionFiltering( settings ) {
let objectFilter = new Jolt.ObjectLayerPairFilterTable( NUM_OBJECT_LAYERS );
objectFilter.EnableCollision( LAYER_NON_MOVING, LAYER_MOVING );
objectFilter.EnableCollision( LAYER_MOVING, LAYER_MOVING );
const BP_LAYER_NON_MOVING = new Jolt.BroadPhaseLayer( 0 );
const BP_LAYER_MOVING = new Jolt.BroadPhaseLayer( 1 );
const NUM_BROAD_PHASE_LAYERS = 2;
let bpInterface = new Jolt.BroadPhaseLayerInterfaceTable( NUM_OBJECT_LAYERS, NUM_BROAD_PHASE_LAYERS );
bpInterface.MapObjectToBroadPhaseLayer( LAYER_NON_MOVING, BP_LAYER_NON_MOVING );
bpInterface.MapObjectToBroadPhaseLayer( LAYER_MOVING, BP_LAYER_MOVING );
settings.mObjectLayerPairFilter = objectFilter;
settings.mBroadPhaseLayerInterface = bpInterface;
settings.mObjectVsBroadPhaseLayerFilter = new Jolt.ObjectVsBroadPhaseLayerFilterTable( settings.mBroadPhaseLayerInterface, NUM_BROAD_PHASE_LAYERS, settings.mObjectLayerPairFilter, NUM_OBJECT_LAYERS );
};
async function JoltPhysics() {
if ( Jolt === null ) {
const { default: initJolt } = await import( JOLT_PATH );
Jolt = await initJolt();
}
const settings = new Jolt.JoltSettings();
setupCollisionFiltering( settings );
const jolt = new Jolt.JoltInterface( settings );
Jolt.destroy( settings );
const physicsSystem = jolt.GetPhysicsSystem();
const bodyInterface = physicsSystem.GetBodyInterface();
const meshes = [];
const meshMap = new WeakMap();
const _position = new Vector3();
const _quaternion = new Quaternion();
const _scale = new Vector3( 1, 1, 1 );
const _matrix = new Matrix4();
function addScene( scene ) {
scene.traverse( function ( child ) {
if ( child.isMesh ) {
const physics = child.userData.physics;
if ( physics ) {
addMesh( child, physics.mass, physics.restitution );
}
}
} );
}
function addMesh( mesh, mass = 0, restitution = 0 ) {
const shape = getShape( mesh.geometry );
if ( shape === null ) return;
const body = mesh.isInstancedMesh
? createInstancedBody( mesh, mass, restitution, shape )
: createBody( mesh.position, mesh.quaternion, mass, restitution, shape );
if ( mass > 0 ) {
meshes.push( mesh );
meshMap.set( mesh, body );
}
}
function createInstancedBody( mesh, mass, restitution, shape ) {
const array = mesh.instanceMatrix.array;
const bodies = [];
for ( let i = 0; i < mesh.count; i ++ ) {
const position = _position.fromArray( array, i * 16 + 12 );
const quaternion = _quaternion.setFromRotationMatrix( _matrix.fromArray( array, i * 16 ) ); // TODO Copilot did this
bodies.push( createBody( position, quaternion, mass, restitution, shape ) );
}
return bodies;
}
function createBody( position, rotation, mass, restitution, shape ) {
const pos = new Jolt.Vec3( position.x, position.y, position.z );
const rot = new Jolt.Quat( rotation.x, rotation.y, rotation.z, rotation.w );
const motion = mass > 0 ? Jolt.EMotionType_Dynamic : Jolt.EMotionType_Static;
const layer = mass > 0 ? LAYER_MOVING : LAYER_NON_MOVING;
const creationSettings = new Jolt.BodyCreationSettings( shape, pos, rot, motion, layer );
creationSettings.mRestitution = restitution;
const body = bodyInterface.CreateBody( creationSettings );
bodyInterface.AddBody( body.GetID(), Jolt.EActivation_Activate );
Jolt.destroy( creationSettings );
return body;
}
function setMeshPosition( mesh, position, index = 0 ) {
if ( mesh.isInstancedMesh ) {
const bodies = meshMap.get( mesh );
const body = bodies[ index ];
bodyInterface.RemoveBody( body.GetID() );
bodyInterface.DestroyBody( body.GetID() );
const physics = mesh.userData.physics;
let shape = body.GetShape();
let body2 = createBody( position, { x: 0, y: 0, z: 0, w: 1 }, physics.mass, physics.restitution, shape );
bodies[ index ] = body2;
} else {
// TODO: Implement this
}
}
function setMeshVelocity( mesh, velocity, index = 0 ) {
/*
let body = meshMap.get( mesh );
if ( mesh.isInstancedMesh ) {
body = body[ index ];
}
body.setLinvel( velocity );
*/
}
//
const clock = new Clock();
function step() {
let deltaTime = clock.getDelta();
// Don't go below 30 Hz to prevent spiral of death
deltaTime = Math.min( deltaTime, 1.0 / 30.0 );
// When running below 55 Hz, do 2 steps instead of 1
const numSteps = deltaTime > 1.0 / 55.0 ? 2 : 1;
// Step the physics world
jolt.Step( deltaTime, numSteps );
//
for ( let i = 0, l = meshes.length; i < l; i ++ ) {
const mesh = meshes[ i ];
if ( mesh.isInstancedMesh ) {
const array = mesh.instanceMatrix.array;
const bodies = meshMap.get( mesh );
for ( let j = 0; j < bodies.length; j ++ ) {
const body = bodies[ j ];
const position = body.GetPosition();
const quaternion = body.GetRotation();
_position.set( position.GetX(), position.GetY(), position.GetZ() );
_quaternion.set( quaternion.GetX(), quaternion.GetY(), quaternion.GetZ(), quaternion.GetW() );
_matrix.compose( _position, _quaternion, _scale ).toArray( array, j * 16 );
}
mesh.instanceMatrix.needsUpdate = true;
mesh.computeBoundingSphere();
} else {
const body = meshMap.get( mesh );
const position = body.GetPosition();
const rotation = body.GetRotation();
mesh.position.set( position.GetX(), position.GetY(), position.GetZ() );
mesh.quaternion.set( rotation.GetX(), rotation.GetY(), rotation.GetZ(), rotation.GetW() );
}
}
}
// animate
setInterval( step, 1000 / frameRate );
return {
addScene: addScene,
addMesh: addMesh,
setMeshPosition: setMeshPosition,
setMeshVelocity: setMeshVelocity
};
}
export { JoltPhysics };
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js physics - jolt instancing</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> physics - <a href="https://github.com/jrouwe/JoltPhysics.js/" target="_blank">jolt</a> instancing
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { JoltPhysics } from 'three/addons/physics/JoltPhysics.js';
import Stats from 'three/addons/libs/stats.module.js';
let camera, scene, renderer, stats;
let physics, position;
let boxes, spheres;
init();
async function init() {
physics = await JoltPhysics();
position = new THREE.Vector3();
//
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( - 1, 1.5, 2 );
camera.lookAt( 0, 0.5, 0 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x666666 );
const hemiLight = new THREE.HemisphereLight();
scene.add( hemiLight );
const dirLight = new THREE.DirectionalLight( 0xffffff, 3 );
dirLight.position.set( 5, 5, 5 );
dirLight.castShadow = true;
dirLight.shadow.camera.zoom = 2;
scene.add( dirLight );
const floor = new THREE.Mesh(
new THREE.BoxGeometry( 10, 5, 10 ),
new THREE.ShadowMaterial( { color: 0x444444 } )
);
floor.position.y = - 2.5;
floor.receiveShadow = true;
floor.userData.physics = { mass: 0 };
scene.add( floor );
//
const material = new THREE.MeshLambertMaterial();
const matrix = new THREE.Matrix4();
const color = new THREE.Color();
// Boxes
const geometryBox = new THREE.BoxGeometry( 0.075, 0.075, 0.075 );
boxes = new THREE.InstancedMesh( geometryBox, material, 400 );
boxes.instanceMatrix.setUsage( THREE.DynamicDrawUsage ); // will be updated every frame
boxes.castShadow = true;
boxes.receiveShadow = true;
boxes.userData.physics = { mass: 1 };
scene.add( boxes );
for ( let i = 0; i < boxes.count; i ++ ) {
matrix.setPosition( Math.random() - 0.5, Math.random() * 2, Math.random() - 0.5 );
boxes.setMatrixAt( i, matrix );
boxes.setColorAt( i, color.setHex( 0xffffff * Math.random() ) );
}
// Spheres
const geometrySphere = new THREE.IcosahedronGeometry( 0.05, 4 );
spheres = new THREE.InstancedMesh( geometrySphere, material, 400 );
spheres.instanceMatrix.setUsage( THREE.DynamicDrawUsage ); // will be updated every frame
spheres.castShadow = true;
spheres.receiveShadow = true;
spheres.userData.physics = { mass: 1 };
scene.add( spheres );
for ( let i = 0; i < spheres.count; i ++ ) {
matrix.setPosition( Math.random() - 0.5, Math.random() * 2, Math.random() - 0.5 );
spheres.setMatrixAt( i, matrix );
spheres.setColorAt( i, color.setHex( 0xffffff * Math.random() ) );
}
physics.addScene( scene );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
document.body.appendChild( renderer.domElement );
stats = new Stats();
document.body.appendChild( stats.dom );
//
const controls = new OrbitControls( camera, renderer.domElement );
controls.target.y = 0.5;
controls.update();
animate();
setInterval( () => {
let index = Math.floor( Math.random() * boxes.count );
position.set( 0, Math.random() + 1, 0 );
physics.setMeshPosition( boxes, position, index );
//
index = Math.floor( Math.random() * spheres.count );
position.set( 0, Math.random() + 1, 0 );
physics.setMeshPosition( spheres, position, index );
}, 1000 / 60 );
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>
examples/screenshots/physics_jolt_instancing.jpg

24.8 KB

......@@ -108,6 +108,7 @@ const exceptionList = [
// TODO: implement determinism for setTimeout and setInterval
// could it fix some examples from above?
'physics_rapier_instancing',
'physics_jolt_instancing',
// Awaiting for WebGL backend support
'webgpu_clearcoat',
......
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