feat: initialize project with core dependencies and game entry point
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434
node_modules/three/examples/jsm/physics/RapierPhysics.js
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434
node_modules/three/examples/jsm/physics/RapierPhysics.js
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import { Clock, Vector3, Quaternion, Matrix4 } from 'three';
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const RAPIER_PATH = 'https://cdn.skypack.dev/@dimforge/rapier3d-compat@0.17.3';
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const frameRate = 60;
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const _scale = new Vector3( 1, 1, 1 );
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const ZERO = new Vector3();
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let RAPIER = null;
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function getShape( geometry ) {
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const parameters = geometry.parameters;
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// TODO change type to is*
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if ( geometry.type === 'RoundedBoxGeometry' ) {
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const sx = parameters.width !== undefined ? parameters.width / 2 : 0.5;
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const sy = parameters.height !== undefined ? parameters.height / 2 : 0.5;
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const sz = parameters.depth !== undefined ? parameters.depth / 2 : 0.5;
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const radius = parameters.radius !== undefined ? parameters.radius : 0.1;
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return RAPIER.ColliderDesc.roundCuboid( sx - radius, sy - radius, sz - radius, radius );
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} else if ( geometry.type === 'BoxGeometry' ) {
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const sx = parameters.width !== undefined ? parameters.width / 2 : 0.5;
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const sy = parameters.height !== undefined ? parameters.height / 2 : 0.5;
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const sz = parameters.depth !== undefined ? parameters.depth / 2 : 0.5;
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return RAPIER.ColliderDesc.cuboid( sx, sy, sz );
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} else if ( geometry.type === 'SphereGeometry' || geometry.type === 'IcosahedronGeometry' ) {
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const radius = parameters.radius !== undefined ? parameters.radius : 1;
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return RAPIER.ColliderDesc.ball( radius );
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} else if ( geometry.type === 'CylinderGeometry' ) {
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const radius = parameters.radiusBottom !== undefined ? parameters.radiusBottom : 0.5;
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const length = parameters.height !== undefined ? parameters.height : 0.5;
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return RAPIER.ColliderDesc.cylinder( length / 2, radius );
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} else if ( geometry.type === 'CapsuleGeometry' ) {
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const radius = parameters.radius !== undefined ? parameters.radius : 0.5;
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const length = parameters.height !== undefined ? parameters.height : 0.5;
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return RAPIER.ColliderDesc.capsule( length / 2, radius );
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} else if ( geometry.type === 'BufferGeometry' ) {
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const vertices = [];
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const vertex = new Vector3();
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const position = geometry.getAttribute( 'position' );
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for ( let i = 0; i < position.count; i ++ ) {
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vertex.fromBufferAttribute( position, i );
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vertices.push( vertex.x, vertex.y, vertex.z );
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}
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// if the buffer is non-indexed, generate an index buffer
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const indices = geometry.getIndex() === null
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? Uint32Array.from( Array( parseInt( vertices.length / 3 ) ).keys() )
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: geometry.getIndex().array;
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return RAPIER.ColliderDesc.trimesh( vertices, indices );
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}
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console.error( 'RapierPhysics: Unsupported geometry type:', geometry.type );
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return null;
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}
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/**
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* @classdesc Can be used to include Rapier as a Physics engine into
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* `three.js` apps. The API can be initialized via:
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* ```js
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* const physics = await RapierPhysics();
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* ```
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* The component automatically imports Rapier from a CDN so make sure
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* to use the component with an active Internet connection.
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*
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* @name RapierPhysics
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* @class
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* @hideconstructor
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* @three_import import { RapierPhysics } from 'three/addons/physics/RapierPhysics.js';
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*/
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async function RapierPhysics() {
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if ( RAPIER === null ) {
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RAPIER = await import( `${RAPIER_PATH}` );
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await RAPIER.init();
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}
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// Docs: https://rapier.rs/docs/api/javascript/JavaScript3D/
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const gravity = new Vector3( 0.0, - 9.81, 0.0 );
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const world = new RAPIER.World( gravity );
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const meshes = [];
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const meshMap = new WeakMap();
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const _vector = new Vector3();
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const _quaternion = new Quaternion();
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const _matrix = new Matrix4();
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function addScene( scene ) {
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scene.traverse( function ( child ) {
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if ( child.isMesh ) {
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const physics = child.userData.physics;
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if ( physics ) {
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addMesh( child, physics.mass, physics.restitution );
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}
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}
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} );
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}
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function addMesh( mesh, mass = 0, restitution = 0 ) {
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const shape = getShape( mesh.geometry );
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if ( shape === null ) return;
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shape.setMass( mass );
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shape.setRestitution( restitution );
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const { body, collider } = mesh.isInstancedMesh
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? createInstancedBody( mesh, mass, shape )
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: createBody( mesh.position, mesh.quaternion, mass, shape );
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if ( ! mesh.userData.physics ) mesh.userData.physics = {};
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mesh.userData.physics.body = body;
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mesh.userData.physics.collider = collider;
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if ( mass > 0 ) {
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meshes.push( mesh );
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meshMap.set( mesh, { body, collider } );
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}
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}
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function removeMesh( mesh ) {
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const index = meshes.indexOf( mesh );
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if ( index !== - 1 ) {
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meshes.splice( index, 1 );
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meshMap.delete( mesh );
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if ( ! mesh.userData.physics ) return;
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const body = mesh.userData.physics.body;
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const collider = mesh.userData.physics.collider;
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if ( body ) removeBody( body );
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if ( collider ) removeCollider( collider );
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}
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}
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function createInstancedBody( mesh, mass, shape ) {
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const array = mesh.instanceMatrix.array;
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const bodies = [];
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const colliders = [];
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for ( let i = 0; i < mesh.count; i ++ ) {
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const position = _vector.fromArray( array, i * 16 + 12 );
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const { body, collider } = createBody( position, null, mass, shape );
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bodies.push( body );
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colliders.push( collider );
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}
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return { body: bodies, collider: colliders };
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}
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function createBody( position, quaternion, mass, shape ) {
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const desc = mass > 0 ? RAPIER.RigidBodyDesc.dynamic() : RAPIER.RigidBodyDesc.fixed();
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desc.setTranslation( ...position );
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if ( quaternion !== null ) desc.setRotation( quaternion );
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const body = world.createRigidBody( desc );
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const collider = world.createCollider( shape, body );
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return { body, collider };
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}
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function removeBody( body ) {
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if ( Array.isArray( body ) ) {
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for ( let i = 0; i < body.length; i ++ ) {
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world.removeRigidBody( body[ i ] );
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}
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} else {
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world.removeRigidBody( body );
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}
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}
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function removeCollider( collider ) {
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if ( Array.isArray( collider ) ) {
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for ( let i = 0; i < collider.length; i ++ ) {
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world.removeCollider( collider[ i ] );
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}
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} else {
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world.removeCollider( collider );
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}
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}
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function setMeshPosition( mesh, position, index = 0 ) {
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let { body } = meshMap.get( mesh );
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if ( mesh.isInstancedMesh ) {
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body = body[ index ];
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}
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body.setAngvel( ZERO );
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body.setLinvel( ZERO );
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body.setTranslation( position );
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}
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function setMeshVelocity( mesh, velocity, index = 0 ) {
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let { body } = meshMap.get( mesh );
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if ( mesh.isInstancedMesh ) {
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body = body[ index ];
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}
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body.setLinvel( velocity );
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}
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function addHeightfield( mesh, width, depth, heights, scale ) {
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const shape = RAPIER.ColliderDesc.heightfield( width, depth, heights, scale );
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const bodyDesc = RAPIER.RigidBodyDesc.fixed();
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bodyDesc.setTranslation( mesh.position.x, mesh.position.y, mesh.position.z );
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bodyDesc.setRotation( mesh.quaternion );
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const body = world.createRigidBody( bodyDesc );
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world.createCollider( shape, body );
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if ( ! mesh.userData.physics ) mesh.userData.physics = {};
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mesh.userData.physics.body = body;
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return body;
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}
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//
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const clock = new Clock();
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function step() {
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world.timestep = clock.getDelta();
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world.step();
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//
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for ( let i = 0, l = meshes.length; i < l; i ++ ) {
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const mesh = meshes[ i ];
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if ( mesh.isInstancedMesh ) {
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const array = mesh.instanceMatrix.array;
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const { body: bodies } = meshMap.get( mesh );
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for ( let j = 0; j < bodies.length; j ++ ) {
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const body = bodies[ j ];
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const position = body.translation();
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_quaternion.copy( body.rotation() );
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_matrix.compose( position, _quaternion, _scale ).toArray( array, j * 16 );
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}
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mesh.instanceMatrix.needsUpdate = true;
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mesh.computeBoundingSphere();
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} else {
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const { body } = meshMap.get( mesh );
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mesh.position.copy( body.translation() );
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mesh.quaternion.copy( body.rotation() );
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}
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}
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}
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// animate
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setInterval( step, 1000 / frameRate );
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return {
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RAPIER,
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world,
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/**
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* Adds the given scene to this physics simulation. Only meshes with a
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* `physics` object in their {@link Object3D#userData} field will be honored.
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* The object can be used to store the mass and restitution of the mesh. E.g.:
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* ```js
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* box.userData.physics = { mass: 1, restitution: 0 };
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* ```
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*
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* @method
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* @name RapierPhysics#addScene
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* @param {Object3D} scene The scene or any type of 3D object to add.
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*/
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addScene: addScene,
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/**
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* Adds the given mesh to this physics simulation.
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*
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* @method
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* @name RapierPhysics#addMesh
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* @param {Mesh} mesh The mesh to add.
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* @param {number} [mass=0] The mass in kg of the mesh.
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* @param {number} [restitution=0] The restitution of the mesh, usually from 0 to 1. Represents how "bouncy" objects are when they collide with each other.
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*/
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addMesh: addMesh,
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/**
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* Removes the given mesh from this physics simulation.
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*
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* @method
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* @name RapierPhysics#removeMesh
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* @param {Mesh} mesh The mesh to remove.
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*/
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removeMesh: removeMesh,
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/**
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* Set the position of the given mesh which is part of the physics simulation. Calling this
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* method will reset the current simulated velocity of the mesh.
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*
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* @method
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* @name RapierPhysics#setMeshPosition
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* @param {Mesh} mesh The mesh to update the position for.
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* @param {Vector3} position - The new position.
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* @param {number} [index=0] - If the mesh is instanced, the index represents the instanced ID.
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*/
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setMeshPosition: setMeshPosition,
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/**
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* Set the velocity of the given mesh which is part of the physics simulation.
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*
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* @method
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* @name RapierPhysics#setMeshVelocity
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* @param {Mesh} mesh The mesh to update the velocity for.
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* @param {Vector3} velocity - The new velocity.
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* @param {number} [index=0] - If the mesh is instanced, the index represents the instanced ID.
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*/
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setMeshVelocity: setMeshVelocity,
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/**
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* Adds a heightfield terrain to the physics simulation.
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*
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* @method
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* @name RapierPhysics#addHeightfield
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* @param {Mesh} mesh - The Three.js mesh representing the terrain.
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* @param {number} width - The number of vertices along the width (x-axis) of the heightfield.
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* @param {number} depth - The number of vertices along the depth (z-axis) of the heightfield.
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* @param {Float32Array} heights - Array of height values for each vertex in the heightfield.
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* @param {Object} scale - Scale factors for the heightfield dimensions.
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* @param {number} scale.x - Scale factor for width.
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* @param {number} scale.y - Scale factor for height.
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* @param {number} scale.z - Scale factor for depth.
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* @returns {RigidBody} The created Rapier rigid body for the heightfield.
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*/
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addHeightfield: addHeightfield
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};
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}
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export { RapierPhysics };
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