268 lines
11 KiB
JavaScript
268 lines
11 KiB
JavaScript
import RAPIER from "@dimforge/rapier3d-compat";
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import { Euler, MathUtils, Quaternion } from "three";
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const CHARACTER_CONTROLLER_OFFSET = 0.01;
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const COLLISION_EPSILON = 1e-5;
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let rapierInitPromise = null;
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function componentScale(vector, scale) {
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return {
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x: vector.x * scale.x,
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y: vector.y * scale.y,
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z: vector.z * scale.z
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};
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}
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function createRapierQuaternion(rotationDegrees) {
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const quaternion = new Quaternion().setFromEuler(new Euler(MathUtils.degToRad(rotationDegrees.x), MathUtils.degToRad(rotationDegrees.y), MathUtils.degToRad(rotationDegrees.z), "XYZ"));
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return {
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x: quaternion.x,
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y: quaternion.y,
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z: quaternion.z,
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w: quaternion.w
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};
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}
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function scaleVertices(vertices, scale) {
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const scaledVertices = new Float32Array(vertices.length);
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for (let index = 0; index < vertices.length; index += 3) {
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scaledVertices[index] = vertices[index] * scale.x;
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scaledVertices[index + 1] = vertices[index + 1] * scale.y;
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scaledVertices[index + 2] = vertices[index + 2] * scale.z;
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}
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return scaledVertices;
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}
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function scaleBoundsCenter(bounds, scale) {
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return {
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x: ((bounds.min.x + bounds.max.x) * 0.5) * scale.x,
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y: ((bounds.min.y + bounds.max.y) * 0.5) * scale.y,
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z: ((bounds.min.z + bounds.max.z) * 0.5) * scale.z
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};
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}
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function createRapierHeightfieldHeights(collider) {
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const heights = new Float32Array(collider.heights.length);
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// Rapier's heightfield samples are column-major, with the Z axis varying
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// fastest inside each X column. Our generated collider stores X-major rows
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// for easier editor/debug mesh reconstruction, so transpose here.
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for (let zIndex = 0; zIndex < collider.cols; zIndex += 1) {
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for (let xIndex = 0; xIndex < collider.rows; xIndex += 1) {
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heights[zIndex + xIndex * collider.cols] = collider.heights[xIndex + zIndex * collider.rows];
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}
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}
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return heights;
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}
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function createFixedBodyForModelCollider(world, collider) {
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return world.createRigidBody(RAPIER.RigidBodyDesc.fixed()
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.setTranslation(collider.transform.position.x, collider.transform.position.y, collider.transform.position.z)
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.setRotation(createRapierQuaternion(collider.transform.rotationDegrees)));
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}
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function attachBrushCollider(world, collider) {
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const body = world.createRigidBody(RAPIER.RigidBodyDesc.fixed()
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.setTranslation(collider.center.x, collider.center.y, collider.center.z)
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.setRotation(createRapierQuaternion(collider.rotationDegrees)));
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world.createCollider(RAPIER.ColliderDesc.trimesh(collider.vertices, collider.indices), body);
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}
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function attachSimpleModelCollider(world, collider) {
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const body = createFixedBodyForModelCollider(world, collider);
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const scaledCenter = componentScale(collider.center, collider.transform.scale);
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const scaledHalfExtents = componentScale({
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x: collider.size.x * 0.5,
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y: collider.size.y * 0.5,
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z: collider.size.z * 0.5
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}, collider.transform.scale);
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world.createCollider(RAPIER.ColliderDesc.cuboid(scaledHalfExtents.x, scaledHalfExtents.y, scaledHalfExtents.z).setTranslation(scaledCenter.x, scaledCenter.y, scaledCenter.z), body);
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}
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function attachStaticModelCollider(world, collider) {
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const body = createFixedBodyForModelCollider(world, collider);
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world.createCollider(RAPIER.ColliderDesc.trimesh(scaleVertices(collider.vertices, collider.transform.scale), collider.indices), body);
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}
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function attachTerrainModelCollider(world, collider) {
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if (collider.rows < 2 || collider.cols < 2) {
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throw new Error(`Terrain collider ${collider.instanceId} must have at least a 2x2 height sample grid.`);
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}
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const body = createFixedBodyForModelCollider(world, collider);
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const center = scaleBoundsCenter({
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min: {
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x: collider.minX,
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y: 0,
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z: collider.minZ
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},
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max: {
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x: collider.maxX,
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y: 0,
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z: collider.maxZ
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}
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}, collider.transform.scale);
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const rowSubdivisions = collider.rows - 1;
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const colSubdivisions = collider.cols - 1;
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world.createCollider(
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// Rapier expects the number of grid subdivisions here, while our generated
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// collider stores the sampled height grid dimensions.
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RAPIER.ColliderDesc.heightfield(rowSubdivisions, colSubdivisions, createRapierHeightfieldHeights(collider), {
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x: (collider.maxX - collider.minX) * collider.transform.scale.x,
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y: collider.transform.scale.y,
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z: (collider.maxZ - collider.minZ) * collider.transform.scale.z
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}).setTranslation(center.x, center.y, center.z), body);
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}
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function attachDynamicModelCollider(world, collider) {
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const body = createFixedBodyForModelCollider(world, collider);
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for (const piece of collider.pieces) {
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const scaledPoints = scaleVertices(piece.points, collider.transform.scale);
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const descriptor = RAPIER.ColliderDesc.convexHull(scaledPoints);
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if (descriptor === null) {
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throw new Error(`Dynamic collider piece ${piece.id} could not form a valid convex hull.`);
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}
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world.createCollider(descriptor, body);
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}
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}
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function attachModelCollider(world, collider) {
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switch (collider.kind) {
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case "box":
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attachSimpleModelCollider(world, collider);
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break;
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case "trimesh":
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attachStaticModelCollider(world, collider);
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break;
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case "heightfield":
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attachTerrainModelCollider(world, collider);
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break;
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case "compound":
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attachDynamicModelCollider(world, collider);
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break;
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}
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}
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function feetPositionToColliderCenter(feetPosition, shape) {
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switch (shape.mode) {
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case "capsule": {
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const cylindricalHalfHeight = Math.max(0, (shape.height - shape.radius * 2) * 0.5);
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return {
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x: feetPosition.x,
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y: feetPosition.y + shape.radius + cylindricalHalfHeight,
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z: feetPosition.z
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};
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}
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case "box":
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return {
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x: feetPosition.x,
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y: feetPosition.y + shape.size.y * 0.5,
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z: feetPosition.z
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};
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case "none":
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return {
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...feetPosition
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};
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}
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}
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function colliderCenterToFeetPosition(center, shape) {
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switch (shape.mode) {
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case "capsule": {
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const cylindricalHalfHeight = Math.max(0, (shape.height - shape.radius * 2) * 0.5);
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return {
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x: center.x,
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y: center.y - (shape.radius + cylindricalHalfHeight),
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z: center.z
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};
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}
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case "box":
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return {
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x: center.x,
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y: center.y - shape.size.y * 0.5,
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z: center.z
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};
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case "none":
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return {
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...center
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};
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}
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}
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function createPlayerCollider(world, rapier, playerShape) {
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switch (playerShape.mode) {
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case "capsule":
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return world.createCollider(rapier.ColliderDesc.capsule(Math.max(0, (playerShape.height - playerShape.radius * 2) * 0.5), playerShape.radius));
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case "box":
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return world.createCollider(rapier.ColliderDesc.cuboid(playerShape.size.x * 0.5, playerShape.size.y * 0.5, playerShape.size.z * 0.5));
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case "none":
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return null;
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}
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}
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export async function initializeRapierCollisionWorld() {
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rapierInitPromise ??= RAPIER.init().then(() => RAPIER);
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return rapierInitPromise;
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}
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export class RapierCollisionWorld {
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world;
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characterController;
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playerCollider;
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static async create(colliders, playerShape) {
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const rapier = await initializeRapierCollisionWorld();
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const world = new rapier.World({
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x: 0,
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y: 0,
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z: 0
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});
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for (const collider of colliders) {
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if (collider.source === "brush") {
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attachBrushCollider(world, collider);
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continue;
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}
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attachModelCollider(world, collider);
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}
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const playerCollider = createPlayerCollider(world, rapier, playerShape);
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const characterController = playerCollider === null ? null : world.createCharacterController(CHARACTER_CONTROLLER_OFFSET);
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if (characterController !== null) {
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characterController.setUp({ x: 0, y: 1, z: 0 });
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characterController.setSlideEnabled(true);
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characterController.enableSnapToGround(0.2);
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characterController.enableAutostep(0.35, 0.15, false);
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characterController.setMaxSlopeClimbAngle(Math.PI * 0.45);
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characterController.setMinSlopeSlideAngle(Math.PI * 0.5);
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}
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world.step();
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return new RapierCollisionWorld(world, characterController, playerCollider);
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}
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constructor(world, characterController, playerCollider) {
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this.world = world;
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this.characterController = characterController;
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this.playerCollider = playerCollider;
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}
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resolveFirstPersonMotion(feetPosition, motion, shape) {
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if (this.playerCollider === null || this.characterController === null || shape.mode === "none") {
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return {
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feetPosition: {
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x: feetPosition.x + motion.x,
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y: feetPosition.y + motion.y,
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z: feetPosition.z + motion.z
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},
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grounded: false,
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collidedAxes: {
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x: false,
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y: false,
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z: false
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}
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};
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}
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const currentCenter = feetPositionToColliderCenter(feetPosition, shape);
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this.playerCollider.setTranslation(currentCenter);
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this.characterController.computeColliderMovement(this.playerCollider, motion);
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const correctedMovement = this.characterController.computedMovement();
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const collidedAxes = {
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x: Math.abs(correctedMovement.x - motion.x) > COLLISION_EPSILON,
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y: Math.abs(correctedMovement.y - motion.y) > COLLISION_EPSILON,
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z: Math.abs(correctedMovement.z - motion.z) > COLLISION_EPSILON
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};
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const nextCenter = {
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x: currentCenter.x + correctedMovement.x,
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y: currentCenter.y + correctedMovement.y,
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z: currentCenter.z + correctedMovement.z
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};
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this.playerCollider.setTranslation(nextCenter);
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return {
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feetPosition: colliderCenterToFeetPosition(nextCenter, shape),
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grounded: this.characterController.computedGrounded() || (motion.y < 0 && collidedAxes.y),
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collidedAxes
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};
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}
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dispose() {
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if (this.characterController !== null) {
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this.world.removeCharacterController(this.characterController);
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}
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this.world.free();
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}
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}
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