File: //var/www/aspa/three/addons/physics/AmmoPhysics.js
async function AmmoPhysics() {
	if ( 'Ammo' in window === false ) {
		console.error( 'AmmoPhysics: Couldn\'t find Ammo.js' );
		return;
	}
	const AmmoLib = await Ammo(); // eslint-disable-line no-undef
	const frameRate = 60;
	const collisionConfiguration = new AmmoLib.btDefaultCollisionConfiguration();
	const dispatcher = new AmmoLib.btCollisionDispatcher( collisionConfiguration );
	const broadphase = new AmmoLib.btDbvtBroadphase();
	const solver = new AmmoLib.btSequentialImpulseConstraintSolver();
	const world = new AmmoLib.btDiscreteDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration );
	world.setGravity( new AmmoLib.btVector3( 0, - 9.8, 0 ) );
	const worldTransform = new AmmoLib.btTransform();
	//
	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;
			const shape = new AmmoLib.btBoxShape( new AmmoLib.btVector3( sx, sy, sz ) );
			shape.setMargin( 0.05 );
			return shape;
		} else if ( geometry.type === 'SphereGeometry' || geometry.type === 'IcosahedronGeometry' ) {
			const radius = parameters.radius !== undefined ? parameters.radius : 1;
			const shape = new AmmoLib.btSphereShape( radius );
			shape.setMargin( 0.05 );
			return shape;
		}
		return null;
	}
	const meshes = [];
	const meshMap = new WeakMap();
	function addScene( scene ) {
		scene.traverse( function ( child ) {
			if ( child.isMesh ) {
				const physics = child.userData.physics;
				if ( physics ) {
					addMesh( child, physics.mass );
				}
			}
		} );
	}
	function addMesh( mesh, mass = 0 ) {
		const shape = getShape( mesh.geometry );
		if ( shape !== null ) {
			if ( mesh.isInstancedMesh ) {
				handleInstancedMesh( mesh, mass, shape );
			} else if ( mesh.isMesh ) {
				handleMesh( mesh, mass, shape );
			}
		}
	}
	function handleMesh( mesh, mass, shape ) {
		const position = mesh.position;
		const quaternion = mesh.quaternion;
		const transform = new AmmoLib.btTransform();
		transform.setIdentity();
		transform.setOrigin( new AmmoLib.btVector3( position.x, position.y, position.z ) );
		transform.setRotation( new AmmoLib.btQuaternion( quaternion.x, quaternion.y, quaternion.z, quaternion.w ) );
		const motionState = new AmmoLib.btDefaultMotionState( transform );
		const localInertia = new AmmoLib.btVector3( 0, 0, 0 );
		shape.calculateLocalInertia( mass, localInertia );
		const rbInfo = new AmmoLib.btRigidBodyConstructionInfo( mass, motionState, shape, localInertia );
		const body = new AmmoLib.btRigidBody( rbInfo );
		// body.setFriction( 4 );
		world.addRigidBody( body );
		if ( mass > 0 ) {
			meshes.push( mesh );
			meshMap.set( mesh, body );
		}
	}
	function handleInstancedMesh( mesh, mass, shape ) {
		const array = mesh.instanceMatrix.array;
		const bodies = [];
		for ( let i = 0; i < mesh.count; i ++ ) {
			const index = i * 16;
			const transform = new AmmoLib.btTransform();
			transform.setFromOpenGLMatrix( array.slice( index, index + 16 ) );
			const motionState = new AmmoLib.btDefaultMotionState( transform );
			const localInertia = new AmmoLib.btVector3( 0, 0, 0 );
			shape.calculateLocalInertia( mass, localInertia );
			const rbInfo = new AmmoLib.btRigidBodyConstructionInfo( mass, motionState, shape, localInertia );
			const body = new AmmoLib.btRigidBody( rbInfo );
			world.addRigidBody( body );
			bodies.push( body );
		}
		if ( mass > 0 ) {
			meshes.push( mesh );
			meshMap.set( mesh, bodies );
		}
	}
	//
	function setMeshPosition( mesh, position, index = 0 ) {
		if ( mesh.isInstancedMesh ) {
			const bodies = meshMap.get( mesh );
			const body = bodies[ index ];
			body.setAngularVelocity( new AmmoLib.btVector3( 0, 0, 0 ) );
			body.setLinearVelocity( new AmmoLib.btVector3( 0, 0, 0 ) );
			worldTransform.setIdentity();
			worldTransform.setOrigin( new AmmoLib.btVector3( position.x, position.y, position.z ) );
			body.setWorldTransform( worldTransform );
		} else if ( mesh.isMesh ) {
			const body = meshMap.get( mesh );
			body.setAngularVelocity( new AmmoLib.btVector3( 0, 0, 0 ) );
			body.setLinearVelocity( new AmmoLib.btVector3( 0, 0, 0 ) );
			worldTransform.setIdentity();
			worldTransform.setOrigin( new AmmoLib.btVector3( position.x, position.y, position.z ) );
			body.setWorldTransform( worldTransform );
		}
	}
	//
	let lastTime = 0;
	function step() {
		const time = performance.now();
		if ( lastTime > 0 ) {
			const delta = ( time - lastTime ) / 1000;
			world.stepSimulation( delta, 10 );
			//
			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 motionState = body.getMotionState();
						motionState.getWorldTransform( worldTransform );
						const position = worldTransform.getOrigin();
						const quaternion = worldTransform.getRotation();
						compose( position, quaternion, array, j * 16 );
					}
					mesh.instanceMatrix.needsUpdate = true;
					mesh.computeBoundingSphere();
				} else if ( mesh.isMesh ) {
					const body = meshMap.get( mesh );
					const motionState = body.getMotionState();
					motionState.getWorldTransform( worldTransform );
					const position = worldTransform.getOrigin();
					const quaternion = worldTransform.getRotation();
					mesh.position.set( position.x(), position.y(), position.z() );
					mesh.quaternion.set( quaternion.x(), quaternion.y(), quaternion.z(), quaternion.w() );
				}
			}
		}
		lastTime = time;
	}
	// animate
	setInterval( step, 1000 / frameRate );
	return {
		addScene: addScene,
		addMesh: addMesh,
		setMeshPosition: setMeshPosition
		// addCompoundMesh
	};
}
function compose( position, quaternion, array, index ) {
	const x = quaternion.x(), y = quaternion.y(), z = quaternion.z(), w = quaternion.w();
	const x2 = x + x, y2 = y + y, z2 = z + z;
	const xx = x * x2, xy = x * y2, xz = x * z2;
	const yy = y * y2, yz = y * z2, zz = z * z2;
	const wx = w * x2, wy = w * y2, wz = w * z2;
	array[ index + 0 ] = ( 1 - ( yy + zz ) );
	array[ index + 1 ] = ( xy + wz );
	array[ index + 2 ] = ( xz - wy );
	array[ index + 3 ] = 0;
	array[ index + 4 ] = ( xy - wz );
	array[ index + 5 ] = ( 1 - ( xx + zz ) );
	array[ index + 6 ] = ( yz + wx );
	array[ index + 7 ] = 0;
	array[ index + 8 ] = ( xz + wy );
	array[ index + 9 ] = ( yz - wx );
	array[ index + 10 ] = ( 1 - ( xx + yy ) );
	array[ index + 11 ] = 0;
	array[ index + 12 ] = position.x();
	array[ index + 13 ] = position.y();
	array[ index + 14 ] = position.z();
	array[ index + 15 ] = 1;
}
export { AmmoPhysics };