three模拟三维场景布料旋转弄倒泡沫墙砖效果代码

代码语言:html

所属分类:三维

代码描述:three模拟三维场景布料旋转弄倒泡沫墙砖效果代码,按住q或a键进行旋转臂手。

代码标签: three 模拟 三维 场景 布料 旋转墙

下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开

<html lang="en">
	<head>

		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<link type="text/css" rel="stylesheet" href="main.css">
		<style>
			body {
				color: #333;
			}
		</style>
	</head>
	<body>
		<div id="info">
	按住键盘q与a键进行旋转杆子
		<div id="container"></div>

		<script src="//repo.bfw.wiki/bfwtool/examples/js/libs/ammo.wasm.js"></script>

		<!-- Import maps polyfill -->
		<!-- Remove this when import maps will be widely supported -->
		<script async type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/es-module-shims.1.3.6.js"></script>


		<script type="importmap">
			{
				"imports": {
					"three": "//repo.bfw.wiki/bfwtool/build/three.module.js"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';

			import Stats from '//repo.bfw.wiki/bfwtool/examples/jsm/libs/stats.module.js';

			import { OrbitControls } from '//repo.bfw.wiki/bfwtool/examples/jsm/controls/OrbitControls.js';

			// Graphics variables
			let container, stats;
			let camera, controls, scene, renderer;
			let textureLoader;
			const clock = new THREE.Clock();

			// Physics variables
			const gravityConstant = - 9.8;
			let physicsWorld;
			const rigidBodies = [];
			const margin = 0.05;
			let hinge;
			let cloth;
			let transformAux1;

			let armMovement = 0;

			Ammo().then( function ( AmmoLib ) {

				Ammo = AmmoLib;

				init();
				animate();

			} );


			function init() {

				initGraphics();

				initPhysics();

				createObjects();

				initInput();

			}

			function initGraphics() {

				container = document.getElementById( 'container' );

				camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.2, 2000 );

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0xbfd1e5 );

				camera.position.set( - 12, 7, 4 );

				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.shadowMap.enabled = true;
				container.appendChild( renderer.domElement );

				controls = new OrbitControls( camera, renderer.domElement );
				controls.target.set( 0, 2, 0 );
				controls.update();

				textureLoader = new THREE.TextureLoader();

				const ambientLight = new THREE.AmbientLight( 0x404040 );
				scene.add( ambientLight );

				const light = new THREE.DirectionalLight( 0xffffff, 1 );
				light.position.set( - 7, 10, 15 );
				light.castShadow = true;
				const d = 10;
				light.shadow.camera.left = - d;
				light.shadow.camera.right = d;
				light.shadow.camera.top = d;
				light.shadow.camera.bottom = - d;

				light.shadow.camera.near = 2;
				light.shadow.camera.far = 50;

				light.shadow.mapSize.x = 1024;
				light.shadow.mapSize.y = 1024;

				light.shadow.bias = - 0.003;
				scene.add( light );

				stats = new Stats();
				stats.domElement.style.position = 'absolute';
				stats.domElement.style.top = '0px';
				container.appendChild( stats.domElement );

				window.addEventListener( 'resize', onWindowResize );

			}

			function initPhysics() {

				// Physics configuration

				const collisionConfiguration = new Ammo.btSoftBodyRigidBodyCollisionConfiguration();
				const dispatcher = new Ammo.btCollisionDispatcher( collisionConfiguration );
				const broadphase = new Ammo.btDbvtBroadphase();
				const solver = new Ammo.btSequentialImpulseConstraintSolver();
				const softBodySolver = new Ammo.btDefaultSoftBodySolver();
				physicsWorld = new Ammo.btSoftRigidDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration, softBodySolver );
				physicsWorld.setGravity( new Ammo.btVector3( 0, gravityConstant, 0 ) );
				physicsWorld.getWorldInfo().set_m_gravity( new Ammo.btVector3( 0, gravityConstant, 0 ) );

				transformAux1 = new Ammo.btTransform();

			}

			function createObjects() {

				const pos = new THREE.Vector3();
				const quat = new THREE.Quaternion();

				// Ground
				pos.set( 0, - 0.5, 0 );
				quat.set( 0, 0, 0, 1 );
				const ground = createParalellepiped( 40, 1, 40, 0, pos, quat, new THREE.MeshPhongMaterial( { color: 0xFFFFFF } ) );
				ground.castShadow = true;
				ground.receiveShadow = true;
				textureLoader.load( 'textures/grid.png', function ( texture ) {

					texture.wrapS = THREE.RepeatWrapping;
					texture.wrapT = THREE.RepeatWrapping;
					texture.repeat.set( 40, 40 );
					ground.material.map = texture;
					ground.material.needsUpdate = true;

	} );

				// Wall
				const brickMass = 0.5;
				const brickLength = 1.2;
				const brickDepth = 0.6;
				const brickHeight = brickLength * 0.5;
				const numBricksLength = 6;
				const numBricksHeight = 8;
				const z0 = - numBricksLength * brickLength * 0.5;
				pos.set( 0, brickHeight * 0.5, z0 );
				quat.set( 0, 0, 0, 1 );
				for ( let j = 0; j < numBricksHeight; j ++ ) {

					const oddRow = ( j % 2 ) == 1;

					pos.z = z0;

					if ( oddRow ) {

						pos.z -= 0.25 * brickLength;

					}

					const nRow = oddRow ? numBricksLength + 1 : numBricksLength;

					for ( let i = 0; i < nRow; i ++ ) {

						let brickLengthCurrent = brickLength;
						let brickMassCurrent = brickMass;

						if ( oddRow && ( i == 0 || i == nRow - 1 ) ) {

							brickLengthCurrent *= 0.5;
							brickMassCurrent *= 0.5;

						}

						const brick = createParalellepiped( brickDepth, brickHeight, brickLengthCurrent, brickMassCurrent, pos, quat, createMaterial() );
						brick.castShadow = true;
						brick.receiveShadow = true;

						if ( oddRow && ( i == 0 || i == nRow - 2 ) ) {

							pos.z += 0.75 * brickLength;

						} else {

							pos.z += brickLength;

						}

					}

					pos.y += brickHeight;

				}

				// The cloth
				// Cloth graphic object
				const clothWidth = 4;
				const clothHeight = 3;
				const clothNumSegmentsZ = clothWidth * 5;
				const clothNumSegmentsY = clothHeight * 5;
				const clothPos = new THREE.Vector3( - 3, 3, 2 );

				const clothGeometry = new THREE.PlaneGeometry( clothWidth, clothHeight, clothNumSegmentsZ, clothNumSegmentsY );
				clothGeometry.rotateY( Math.PI * 0.5 );
				clothGeometry.translate( clothPos.x, clothPos.y + clothHeight * 0.5, clothPos.z - clothWidth * 0.5 );

				const clothMaterial = new THREE.MeshLambertMaterial( { color: 0xFFFFFF, side: THREE.DoubleSide } );
				cloth = new THREE.Mesh( clothGeometry, clothMaterial );
				cloth.castShadow = true;
				cloth.receiveShadow = true;
				scene.add( .........完整代码请登录后点击上方下载按钮下载查看

网友评论0