three模拟三维场景甩动钢球撞击墙面物理效果代码

代码语言:html

所属分类:三维

代码描述:three模拟三维场景甩动钢球撞击墙面物理效果代码

代码标签: three 模拟 三维 场景 甩动 钢球 撞击 墙面 物理

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">
		
		<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 collisionConfiguration;
		let dispatcher;
		let broadphase;
		let solver;
		let softBodySolver;
		let physicsWorld;
		const rigidBodies = [];
		const margin = 0.05;
		let hinge;
		let rope;
		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( - 7, 5, 8 );

			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( - 10, 10, 5 );
			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;

			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

			collisionConfiguration = new Ammo.btSoftBodyRigidBodyCollisionConfiguration();
			dispatcher = new Ammo.btCollisionDispatcher( collisionConfiguration );
			broadphase = new Ammo.btDbvtBroadphase();
			solver = new Ammo.btSequentialImpulseConstraintSolver();
			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( '.........完整代码请登录后点击上方下载按钮下载查看

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