three模拟物理软体碰撞动画效果代码
代码语言:html
所属分类:三维
代码描述:three模拟物理软体碰撞动画效果代码,点击鼠标扔球碰撞。
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">
点击扔球
</div>
<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';
import * as BufferGeometryUtils from '//repo.bfw.wiki/bfwtool/examples/jsm/utils/BufferGeometryUtils.js';
// Graphics variables
let container, stats;
let camera, controls, scene, renderer;
let textureLoader;
const clock = new THREE.Clock();
let clickRequest = false;
const mouseCoords = new THREE.Vector2();
const raycaster = new THREE.Raycaster();
const ballMaterial = new THREE.MeshPhongMaterial( { color: 0x202020 } );
const pos = new THREE.Vector3();
const quat = new THREE.Quaternion();
// Physics variables
const gravityConstant = - 9.8;
let physicsWorld;
const rigidBodies = [];
const softBodies = [];
const margin = 0.05;
let transformAux1;
let softBodyHelpers;
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 = 20;
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
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();
softBodyHelpers = new Ammo.btSoftBodyHelpers();
}
function createObjects() {
// 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.receiveSh.........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