three+ammo实现雪地中三维雪人下雪动画效果代码
代码语言:html
所属分类:三维
代码描述:three+ammo实现雪地中三维雪人下雪动画效果代码
代码标签: three ammo 雪地 三维 雪人 下雪 动画
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
<!DOCTYPE html> <html lang="en" > <head> <meta charset="UTF-8"> <style> * { -moz-user-select: none; -webkit-user-select: none; -ms-user-select: none; user-select: none; margin: 0; padding: 0; } canvas { position: fixed; width: 100%; height: 100%; top: 0; left: 0; margin: 0; padding: 0; } </style> </head> <body > <!-- using three.js --> <!-- using ammo.js --> <canvas id="colorMap"></canvas> <canvas id="alphaMap"></canvas> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.145.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/ammo.wasm.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/OrbitControls.145.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/BufferGeometryUtils.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/ConvexHull.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/ConvexGeometry.145.js"></script> <script type="module"> let amount = 8; async function AmmoPhysics() { if ("Ammo" in window == !1) return void console.error("AmmoPhysics: Couldn't find Ammo.js"); let e; const t = await Ammo(),o = new t.btDefaultCollisionConfiguration(),n = new t.btCollisionDispatcher(o),a = new t.btDbvtBroadphase(),r = new t.btSequentialImpulseConstraintSolver(),s = new t.btDiscreteDynamicsWorld(n, a, r, o); s.setGravity(new t.btVector3(0, -6, 0)); let i = new t.btTransform(); const l = new t.btTransform(); let d,c = new t.btVector3(0, 0, 0),h = new t.btQuaternion(0, 0, 0, 0); function E(e) { let t = null; c.setValue(0, 0, 0); let o = e.attributes.position.array; t = new Ammo.btConvexHullShape(); for (let e = 0, n = o.length; e < n; e += 3) { c.setValue(o[e], o[e + 1], o[e + 2]); const a = e >= n - 3; t.addPoint(c, a); } return t && t.setMargin(0), t || console.error("AmmoPhysics: Shape error."), t; } let w = [],u = new WeakMap(); let p = null,m = ""; function f(e, o, n) { d = e.position, h = e.quaternion, i.setIdentity(), c.setValue(d.x, d.y, d.z), i.setOrigin(c), i.setRotation(new t.btQuaternion(h.x, h.y, h.z, h.w)); const a = e.scale; c.setValue(a.x, a.y, a.z), n.setLocalScaling(c), c.setValue(0, 0, 0); const r = new t.btDefaultMotionState(i),l = c; o > 0 && n.calculateLocalInertia(o, l); const E = new t.btRigidBodyConstructionInfo(o, r, n, l),p = new t.btRigidBody(E); p.setFriction(.2), p.setRestitution(.5), p.setDamping(0, .8), s.addRigidBody(p), o > 0 && (w.push(e), u.set(e, p)); } let R = 0; const T = -.5; return setInterval(function () { const t = performance.now(); if (R > 0) { const e = (t - R) / 1e3; s.stepSimulation(e, 10); } R = t; for (let t = 0, o = w.length; t < o; t++) { if (!w[t]) continue; let o = w[t]; if (o.isInstancedMesh) { let t = o.instanceMatrix.array; if (!u.has(o)) continue; let n = u.get(o); for (let o = 0; o < n.length; o++) if (n[o]) { if (n[o].getMotionState().getWorldTransform(l), (d = l.getOrigin()).y() < T) { let t = THREE.MathUtils.randFloat(-e / 2, e / 2),a = 10,r = THREE.MathUtils.randFloat(-e / 2, e / 2); c.setValue(t, a, r), l.setIdentity(), l.setOrigin(c), n[o].setWorldTransform(l), c.setValue(0, 0, 0), n[o].setLinearVelocity(c), n[o].setAngularVelocity(c), n[o].clearForces(), d.x(t), d.y(a), d.z(r), h.setValue(0, 0, 0, 0); } else h = l.getRotation(); compose(d, h, t, 16 * o); } u.set(o, n), o.instanceMatrix.needsUpdate = !0; } else if (o.isMesh) { if (!u.has(o)) continue; const t = u.get(o); if (t.getMotionState().getWorldTransform(l), (d = l.getOrigin()).y() < T) { let n = THREE.MathUtils.randFloat(-e / 2, e / 2),a = 10,r = THREE.MathUtils.randFloat(-e / 2, e / 2); c.setValue(n, a, r), l.setIdentity(), l.setOrigin(c), t.setWorldTransform(l), c.setValue(0, 0, 0), t.setLinearVelocity(c), t.setAngularVelocity(c), t.clearForces(), h.setValue(0, 0, 0, 0), o.position.set(n, a, r); } else h = l.getRotation(), o.position.set(d.x(), d.y(), d.z()); o.quaternion.set(h.x(), h.y(), h.z(), h.w()); } } }, 1e3 / 60), { addMesh: function (e, t = 0) { const o = E(e.geometry); if (!o) return console.error("AmmoPhysics: Shape is NULL."), !1; f(e, t, o); }, addCompoundMesh: function (e, o = 0, n = []) { let a = new t.btCompoundShape(); for (let e = 0; e < n.length; e++) { let t = E(n[e]); if (!t) return console.error("AmmoPhysics: Shape is NULL."), !1; c.setValue(0, 0, 0), i.setIdentity(), i.setOrigin(c), a.addChildShape(i, t); } f(e, o, a); }, addParticleMesh: function (e, o = 0) { if ((!e.name || e.name && e.name != m) && (p = E(e.geometry), m = e.name), !p) return console.error("AmmoPhysics: Shape is NULL."), !1; e.isInstancedMesh ? function (e, o, n) { let a,r = e.instanceMatrix.array,l = []; c.setValue(0, 0, 0); for (let d = 0; d < e.count; d++) { let e = 16 * d; i.setFromOpenGLMatrix(r.slice(.........完整代码请登录后点击上方下载按钮下载查看
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