physics_ammo_cloth
对应 three.js 示例地址 。
仅需关注 init
函数的内容,其他部分都是示例小程序所使用的描述配置。
js
import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import AmmoLib from "three/examples/jsm/libs/ammo.wasm.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "physics_ammo_cloth",
useLoaders: [],
needArrowControls: true,
info: [
[
{
tag: "text",
content: "Ammo.js physics soft body cloth demo"
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let stats;
let camera, controls, scene, renderer;
let textureLoader;
const clock = new THREE.Clock();
const gravityConstant = -9.8;
let physicsWorld;
const rigidBodies = [];
const margin = 0.05;
let hinge;
let cloth;
let transformAux1;
let armMovement = 0;
let Ammo;
AmmoLib.call({}).then(function(AmmoLib2) {
Ammo = AmmoLib2;
init();
});
function init() {
initGraphics();
initPhysics();
createObjects();
initInput();
}
function initGraphics() {
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.2, 2e3);
scene = new THREE.Scene();
scene.background = new THREE.Color(12571109);
camera.position.set(-12, 7, 4);
renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
renderer.shadowMap.enabled = true;
controls = new OrbitControls(camera, renderer.domElement);
controls.target.set(0, 2, 0);
controls.update();
textureLoader = new THREE.TextureLoader();
const ambientLight = new THREE.AmbientLight(12303291);
scene.add(ambientLight);
const light = new THREE.DirectionalLight(16777215, 3);
light.position.set(-7, 10, 15);
light.castShadow = true;
const d = 10;
light.shadow.camera.left = -10;
light.shadow.camera.right = d;
light.shadow.camera.top = d;
light.shadow.camera.bottom = -10;
light.shadow.camera.near = 2;
light.shadow.camera.far = 50;
light.shadow.mapSize.x = 1024;
light.shadow.mapSize.y = 1024;
light.shadow.bias = -3e-3;
scene.add(light);
stats = new Stats(renderer);
window.addEventListener("resize", onWindowResize);
needToDispose(renderer, scene, controls);
}
function initPhysics() {
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();
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: 16777215 })
);
ground.castShadow = true;
ground.receiveShadow = true;
textureLoader.load("textures/grid.png", function(texture) {
texture.colorSpace = THREE.SRGBColorSpace;
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(40, 40);
ground.material.map = texture;
ground.material.needsUpdate = true;
});
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 = -6 * 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;
}
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: 16777215,
side: THREE.DoubleSide
});
cloth = new THREE.Mesh(clothGeometry, clothMaterial);
cloth.castShadow = true;
cloth.receiveShadow = true;
scene.add(cloth);
textureLoader.load("textures/grid.png", function(texture) {
texture.colorSpace = THREE.SRGBColorSpace;
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(clothNumSegmentsZ, clothNumSegmentsY);
cloth.material.map = texture;
cloth.material.needsUpdate = true;
});
const softBodyHelpers = new Ammo.btSoftBodyHelpers();
const clothCorner00 = new Ammo.btVector3(clothPos.x, clothPos.y + clothHeight, clothPos.z);
const clothCorner01 = new Ammo.btVector3(
clothPos.x,
clothPos.y + clothHeight,
clothPos.z - clothWidth
);
const clothCorner10 = new Ammo.btVector3(clothPos.x, clothPos.y, clothPos.z);
const clothCorner11 = new Ammo.btVector3(clothPos.x, clothPos.y, clothPos.z - clothWidth);
const clothSoftBody = softBodyHelpers.CreatePatch(
physicsWorld.getWorldInfo(),
clothCorner00,
clothCorner01,
clothCorner10,
clothCorner11,
clothNumSegmentsZ + 1,
clothNumSegmentsY + 1,
0,
true
);
const sbConfig = clothSoftBody.get_m_cfg();
sbConfig.set_viterations(10);
sbConfig.set_piterations(10);
clothSoftBody.setTotalMass(0.9, false);
Ammo.castObject(clothSoftBody, Ammo.btCollisionObject).getCollisionShape().setMargin(margin * 3);
physicsWorld.addSoftBody(clothSoftBody, 1, -1);
cloth.userData.physicsBody = clothSoftBody;
clothSoftBody.setActivationState(4);
const armMass = 2;
const armLength = 3 + clothWidth;
const pylonHeight = clothPos.y + clothHeight;
const baseMaterial = new THREE.MeshPhongMaterial({ color: 6316128 });
pos.set(clothPos.x, 0.1, clothPos.z - armLength);
quat.set(0, 0, 0, 1);
const base = createParalellepiped(1, 0.2, 1, 0, pos, quat, baseMaterial);
base.castShadow = true;
base.receiveShadow = true;
pos.set(clothPos.x, 0.5 * pylonHeight, clothPos.z - armLength);
const pylon = createParalellepiped(0.4, pylonHeight, 0.4, 0, pos, quat, baseMaterial);
pylon.castShadow = true;
pylon.receiveShadow = true;
pos.set(clothPos.x, pylonHeight + 0.2, clothPos.z - 0.5 * armLength);
const arm = createParalellepiped(0.4, 0.4, armLength + 0.4, armMass, pos, quat, baseMaterial);
arm.castShadow = true;
arm.receiveShadow = true;
const influence = 0.5;
clothSoftBody.appendAnchor(0, arm.userData.physicsBody, false, influence);
clothSoftBody.appendAnchor(clothNumSegmentsZ, arm.userData.physicsBody, false, influence);
const pivotA = new Ammo.btVector3(0, pylonHeight * 0.5, 0);
const pivotB = new Ammo.btVector3(0, -0.2, -7 * 0.5);
const axis = new Ammo.btVector3(0, 1, 0);
hinge = new Ammo.btHingeConstraint(
pylon.userData.physicsBody,
arm.userData.physicsBody,
pivotA,
pivotB,
axis,
axis,
true
);
physicsWorld.addConstraint(hinge, true);
}
function createParalellepiped(sx, sy, sz, mass, pos, quat, material) {
const threeObject = new THREE.Mesh(new THREE.BoxGeometry(sx, sy, sz, 1, 1, 1), material);
const shape = new Ammo.btBoxShape(new Ammo.btVector3(sx * 0.5, sy * 0.5, sz * 0.5));
shape.setMargin(margin);
createRigidBody(threeObject, shape, mass, pos, quat);
return threeObject;
}
function createRigidBody(threeObject, physicsShape, mass, pos, quat) {
threeObject.position.copy(pos);
threeObject.quaternion.copy(quat);
const transform = new Ammo.btTransform();
transform.setIdentity();
transform.setOrigin(new Ammo.btVector3(pos.x, pos.y, pos.z));
transform.setRotation(new Ammo.btQuaternion(quat.x, quat.y, quat.z, quat.w));
const motionState = new Ammo.btDefaultMotionState(transform);
const localInertia = new Ammo.btVector3(0, 0, 0);
physicsShape.calculateLocalInertia(mass, localInertia);
const rbInfo = new Ammo.btRigidBodyConstructionInfo(
mass,
motionState,
physicsShape,
localInertia
);
const body = new Ammo.btRigidBody(rbInfo);
threeObject.userData.physicsBody = body;
scene.add(threeObject);
if (mass > 0) {
rigidBodies.push(threeObject);
body.setActivationState(4);
}
physicsWorld.addRigidBody(body);
}
function createRandomColor() {
return Math.floor(Math.random() * (1 << 24));
}
function createMaterial() {
return new THREE.MeshPhongMaterial({ color: createRandomColor() });
}
function initInput() {
const window2 = globalThis["window"];
window2.addEventListener("keydown", function(event) {
switch (event.code) {
// Q
case "ArrowLeft":
armMovement = -1;
break;
// A
case "ArrowRight":
armMovement = 1;
break;
}
});
window2.addEventListener("keyup", function(event) {
switch (event.code) {
case "ArrowLeft":
case "ArrowRight":
armMovement = 0;
break;
}
});
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
render();
stats.update();
}
function render() {
const deltaTime = clock.getDelta();
updatePhysics(deltaTime);
renderer.render(scene, camera);
}
function updatePhysics(deltaTime) {
hinge.enableAngularMotor(true, 0.8 * armMovement, 50);
physicsWorld.stepSimulation(deltaTime, 10);
const softBody = cloth.userData.physicsBody;
const clothPositions = cloth.geometry.attributes.position.array;
const numVerts = clothPositions.length / 3;
const nodes = softBody.get_m_nodes();
let indexFloat = 0;
for (let i = 0; i < numVerts; i++) {
const node = nodes.at(i);
const nodePos = node.get_m_x();
clothPositions[indexFloat++] = nodePos.x();
clothPositions[indexFloat++] = nodePos.y();
clothPositions[indexFloat++] = nodePos.z();
}
cloth.geometry.computeVertexNormals();
cloth.geometry.attributes.position.needsUpdate = true;
cloth.geometry.attributes.normal.needsUpdate = true;
for (let i = 0, il = rigidBodies.length; i < il; i++) {
const objThree = rigidBodies[i];
const objPhys = objThree.userData.physicsBody;
const ms = objPhys.getMotionState();
if (ms) {
ms.getWorldTransform(transformAux1);
const p = transformAux1.getOrigin();
const q = transformAux1.getRotation();
objThree.position.set(p.x(), p.y(), p.z());
objThree.quaternion.set(q.x(), q.y(), q.z(), q.w());
}
}
}
}
};
export {
exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
* 官网示例的多端使用封装把版本
* */
export interface OfficialExampleInfo extends MiniProgramMeta {
/*** 示例名称(保持和官网一致)*/
name: string;
/** main */
init: (context: LoadContext) => void;
}
export interface LoadContext {
//为了减少官方代码的改动,实际上等同于 canvas
window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
/** HTMLCanvasElement */
canvas: any;
/** https://www.npmjs.com/package/lil-gui */
GUI: any;
/**
* https://www.npmjs.com/package/stats.js
* 也可以使用其他受支持的版本
* */
Stats: any;
/** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);
/**基于 raq 的通用封装 */
useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };
/** 显示加载模态框 */
requestLoading(text?: string): Promise<void>;
/** 隐藏加载模态框*/
cancelLoading(): void;
/** 保存文件的通用封装*/
saveFile(
fileName: string,
data: ArrayBuffer | TypedArray | DataView | string
): Promise<string | null>;
/** 示例使用 DracoDecoder 时的资源路径 */
DecoderPath: {
GLTF: string;
STANDARD: string;
};
/** 为资源路径拼上 CDN 前缀 */
withCDNPrefix(path: string): string;
/**
* 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
* 正常情况(web) 可直接使用 THREE.VideoTexture
* */
getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;
/**
* 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
* 正常情况(web) 可参考示例 webgl_materials_video_webcam
* */
getCameraTexture(): { isVideoTexture: true };
/** 用于动态修改 info 中的占位符*/
bindInfoText(template: `$${string}$`, initValue?: string): { value: string };
/** 分屏控件对应的事件回调 */
onSlideStart(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideEnd(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}
export type VideoOptions = {
src: string;
/** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
width: number;
/** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
height: number;
loop?: boolean;
autoplay?: boolean;
muted?: boolean;
};
/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
/** 用于统计加载相关信息 */
useLoaders: Loader[];
/** 通用 info */
info: TagItem[][];
/** 特殊 info */
infoPanel?: {
left?: [string, string][];
right?: [string, string][];
};
/** 分屏控件配置 */
needSlider?: {
/** 方向 */
direction?: 'horizontal' | 'vertical';
/** 初始偏移 0-100 */
initPosition?: number;
};
/** 操作摇杆控件 */
needArrowControls?: boolean;
/** 默认需要的画布类型 */
canvasType?: '2d' | 'webgl' | 'webgl2';
/** 为保持效果一致所需要的画布样式 */
canvasStyle?: {
bgColor?: string;
width?: number | string;
height?: number | string;
};
/** 部分示例需要在加载前进行一些提示 */
initAfterConfirm?: {
/**
* 提示类型
* @default 'default'
* */
type?: 'warning' | 'default';
text: string[];
};
}
export interface BaseTag<T extends string> {
tag: T;
content: string;
}
export interface ATag extends BaseTag<'a'> {
link: string;
}
export type TextTag = BaseTag<'text'>;
export type TagItem = TextTag | ATag;