physics_ammo_terrain
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_terrain",
useLoaders: [],
info: [
[
{
tag: "text",
content: "Ammo.js physics terrain heightfield demo"
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
const terrainWidthExtents = 100;
const terrainDepthExtents = 100;
const terrainWidth = 128;
const terrainDepth = 128;
const terrainHalfWidth = terrainWidth / 2;
const terrainHalfDepth = terrainDepth / 2;
const terrainMaxHeight = 8;
const terrainMinHeight = -2;
let stats;
let camera, scene, renderer;
let terrainMesh;
const clock = new THREE.Clock();
let collisionConfiguration;
let dispatcher;
let broadphase;
let solver;
let physicsWorld;
const dynamicObjects = [];
let transformAux1;
let heightData = null;
let ammoHeightData = null;
let time = 0;
const objectTimePeriod = 3;
let timeNextSpawn = time + objectTimePeriod;
const maxNumObjects = 30;
let Ammo;
AmmoLib.call({}).then(function(lib) {
Ammo = lib;
init();
});
function init() {
heightData = generateHeight(terrainWidth, terrainDepth, terrainMinHeight, terrainMaxHeight);
initGraphics();
initPhysics();
}
function initGraphics() {
renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
renderer.shadowMap.enabled = true;
stats = new Stats(renderer);
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.2, 2e3);
scene = new THREE.Scene();
scene.background = new THREE.Color(12571109);
camera.position.y = heightData[terrainHalfWidth + terrainHalfDepth * terrainWidth] * (terrainMaxHeight - terrainMinHeight) + 5;
camera.position.z = terrainDepthExtents / 2;
camera.lookAt(0, 0, 0);
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableZoom = false;
const geometry = new THREE.PlaneGeometry(
terrainWidthExtents,
terrainDepthExtents,
terrainWidth - 1,
terrainDepth - 1
);
geometry.rotateX(-Math.PI / 2);
const vertices = geometry.attributes.position.array;
for (let i = 0, j = 0, l = vertices.length; i < l; i++, j += 3) {
vertices[j + 1] = heightData[i];
}
geometry.computeVertexNormals();
const groundMaterial = new THREE.MeshPhongMaterial({ color: 13092807 });
terrainMesh = new THREE.Mesh(geometry, groundMaterial);
terrainMesh.receiveShadow = true;
terrainMesh.castShadow = true;
scene.add(terrainMesh);
const textureLoader = new THREE.TextureLoader();
textureLoader.load("textures/grid.png", function(texture) {
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(terrainWidth - 1, terrainDepth - 1);
groundMaterial.map = texture;
groundMaterial.needsUpdate = true;
});
const ambientLight = new THREE.AmbientLight(12303291);
scene.add(ambientLight);
const light = new THREE.DirectionalLight(16777215, 3);
light.position.set(100, 100, 50);
light.castShadow = true;
const dLight = 200;
const sLight = dLight * 0.25;
light.shadow.camera.left = -50;
light.shadow.camera.right = sLight;
light.shadow.camera.top = sLight;
light.shadow.camera.bottom = -50;
light.shadow.camera.near = dLight / 30;
light.shadow.camera.far = dLight;
light.shadow.mapSize.x = 1024 * 2;
light.shadow.mapSize.y = 1024 * 2;
scene.add(light);
window.addEventListener("resize", onWindowResize);
needToDispose(renderer, scene, controls);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function initPhysics() {
collisionConfiguration = new Ammo.btDefaultCollisionConfiguration();
dispatcher = new Ammo.btCollisionDispatcher(collisionConfiguration);
broadphase = new Ammo.btDbvtBroadphase();
solver = new Ammo.btSequentialImpulseConstraintSolver();
physicsWorld = new Ammo.btDiscreteDynamicsWorld(
dispatcher,
broadphase,
solver,
collisionConfiguration
);
physicsWorld.setGravity(new Ammo.btVector3(0, -6, 0));
const groundShape = createTerrainShape();
const groundTransform = new Ammo.btTransform();
groundTransform.setIdentity();
groundTransform.setOrigin(
new Ammo.btVector3(0, (terrainMaxHeight + terrainMinHeight) / 2, 0)
);
const groundMass = 0;
const groundLocalInertia = new Ammo.btVector3(0, 0, 0);
const groundMotionState = new Ammo.btDefaultMotionState(groundTransform);
const groundBody = new Ammo.btRigidBody(
new Ammo.btRigidBodyConstructionInfo(
groundMass,
groundMotionState,
groundShape,
groundLocalInertia
)
);
physicsWorld.addRigidBody(groundBody);
transformAux1 = new Ammo.btTransform();
}
function generateHeight(width, depth, minHeight, maxHeight) {
const size = width * depth;
const data = new Float32Array(size);
const hRange = maxHeight - minHeight;
const w2 = width / 2;
const d2 = depth / 2;
const phaseMult = 12;
let p = 0;
for (let j = 0; j < depth; j++) {
for (let i = 0; i < width; i++) {
const radius = Math.sqrt(Math.pow((i - w2) / w2, 2) + Math.pow((j - d2) / d2, 2));
const height = (Math.sin(radius * phaseMult) + 1) * 0.5 * hRange + minHeight;
data[p] = height;
p++;
}
}
return data;
}
function createTerrainShape() {
const heightScale = 1;
const upAxis = 1;
const hdt = "PHY_FLOAT";
const flipQuadEdges = false;
ammoHeightData = Ammo._malloc(4 * terrainWidth * terrainDepth);
let p = 0;
let p2 = 0;
for (let j = 0; j < terrainDepth; j++) {
for (let i = 0; i < terrainWidth; i++) {
Ammo.HEAPF32[ammoHeightData + p2 >> 2] = heightData[p];
p++;
p2 += 4;
}
}
const heightFieldShape = new Ammo.btHeightfieldTerrainShape(
terrainWidth,
terrainDepth,
ammoHeightData,
heightScale,
terrainMinHeight,
terrainMaxHeight,
upAxis,
hdt,
flipQuadEdges
);
const scaleX = terrainWidthExtents / (terrainWidth - 1);
const scaleZ = terrainDepthExtents / (terrainDepth - 1);
heightFieldShape.setLocalScaling(new Ammo.btVector3(scaleX, 1, scaleZ));
heightFieldShape.setMargin(0.05);
return heightFieldShape;
}
function generateObject() {
const numTypes = 4;
const objectType = Math.ceil(Math.random() * numTypes);
let threeObject = null;
let shape = null;
const objectSize = 3;
const margin = 0.05;
let radius, height;
switch (objectType) {
case 1:
radius = 1 + Math.random() * objectSize;
threeObject = new THREE.Mesh(
new THREE.SphereGeometry(radius, 20, 20),
createObjectMaterial()
);
shape = new Ammo.btSphereShape(radius);
shape.setMargin(margin);
break;
case 2:
const sx = 1 + Math.random() * objectSize;
const sy = 1 + Math.random() * objectSize;
const sz = 1 + Math.random() * objectSize;
threeObject = new THREE.Mesh(
new THREE.BoxGeometry(sx, sy, sz, 1, 1, 1),
createObjectMaterial()
);
shape = new Ammo.btBoxShape(new Ammo.btVector3(sx * 0.5, sy * 0.5, sz * 0.5));
shape.setMargin(margin);
break;
case 3:
radius = 1 + Math.random() * objectSize;
height = 1 + Math.random() * objectSize;
threeObject = new THREE.Mesh(
new THREE.CylinderGeometry(radius, radius, height, 20, 1),
createObjectMaterial()
);
shape = new Ammo.btCylinderShape(new Ammo.btVector3(radius, height * 0.5, radius));
shape.setMargin(margin);
break;
default:
radius = 1 + Math.random() * objectSize;
height = 2 + Math.random() * objectSize;
threeObject = new THREE.Mesh(
new THREE.ConeGeometry(radius, height, 20, 2),
createObjectMaterial()
);
shape = new Ammo.btConeShape(radius, height);
break;
}
threeObject.position.set(
(Math.random() - 0.5) * terrainWidth * 0.6,
terrainMaxHeight + objectSize + 2,
(Math.random() - 0.5) * terrainDepth * 0.6
);
const mass = objectSize * 5;
const localInertia = new Ammo.btVector3(0, 0, 0);
shape.calculateLocalInertia(mass, localInertia);
const transform = new Ammo.btTransform();
transform.setIdentity();
const pos = threeObject.position;
transform.setOrigin(new Ammo.btVector3(pos.x, pos.y, pos.z));
const motionState = new Ammo.btDefaultMotionState(transform);
const rbInfo = new Ammo.btRigidBodyConstructionInfo(mass, motionState, shape, localInertia);
const body = new Ammo.btRigidBody(rbInfo);
threeObject.userData.physicsBody = body;
threeObject.receiveShadow = true;
threeObject.castShadow = true;
scene.add(threeObject);
dynamicObjects.push(threeObject);
physicsWorld.addRigidBody(body);
}
function createObjectMaterial() {
const c = Math.floor(Math.random() * (1 << 24));
return new THREE.MeshPhongMaterial({ color: c });
}
function animate() {
render();
stats.update();
}
function render() {
const deltaTime = clock.getDelta();
if (dynamicObjects.length < maxNumObjects && time > timeNextSpawn) {
generateObject();
timeNextSpawn = time + objectTimePeriod;
}
updatePhysics(deltaTime);
renderer.render(scene, camera);
time += deltaTime;
}
function updatePhysics(deltaTime) {
physicsWorld.stepSimulation(deltaTime, 10);
for (let i = 0, il = dynamicObjects.length; i < il; i++) {
const objThree = dynamicObjects[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;