physics_ammo_volume
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 * as BufferGeometryUtils from "three/examples/jsm/utils/BufferGeometryUtils.js";
import AmmoLib from "three/examples/jsm/libs/ammo.wasm.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "physics_ammo_volume",
useLoaders: [],
info: [
[
{
tag: "text",
content: "Ammo.js physics soft body volume demo"
}
],
[
{
tag: "text",
content: "Click to throw a ball"
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let 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: 2105376 });
const pos = new THREE.Vector3();
const quat = new THREE.Quaternion();
const gravityConstant = -9.8;
let physicsWorld;
const rigidBodies = [];
const softBodies = [];
const margin = 0.05;
let transformAux1;
let softBodyHelpers;
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(-7, 5, 8);
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(-10, 10, 5);
light.castShadow = true;
const d = 20;
light.shadow.camera.left = -20;
light.shadow.camera.right = d;
light.shadow.camera.top = d;
light.shadow.camera.bottom = -20;
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(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();
softBodyHelpers = new Ammo.btSoftBodyHelpers();
}
function createObjects() {
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 volumeMass = 15;
const sphereGeometry = new THREE.SphereGeometry(1.5, 40, 25);
sphereGeometry.translate(5, 5, 0);
createSoftVolume(sphereGeometry, volumeMass, 250);
const boxGeometry = new THREE.BoxGeometry(1, 1, 5, 4, 4, 20);
boxGeometry.translate(-2, 5, 0);
createSoftVolume(boxGeometry, volumeMass, 120);
pos.set(3, 1, 0);
quat.setFromAxisAngle(new THREE.Vector3(0, 0, 1), 30 * Math.PI / 180);
const obstacle = createParalellepiped(
10,
1,
4,
0,
pos,
quat,
new THREE.MeshPhongMaterial({ color: 6316128 })
);
obstacle.castShadow = true;
obstacle.receiveShadow = true;
}
function processGeometry(bufGeometry) {
const posOnlyBufGeometry = new THREE.BufferGeometry();
posOnlyBufGeometry.setAttribute("position", bufGeometry.getAttribute("position"));
posOnlyBufGeometry.setIndex(bufGeometry.getIndex());
const indexedBufferGeom = BufferGeometryUtils.mergeVertices(posOnlyBufGeometry);
mapIndices(bufGeometry, indexedBufferGeom);
}
function isEqual(x1, y1, z1, x2, y2, z2) {
const delta = 1e-6;
return Math.abs(x2 - x1) < delta && Math.abs(y2 - y1) < delta && Math.abs(z2 - z1) < delta;
}
function mapIndices(bufGeometry, indexedBufferGeom) {
const vertices = bufGeometry.attributes.position.array;
const idxVertices = indexedBufferGeom.attributes.position.array;
const indices = indexedBufferGeom.index.array;
const numIdxVertices = idxVertices.length / 3;
const numVertices = vertices.length / 3;
bufGeometry.ammoVertices = idxVertices;
bufGeometry.ammoIndices = indices;
bufGeometry.ammoIndexAssociation = [];
for (let i = 0; i < numIdxVertices; i++) {
const association = [];
bufGeometry.ammoIndexAssociation.push(association);
const i3 = i * 3;
for (let j = 0; j < numVertices; j++) {
const j3 = j * 3;
if (isEqual(
idxVertices[i3],
idxVertices[i3 + 1],
idxVertices[i3 + 2],
vertices[j3],
vertices[j3 + 1],
vertices[j3 + 2]
)) {
association.push(j3);
}
}
}
}
function createSoftVolume(bufferGeom, mass, pressure) {
processGeometry(bufferGeom);
const volume = new THREE.Mesh(bufferGeom, new THREE.MeshPhongMaterial({ color: 16777215 }));
volume.castShadow = true;
volume.receiveShadow = true;
volume.frustumCulled = false;
scene.add(volume);
textureLoader.load("textures/colors.png", function(texture) {
volume.material.map = texture;
volume.material.needsUpdate = true;
});
const volumeSoftBody = softBodyHelpers.CreateFromTriMesh(
physicsWorld.getWorldInfo(),
bufferGeom.ammoVertices,
bufferGeom.ammoIndices,
bufferGeom.ammoIndices.length / 3,
true
);
const sbConfig = volumeSoftBody.get_m_cfg();
sbConfig.set_viterations(40);
sbConfig.set_piterations(40);
sbConfig.set_collisions(17);
sbConfig.set_kDF(0.1);
sbConfig.set_kDP(0.01);
sbConfig.set_kPR(pressure);
volumeSoftBody.get_m_materials().at(0).set_m_kLST(0.9);
volumeSoftBody.get_m_materials().at(0).set_m_kAST(0.9);
volumeSoftBody.setTotalMass(mass, false);
Ammo.castObject(volumeSoftBody, Ammo.btCollisionObject).getCollisionShape().setMargin(margin);
physicsWorld.addSoftBody(volumeSoftBody, 1, -1);
volume.userData.physicsBody = volumeSoftBody;
volumeSoftBody.setActivationState(4);
softBodies.push(volume);
}
function createParalellepiped(sx, sy, sz, mass, pos2, quat2, 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, pos2, quat2);
return threeObject;
}
function createRigidBody(threeObject, physicsShape, mass, pos2, quat2) {
threeObject.position.copy(pos2);
threeObject.quaternion.copy(quat2);
const transform = new Ammo.btTransform();
transform.setIdentity();
transform.setOrigin(new Ammo.btVector3(pos2.x, pos2.y, pos2.z));
transform.setRotation(new Ammo.btQuaternion(quat2.x, quat2.y, quat2.z, quat2.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);
return body;
}
function initInput() {
canvas.addEventListener("pointerdown", function(event) {
if (!clickRequest) {
mouseCoords.set(
event.clientX / window.innerWidth * 2 - 1,
-(event.clientY / window.innerHeight) * 2 + 1
);
clickRequest = true;
}
});
}
function processClick() {
if (clickRequest) {
raycaster.setFromCamera(mouseCoords, camera);
const ballMass = 3;
const ballRadius = 0.4;
const ball = new THREE.Mesh(new THREE.SphereGeometry(ballRadius, 18, 16), ballMaterial);
ball.castShadow = true;
ball.receiveShadow = true;
const ballShape = new Ammo.btSphereShape(ballRadius);
ballShape.setMargin(margin);
pos.copy(raycaster.ray.direction);
pos.add(raycaster.ray.origin);
quat.set(0, 0, 0, 1);
const ballBody = createRigidBody(ball, ballShape, ballMass, pos, quat);
ballBody.setFriction(0.5);
pos.copy(raycaster.ray.direction);
pos.multiplyScalar(14);
ballBody.setLinearVelocity(new Ammo.btVector3(pos.x, pos.y, pos.z));
clickRequest = false;
}
}
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);
processClick();
renderer.render(scene, camera);
}
function updatePhysics(deltaTime) {
physicsWorld.stepSimulation(deltaTime, 10);
for (let i = 0, il = softBodies.length; i < il; i++) {
const volume = softBodies[i];
const geometry = volume.geometry;
const softBody = volume.userData.physicsBody;
const volumePositions = geometry.attributes.position.array;
const volumeNormals = geometry.attributes.normal.array;
const association = geometry.ammoIndexAssociation;
const numVerts = association.length;
const nodes = softBody.get_m_nodes();
for (let j = 0; j < numVerts; j++) {
const node = nodes.at(j);
const nodePos = node.get_m_x();
const x = nodePos.x();
const y = nodePos.y();
const z = nodePos.z();
const nodeNormal = node.get_m_n();
const nx = nodeNormal.x();
const ny = nodeNormal.y();
const nz = nodeNormal.z();
const assocVertex = association[j];
for (let k = 0, kl = assocVertex.length; k < kl; k++) {
let indexVertex = assocVertex[k];
volumePositions[indexVertex] = x;
volumeNormals[indexVertex] = nx;
indexVertex++;
volumePositions[indexVertex] = y;
volumeNormals[indexVertex] = ny;
indexVertex++;
volumePositions[indexVertex] = z;
volumeNormals[indexVertex] = nz;
}
}
geometry.attributes.position.needsUpdate = true;
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;