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Demo7-convex break.html
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<!DOCTYPE html>
<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">
<title>Demo7 - convex break</title>
<style>
body {
margin: 0;
text-align: center;
}
#info {
position: absolute;
top: 0;
width: 100%;
padding: 10px;
}
#speedometer {
position: absolute;
color: white;
background: #900;
bottom: 0;
padding: 5px;
}
</style>
<script src="js/three.js"></script>
<script src="js/libs/ammo.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/Detector.js"></script>
<!--破坏引擎-->
<script src="js/ConvexObjectBreaker.js"></script>
<script src="js/geometries/ConvexGeometry.js"></script>
</head>
<body>
<div id="container"><br /><br /><br /><br /><br />Loading...</div>
<div id="info">Demo7 - 物体破坏<br>使用鼠标发射小球</div>
</body>
<script>
// 检测浏览器是否支持webgl
if (!Detector.webgl) {
Detector.addGetWebGLMessage();
document.getElementById('container').innerHTML = '';
}
// 全局变量
// 绘图相关变量
var container, stats;
var camera, controls, scene, renderer;
var textureLoader;
var clock = new THREE.Clock();
var terrainMesh;
// 物理引擎相关变量
var gravityConstant = -9.8;
var collisionConfiguration;
var dispatcher;
var broadphase;
var solver;
var physicsWorld;
var rigidBodies = [];
var margin = 0.05;
var transformAux1 = new Ammo.btTransform();
//
var time = 0;
// 鼠标输入相关
var mouseCoords = new THREE.Vector2();
var raycaster = new THREE.Raycaster();
var ballMaterial = new THREE.MeshPhongMaterial( { color: 0x202020 } );
// bullet内置宏
var DISABLE_DEACTIVATION = 4;
var TRANSFORM_AUX = new Ammo.btTransform();
var ZERO_QUATERNION = new THREE.Quaternion(0, 0, 0, 1);
var maxNumObjectss = 30;
// 破坏引擎相关
var convexBreaker =new THREE.ConvexObjectBreaker();
var tempBtVec3_1 = new Ammo.btVector3( 0, 0, 0 );
var objectsToRemove = [];
for ( var i = 0; i < 500; i++ ) {
objectsToRemove[ i ] = null;
}
var numObjectsToRemove = 0;
var impactPoint = new THREE.Vector3();
var impactNormal = new THREE.Vector3();
// - 主程序
init();
animate();
// -函数定义
function init() {
initGraphics();
initPhysics();
initInput();
createObjects();
}
function initGraphics() {
// three.js基本场景配置
container = document.getElementById('container');
container.innerHTML = "";
camera = new THREE.PerspectiveCamera(60, window.innerWidth/window.innerHeight, 0.1, 2000);
camera.position.x = -7;
camera.position.y = 5;
camera.position.z = 8;
controls = new THREE.OrbitControls(camera);
controls.target.y = 2;
// renderer = new THREE.WebGLRenderer();
renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setClearColor( 0xbfd1e5 );
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
textureLoader = new THREE.TextureLoader();
// 场景
scene = new THREE.Scene();
// 环境光
var ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
// 线性光
var light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(-10, 10, 5);
light.castShadow = true;
var d = 10;
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 = 2;
light.shadow.mapSize.x = 1024;
light.shadow.mapSize.y = 1024;
scene.add(light);
container.appendChild(renderer.domElement);
// 显示帧数
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = 'absolute';
container.appendChild(stats.domElement);
// 添加窗口大小变化监听
window.addEventListener('resize', onWindowResize, false);
// 速度表初始化
speedometer = document.getElementById( 'speedometer' );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function initPhysics() {
// bullet基本场景配置
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, gravityConstant, 0));
}
function createObjects() {
var pos = new THREE.Vector3();
var quat = new THREE.Quaternion();
// 创建地面
pos.set(0, -0.5, 0);
quat.set(0, 0, 0, 1);
var ground = createParallellepiped(40, 1, 40, 0, pos, quat, new THREE.MeshPhongMaterial({color: 0xffffff}));
ground.castShadow = true; // 开启投影
ground.receiveShadow = true; // 接受阴影(可以在表面上显示阴影)
textureLoader.load("./textures/grid.png", function (texture) {
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(40, 40);
ground.material.map = texture;
ground.material.needsUpdate = texture;
});
// // 生成30个随机物体
// for (var i = 0; i < maxNumObjectss; i++) {
// pos.set(Math.random(), 2 *i, Math.random());
// quat.set(0, 0, 0, 1);
//
// createRondomObject(pos, quat, Math.ceil(Math.random() * 3));
// }
// Tower 1
var towerMass = 1000;
var towerHalfExtents = new THREE.Vector3( 2, 5, 2 );
pos.set( -8, 5, 0 );
quat.set( 0, 0, 0, 1 );
createObject( towerMass, towerHalfExtents, pos, quat, createRendomColorObjectMeatrial() );
// Tower 2
pos.set( 8, 5, 0 );
quat.set( 0, 0, 0, 1 );
createObject( towerMass, towerHalfExtents, pos, quat, createRendomColorObjectMeatrial() );
//Bridge
var bridgeMass = 100;
var bridgeHalfExtents = new THREE.Vector3( 7, 0.2, 1.5 );
pos.set( 0, 10.2, 0 );
quat.set( 0, 0, 0, 1 );
createObject( bridgeMass, bridgeHalfExtents, pos, quat, createRendomColorObjectMeatrial() );
// Stones
var stoneMass = 120;
var stoneHalfExtents = new THREE.Vector3( 1, 2, 0.15 );
var numStones = 8;
quat.set( 0, 0, 0, 1 );
for ( var i = 0; i < numStones; i++ ) {
pos.set( 0, 2, 15 * ( 0.5 - i / ( numStones + 1 ) ) );
createObject( stoneMass, stoneHalfExtents, pos, quat, createRendomColorObjectMeatrial() );
}
// Mountain
var mountainMass = 860;
var mountainHalfExtents = new THREE.Vector3( 4, 5, 4 );
pos.set( 5, mountainHalfExtents.y * 0.5, - 7 );
quat.set( 0, 0, 0, 1 );
var mountainPoints = [];
mountainPoints.push( new THREE.Vector3( mountainHalfExtents.x, - mountainHalfExtents.y, mountainHalfExtents.z ) );
mountainPoints.push( new THREE.Vector3( - mountainHalfExtents.x, - mountainHalfExtents.y, mountainHalfExtents.z ) );
mountainPoints.push( new THREE.Vector3( mountainHalfExtents.x, - mountainHalfExtents.y, - mountainHalfExtents.z ) );
mountainPoints.push( new THREE.Vector3( - mountainHalfExtents.x, - mountainHalfExtents.y, - mountainHalfExtents.z ) );
mountainPoints.push( new THREE.Vector3( 0, mountainHalfExtents.y, 0 ) );
var mountain = new THREE.Mesh( new THREE.ConvexGeometry( mountainPoints ), createRendomColorObjectMeatrial() );
mountain.position.copy( pos );
mountain.quaternion.copy( quat );
convexBreaker.prepareBreakableObject( mountain, mountainMass, new THREE.Vector3(), new THREE.Vector3(), true );
createDebrisFromBreakableObject( mountain );
}
// 生成随机形状的物体
function createRondomObject(pos, quat, objectSize) {
var numTypes = 4;
var objectType = Math.ceil( Math.random() * numTypes );
var threeObject = null;
var shape = null;
// var objectSize = 3;
switch (objectType) {
case 1:
// Sphere
var radius = 1 + Math.random() * objectSize;
threeObject = new THREE.Mesh( new THREE.SphereGeometry( radius, 20, 20 ), createRendomColorObjectMeatrial() );
shape = new Ammo.btSphereShape( radius );
shape.setMargin( margin );
break;
case 2:
// Box
var sx = 1 + Math.random() * objectSize;
var sy = 1 + Math.random() * objectSize;
var sz = 1 + Math.random() * objectSize;
threeObject = new THREE.Mesh( new THREE.BoxGeometry( sx, sy, sz, 1, 1, 1 ), createRendomColorObjectMeatrial() );
shape = new Ammo.btBoxShape( new Ammo.btVector3( sx * 0.5, sy * 0.5, sz * 0.5 ) );
shape.setMargin( margin );
break;
case 3:
// Cylinder
var radius = 1 + Math.random() * objectSize;
var height = 1 + Math.random() * objectSize;
threeObject = new THREE.Mesh( new THREE.CylinderGeometry( radius, radius, height, 20, 1 ), createRendomColorObjectMeatrial() );
shape = new Ammo.btCylinderShape( new Ammo.btVector3( radius, height * 0.5, radius ) );
shape.setMargin(margin);
break;
default:
// Cone
var radius = 1 + Math.random() * objectSize;
var height = 2 + Math.random() * objectSize;
threeObject = new THREE.Mesh( new THREE.CylinderGeometry( 0, radius, height, 20, 2 ), createRendomColorObjectMeatrial() );
shape = new Ammo.btConeShape( radius, height );
break;
}
var mass = objectSize * 5; // 体积越大质量越大
createRigidBody(threeObject, shape, mass, pos, quat);
}
// 生成随机颜色材质
function createRendomColorObjectMeatrial() {
var color = Math.floor(Math.random() * (1 << 24));
return new THREE.MeshPhongMaterial({color: color});
}
function createParallellepiped(sx, sy, sz, mass, pos, quat, material) {
var threeObject = new THREE.Mesh(new THREE.BoxGeometry(sx, sy, sz, 1, 1, 1), material);
var 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, vel, angVel) {
/**
* 修改createRigidBody,添加速度和角速度两个参数
*/
if ( pos ) {
threeObject.position.copy( pos );
}
else {
pos = threeObject.position;
}
if ( quat ) {
threeObject.quaternion.copy( quat );
}
else {
quat = threeObject.quaternion;
}
var 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));
var motionState = new Ammo.btDefaultMotionState(transform);
var localInertia = new Ammo.btVector3(0, 0, 0);
physicsShape.calculateLocalInertia(mass, localInertia);
var rbInfo = new Ammo.btRigidBodyConstructionInfo(mass, motionState, physicsShape, localInertia);
var body = new Ammo.btRigidBody(rbInfo);
body.setFriction( 0.5 );
if ( vel ) {
body.setLinearVelocity( new Ammo.btVector3( vel.x, vel.y, vel.z ) );
}
if ( angVel ) {
body.setAngularVelocity( new Ammo.btVector3( angVel.x, angVel.y, angVel.z ) );
}
threeObject.userData.physicsBody = body;
threeObject.userData.collied = false;
scene.add(threeObject);
if (mass > 0) {
rigidBodies.push(threeObject);
// Disable deactivation
// 防止物体弹力过快消失
// Ammo.DISABLE_DEACTIVATION = 4
body.setActivationState(4);
}
physicsWorld.addRigidBody(body);
return body;
}
function animate() {
requestAnimationFrame(animate);
render();
stats.update();
}
function render() {
var deltaTime = clock.getDelta();
updatePhysics(deltaTime);
controls.update(deltaTime);
renderer.render(scene, camera);
time += deltaTime;
}
function updatePhysics(deltaTime) {
physicsWorld.stepSimulation(deltaTime);
// 更新物体位置
for (var i = 0, iL = rigidBodies.length; i <iL; i++ ){
var objThree = rigidBodies[i];
var objPhys = objThree.userData.physicsBody;
var ms = objPhys.getMotionState();
if (ms) {
ms.getWorldTransform(transformAux1);
var p = transformAux1.getOrigin();
var q = transformAux1.getRotation();
objThree.position.set(p.x(), p.y(), p.z());
objThree.quaternion.set(q.x(), q.y(), q.z(), q.w());
}
}
/**
* 添加物体破坏已经物理破坏物体的模拟
*/
for ( var i = 0, il = dispatcher.getNumManifolds(); i < il; i ++ ) {
var contactManifold = dispatcher.getManifoldByIndexInternal( i );
var rb0 = contactManifold.getBody0();
var rb1 = contactManifold.getBody1();
var threeObject0 = Ammo.castObject( rb0.getUserPointer(), Ammo.btVector3 ).threeObject;
var threeObject1 = Ammo.castObject( rb1.getUserPointer(), Ammo.btVector3 ).threeObject;
if ( ! threeObject0 && ! threeObject1 ) {
continue;
}
var userData0 = threeObject0 ? threeObject0.userData : null;
var userData1 = threeObject1 ? threeObject1.userData : null;
var breakable0 = userData0 ? userData0.breakable : false;
var breakable1 = userData1 ? userData1.breakable : false;
var collided0 = userData0 ? userData0.collided : false;
var collided1 = userData1 ? userData1.collided : false;
if ( ( ! breakable0 && ! breakable1 ) || ( collided0 && collided1 ) ) {
continue;
}
var contact = false;
var maxImpulse = 0;
for ( var j = 0, jl = contactManifold.getNumContacts(); j < jl; j ++ ) {
var contactPoint = contactManifold.getContactPoint( j );
if ( contactPoint.getDistance() < 0 ) {
contact = true;
var impulse = contactPoint.getAppliedImpulse();
if ( impulse > maxImpulse ) {
maxImpulse = impulse;
var pos = contactPoint.get_m_positionWorldOnB();
var normal = contactPoint.get_m_normalWorldOnB();
impactPoint.set( pos.x(), pos.y(), pos.z() );
impactNormal.set( normal.x(), normal.y(), normal.z() );
}
break;
}
}
// If no point has contact, abort
if ( ! contact ) {
continue;
}
// Subdivision
var fractureImpulse = 250;
if ( breakable0 && !collided0 && maxImpulse > fractureImpulse ) {
var debris = convexBreaker.subdivideByImpact( threeObject0, impactPoint, impactNormal , 1, 2, 1.5 );
var numObjects = debris.length;
for ( var j = 0; j < numObjects; j++ ) {
createDebrisFromBreakableObject( debris[ j ] );
}
objectsToRemove[ numObjectsToRemove++ ] = threeObject0;
userData0.collided = true;
}
if ( breakable1 && !collided1 && maxImpulse > fractureImpulse ) {
var debris = convexBreaker.subdivideByImpact( threeObject1, impactPoint, impactNormal , 1, 2, 1.5 );
var numObjects = debris.length;
for ( var j = 0; j < numObjects; j++ ) {
createDebrisFromBreakableObject( debris[ j ] );
}
objectsToRemove[ numObjectsToRemove++ ] = threeObject1;
userData1.collided = true;
}
}
for ( var i = 0; i < numObjectsToRemove; i++ ) {
removeDebris( objectsToRemove[ i ] );
}
numObjectsToRemove = 0;
}
function initInput() {
window.addEventListener( 'mousedown', function( event ) {
mouseCoords.set(
( event.clientX / window.innerWidth ) * 2 - 1,
- ( event.clientY / window.innerHeight ) * 2 + 1
);
raycaster.setFromCamera( mouseCoords, camera );
// Creates a ball and throws it
var ballMass = 35;
var ballRadius = 0.4;
var ball = new THREE.Mesh( new THREE.SphereGeometry( ballRadius, 14, 10 ), ballMaterial );
ball.castShadow = true;
ball.receiveShadow = true;
var ballShape = new Ammo.btSphereShape( ballRadius );
ballShape.setMargin( margin );
var pos = new THREE.Vector3();
var quat = new THREE.Quaternion();
pos.copy( raycaster.ray.direction );
pos.add( raycaster.ray.origin );
quat.set( 0, 0, 0, 1 );
var ballBody = createRigidBody( ball, ballShape, ballMass, pos, quat );
pos.copy( raycaster.ray.direction );
pos.multiplyScalar( 24 );
ballBody.setLinearVelocity( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
}, false );
}
// 创建可破坏物体相关的函数
function createObject( mass, halfExtents, pos, quat, material ) {
var object = new THREE.Mesh( new THREE.BoxGeometry( halfExtents.x * 2, halfExtents.y * 2, halfExtents.z * 2 ), material );
object.position.copy( pos );
object.quaternion.copy( quat );
convexBreaker.prepareBreakableObject( object, mass, new THREE.Vector3(), new THREE.Vector3(), true );
createDebrisFromBreakableObject( object );
}
function removeDebris( object ) {
scene.remove( object );
physicsWorld.removeRigidBody( object.userData.physicsBody );
}
function createDebrisFromBreakableObject(object) {
/**
* 从物体创建碎片
* @type {object}
*/
object.castShadow = true;
object.receiveShadow = true;
var shape = createConvexHullPhysicsShape( object.geometry.vertices );
shape.setMargin( margin );
var body = createRigidBody( object, shape, object.userData.mass, null, null, object.userData.velocity, object.userData.angularVelocity );
// Set pointer back to the three object only in the debris objects
var btVecUserData = new Ammo.btVector3( 0, 0, 0 );
btVecUserData.threeObject = object;
body.setUserPointer( btVecUserData );
}
function createConvexHullPhysicsShape(points) {
/**
* 在物理空间创建物体的凸包
* @type {*|btConvexHullShape}
*/
var shape = new Ammo.btConvexHullShape();
for (var i = 0, il = points.length; i < il; i++) {
var p = points[i];
tempBtVec3_1.setValue(p.x, p.y, p.z);
var lastOne = (i === (il - 1));
shape.addPoint(tempBtVec3_1, lastOne);
}
return shape;
}
</script>
</html>