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Demo2-terrain.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>Demo2 - heightfield</title>
<style>
body {
margin: 0;
text-align: center;
}
#info {
position: absolute;
top: 0;
width: 100%;
padding: 10px;
}
</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>
</head>
<body>
<div id="container"><br /><br /><br /><br /><br />Loading...</div>
<div id="info">Demo2 - 生成地形</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 } );
// 高度场相关
var terrainWidthExtents = 100;
var terrainDepthExtents = 100;
var terrainWidth = 128;
var terrainDepth = 128;
var terrainHalfWidth = terrainWidth / 2;
var terrainHalfDepth = terrainDepth / 2;
var terrainMaxHeight = 8;
var terrainMinHeight = -2;
var heightData = null;
var ammoHeightData = null;
var maxNumObjectss = 30;
// - 主程序
init();
animate();
// -函数定义
function init() {
heightData = generateHeight(terrainWidth, terrainDepth, terrainMinHeight, terrainMaxHeight);
initGraphics();
initPhysics();
createObjects();
initInput();
}
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;
camera.position.y = heightData[ terrainHalfWidth + terrainHalfDepth * terrainWidth ] * ( terrainMaxHeight - terrainMinHeight ) + 5;
camera.position.z = terrainDepthExtents / 2;
camera.lookAt( new THREE.Vector3( 0, 0, 0 ) );
controls = new THREE.OrbitControls(camera);
controls.target.y = 2;
renderer = new THREE.WebGLRenderer();
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);
}
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;
// });
// 创建地形
// 渲染用
var geometry = new THREE.PlaneBufferGeometry( 100, 100, terrainWidth - 1, terrainDepth - 1 );
geometry.rotateX( -Math.PI / 2 );
var vertices = geometry.attributes.position.array;
for ( var i = 0, j = 0, l = vertices.length; i < l; i++, j += 3 ) {
// j + 1 because it is the y component that we modify
vertices[ j + 1 ] = heightData[ i ];
}
geometry.computeVertexNormals();
var groundMaterial = new THREE.MeshPhongMaterial( { color: 0xC7C7C7 } );
terrainMesh = new THREE.Mesh( geometry, groundMaterial );
terrainMesh.receiveShadow = true;
terrainMesh.castShadow = true;
scene.add( terrainMesh );
var 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;
});
// 物理计算用
var groundShape = createTerrainShape(heightData);
var groundTransform = new Ammo.btTransform();
groundTransform.setIdentity();
// 设置bullet计算时物体中心
groundTransform.setOrigin(new Ammo.btVector3( 0, ( terrainMaxHeight + terrainMinHeight ) / 2, 0 ));
var groundMass = 0;
var groundLocalInertia = new Ammo.btVector3( 0, 0, 0 );
var groundMotionState = new Ammo.btDefaultMotionState( groundTransform );
var groundBody = new Ammo.btRigidBody(new Ammo.btRigidBodyConstructionInfo(groundMass, groundMotionState, groundShape, groundLocalInertia));
physicsWorld.addRigidBody(groundBody);
// 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));
}
}
// 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) {
threeObject.position.copy(pos);
threeObject.quaternion.copy(quat);
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);
threeObject.userData.physicsBody = body;
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());
}
}
}
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 );
}
// 生成连续起伏(利用正弦函数)
function generateHeight( width, depth, minHeight, maxHeight ) {
// 使用正弦函数生成凹凸不平的场(sinus wave)
var size = width * depth;
var data = new Float32Array(size);
var hRange = maxHeight - minHeight;
var w2 = width / 2;
var d2 = depth / 2;
var phaseMult = 12;
var p = 0;
for (var i = 0; i < depth; i++) {
for (var j = 0; j < width; j++) {
var radius = Math.sqrt(
Math.pow((j - w2)/w2, 2.0) +
Math.pow((i - d2)/d2, 2.0)
);
// var height = (Math.sin(radius * phaseMult) + 1) * 0.5 * hRange + minHeight;
var height = ( Math.sin( radius * phaseMult ) + 1 ) * 0.5 * hRange + minHeight;
data[p] = height;
p++;
}
}
return data;
}
// 生成物理引擎用高度场
function createTerrainShape(heightData) {
// This parameter is not really used, since we are using PHY_FLOAT height data type and hence it is ignored
var heightScale = 1;
// Up axis = 0 for X, 1 for Y, 2 for Z. Normally 1 = Y is used.
var upAxis = 1;
// hdt, height data type. "PHY_FLOAT" is used. Possible values are "PHY_FLOAT", "PHY_UCHAR", "PHY_SHORT"
var hdt = "PHY_FLOAT";
// Set this to your needs (inverts the triangles)
var flipQuadEdges = false;
// Creates height data buffer in Ammo heap
ammoHeightData = Ammo._malloc(4 * terrainWidth * terrainDepth);
// Copy the javascript height data array to the Ammo one.
var p = 0;
var p2 = 0;
for ( var j = 0; j < terrainDepth; j++ ) {
for ( var i = 0; i < terrainWidth; i++ ) {
// write 32-bit float data to memory
Ammo.HEAPF32[ ammoHeightData + p2 >> 2 ] = heightData[ p ];
p++;
// 4 bytes/float
p2 += 4;
}
}
// Creates the heightfield physics shape
var heightFieldShape = new Ammo.btHeightfieldTerrainShape(
terrainWidth,
terrainDepth,
ammoHeightData,
heightScale,
terrainMinHeight,
terrainMaxHeight,
upAxis,
hdt,
flipQuadEdges
);
// Set horizontal scale
var scaleX = terrainWidthExtents / ( terrainWidth - 1 );
var scaleZ = terrainDepthExtents / ( terrainDepth - 1 );
heightFieldShape.setLocalScaling( new Ammo.btVector3( scaleX, 1, scaleZ ) );
heightFieldShape.setMargin( 0.05 );
return heightFieldShape;
}
</script>
</html>