提交 1372cc5e 编写于 作者: Y yomboprime

Fixes #14609

上级 3585caf4
...@@ -213,6 +213,7 @@ var files = { ...@@ -213,6 +213,7 @@ var files = {
"webgl_performance_static", "webgl_performance_static",
"webgl_physics_cloth", "webgl_physics_cloth",
"webgl_physics_convex_break", "webgl_physics_convex_break",
"webgl_physics_convex_buffer_break",
"webgl_physics_rope", "webgl_physics_rope",
"webgl_physics_terrain", "webgl_physics_terrain",
"webgl_physics_volume", "webgl_physics_volume",
......
/**
* @author yomboprime https://github.com/yomboprime
*
* @fileoverview This class can be used to subdivide a convex Geometry object into pieces.
*
* Usage:
*
* Use the function prepareBreakableObject to prepare a Mesh object to be broken.
*
* Then, call the various functions to subdivide the object (subdivideByImpact, cutByPlane)
*
* Sub-objects that are product of subdivision don't need prepareBreakableObject to be called on them.
*
* Requisites for the object:
*
* - Mesh object must have a BufferGeometry (not Geometry) and a Material
*
* - Vertex normals must be planar (not smoothed)
*
* - The geometry must be convex (this is not checked in the library). You can create convex
* geometries with THREE.ConvexBufferGeometry. The BoxBufferGeometry, SphereBufferGeometry and other convex primitives
* can also be used.
*
* Note: This lib adds member variables to object's userData member (see prepareBreakableObject function)
* Use with caution and read the code when using with other libs.
*
* @param {double} minSizeForBreak Min size a debris can have to break.
* @param {double} smallDelta Max distance to consider that a point belongs to a plane.
*
*/
THREE.ConvexBufferObjectBreaker = function ( minSizeForBreak, smallDelta ) {
this.minSizeForBreak = minSizeForBreak || 1.4;
this.smallDelta = smallDelta || 0.0001;
this.tempLine1 = new THREE.Line3();
this.tempPlane1 = new THREE.Plane();
this.tempPlane2 = new THREE.Plane();
this.tempPlane_Cut = new THREE.Plane();
this.tempCM1 = new THREE.Vector3();
this.tempCM2 = new THREE.Vector3();
this.tempVector3 = new THREE.Vector3();
this.tempVector3_2 = new THREE.Vector3();
this.tempVector3_3 = new THREE.Vector3();
this.tempVector3_P0 = new THREE.Vector3();
this.tempVector3_P1 = new THREE.Vector3();
this.tempVector3_P2 = new THREE.Vector3();
this.tempVector3_N0 = new THREE.Vector3();
this.tempVector3_N1 = new THREE.Vector3();
this.tempVector3_AB = new THREE.Vector3();
this.tempVector3_CB = new THREE.Vector3();
this.tempResultObjects = { object1: null, object2: null };
this.segments = [];
var n = 30 * 30;
for ( var i = 0; i < n; i ++ ) this.segments[ i ] = false;
};
THREE.ConvexBufferObjectBreaker.prototype = {
constructor: THREE.ConvexBufferObjectBreaker,
prepareBreakableObject: function ( object, mass, velocity, angularVelocity, breakable ) {
// object is a THREE.Object3d (normally a Mesh), must have a BufferGeometry, and it must be convex.
// Its material property is propagated to its children (sub-pieces)
// mass must be > 0
if ( ! object.geometry.isBufferGeometry ) {
console.error( "THREE.ConvexBufferObjectBreaker.prepareBreakableObject(): Parameter object must have a BufferGeometry." );
}
var userData = object.userData;
userData.mass = mass;
userData.velocity = velocity.clone();
userData.angularVelocity = angularVelocity.clone();
userData.breakable = breakable;
},
/*
* @param {int} maxRadialIterations Iterations for radial cuts.
* @param {int} maxRandomIterations Max random iterations for not-radial cuts
*
* Returns the array of pieces
*/
subdivideByImpact: function ( object, pointOfImpact, normal, maxRadialIterations, maxRandomIterations ) {
var debris = [];
var tempPlane1 = this.tempPlane1;
var tempPlane2 = this.tempPlane2;
this.tempVector3.addVectors( pointOfImpact, normal );
tempPlane1.setFromCoplanarPoints( pointOfImpact, object.position, this.tempVector3 );
var maxTotalIterations = maxRandomIterations + maxRadialIterations;
var scope = this;
function subdivideRadial( subObject, startAngle, endAngle, numIterations ) {
if ( Math.random() < numIterations * 0.05 || numIterations > maxTotalIterations ) {
debris.push( subObject );
return;
}
var angle = Math.PI;
if ( numIterations === 0 ) {
tempPlane2.normal.copy( tempPlane1.normal );
tempPlane2.constant = tempPlane1.constant;
} else {
if ( numIterations <= maxRadialIterations ) {
angle = ( endAngle - startAngle ) * ( 0.2 + 0.6 * Math.random() ) + startAngle;
// Rotate tempPlane2 at impact point around normal axis and the angle
scope.tempVector3_2.copy( object.position ).sub( pointOfImpact ).applyAxisAngle( normal, angle ).add( pointOfImpact );
tempPlane2.setFromCoplanarPoints( pointOfImpact, scope.tempVector3, scope.tempVector3_2 );
} else {
angle = ( ( 0.5 * ( numIterations & 1 ) ) + 0.2 * ( 2 - Math.random() ) ) * Math.PI;
// Rotate tempPlane2 at object position around normal axis and the angle
scope.tempVector3_2.copy( pointOfImpact ).sub( subObject.position ).applyAxisAngle( normal, angle ).add( subObject.position );
scope.tempVector3_3.copy( normal ).add( subObject.position );
tempPlane2.setFromCoplanarPoints( subObject.position, scope.tempVector3_3, scope.tempVector3_2 );
}
}
// Perform the cut
scope.cutByPlane( subObject, tempPlane2, scope.tempResultObjects );
var obj1 = scope.tempResultObjects.object1;
var obj2 = scope.tempResultObjects.object2;
if ( obj1 ) {
subdivideRadial( obj1, startAngle, angle, numIterations + 1 );
}
if ( obj2 ) {
subdivideRadial( obj2, angle, endAngle, numIterations + 1 );
}
}
subdivideRadial( object, 0, 2 * Math.PI, 0 );
return debris;
},
cutByPlane: function ( object, plane, output ) {
// Returns breakable objects in output.object1 and output.object2 members, the resulting 2 pieces of the cut.
// object2 can be null if the plane doesn't cut the object.
// object1 can be null only in case of internal error
// Returned value is number of pieces, 0 for error.
var geometry = object.geometry;
var coords = geometry.attributes.position.array;
var normals = geometry.attributes.normal.array;
var numPoints = coords.length / 3;
var numFaces = numPoints / 3;
var indices = geometry.getIndex();
if ( indices ) {
indices = indices.array;
numFaces = indices.length / 3;
}
function getVertexIndex ( faceIdx, vert ) {
// vert = 0, 1 or 2.
var idx = faceIdx * 3 + vert;
return indices ? indices[ idx ] : idx;
}
var points1 = [];
var points2 = [];
var delta = this.smallDelta;
// Reset segments mark
var numPointPairs = numPoints * numPoints;
for ( var i = 0; i < numPointPairs; i ++ ) this.segments[ i ] = false;
var p0 = this.tempVector3_P0;
var p1 = this.tempVector3_P1;
var p2 = this.tempVector3_P2;
var n0 = this.tempVector3_N0;
var n1 = this.tempVector3_N1;
// Iterate through the faces to mark edges shared by coplanar faces
for ( var i = 0; i < numFaces - 1; i ++ ) {
var a1 = getVertexIndex( i, 0 );
var b1 = getVertexIndex( i, 1 );
var c1 = getVertexIndex( i, 2 );
// Assuming all 3 vertices have the same normal
n0.set( normals[ a1 ], normals[ a1 ] + 1, normals[ a1 ] + 2 );
for ( var j = i + 1; j < numFaces; j ++ ) {
var a2 = getVertexIndex( j, 0 );
var b2 = getVertexIndex( j, 1 );
var c2 = getVertexIndex( j, 2 );
// Assuming all 3 vertices have the same normal
n1.set( normals[ a2 ], normals[ a2 ] + 1, normals[ a2 ] + 2 );
var coplanar = 1 - n0.dot( n1 ) < delta;
if ( coplanar ) {
if ( a1 === a2 || a1 === b2 || a1 === c2 ) {
if ( b1 === a2 || b1 === b2 || b1 === c2 ) {
this.segments[ a1 * numPoints + b1 ] = true;
this.segments[ b1 * numPoints + a1 ] = true;
} else {
this.segments[ c1 * numPoints + a1 ] = true;
this.segments[ a1 * numPoints + c1 ] = true;
}
} else if ( b1 === a2 || b1 === b2 || b1 === c2 ) {
this.segments[ c1 * numPoints + b1 ] = true;
this.segments[ b1 * numPoints + c1 ] = true;
}
}
}
}
// Transform the plane to object local space
var localPlane = this.tempPlane_Cut;
object.updateMatrix();
THREE.ConvexBufferObjectBreaker.transformPlaneToLocalSpace( plane, object.matrix, localPlane );
// Iterate through the faces adding points to both pieces
for ( var i = 0; i < numFaces; i ++ ) {
var va = getVertexIndex( i, 0 );
var vb = getVertexIndex( i, 1 );
var vc = getVertexIndex( i, 2 );
for ( var segment = 0; segment < 3; segment ++ ) {
var i0 = segment === 0 ? va : ( segment === 1 ? vb : vc );
var i1 = segment === 0 ? vb : ( segment === 1 ? vc : va );
var segmentState = this.segments[ i0 * numPoints + i1 ];
if ( segmentState ) continue; // The segment already has been processed in another face
// Mark segment as processed (also inverted segment)
this.segments[ i0 * numPoints + i1 ] = true;
this.segments[ i1 * numPoints + i0 ] = true;
p0.set( coords[ 3 * i0 ], coords[ 3 * i0 + 1 ], coords[ 3 * i0 + 2 ] );
p1.set( coords[ 3 * i1 ], coords[ 3 * i1 + 1 ], coords[ 3 * i1 + 2 ] );
// mark: 1 for negative side, 2 for positive side, 3 for coplanar point
var mark0 = 0;
var d = localPlane.distanceToPoint( p0 );
if ( d > delta ) {
mark0 = 2;
points2.push( p0.clone() );
} else if ( d < - delta ) {
mark0 = 1;
points1.push( p0.clone() );
} else {
mark0 = 3;
points1.push( p0.clone() );
points2.push( p0.clone() );
}
// mark: 1 for negative side, 2 for positive side, 3 for coplanar point
var mark1 = 0;
var d = localPlane.distanceToPoint( p1 );
if ( d > delta ) {
mark1 = 2;
points2.push( p1.clone() );
} else if ( d < - delta ) {
mark1 = 1;
points1.push( p1.clone() );
} else {
mark1 = 3;
points1.push( p1.clone() );
points2.push( p1.clone() );
}
if ( ( mark0 === 1 && mark1 === 2 ) || ( mark0 === 2 && mark1 === 1 ) ) {
// Intersection of segment with the plane
this.tempLine1.start.copy( p0 );
this.tempLine1.end.copy( p1 );
var intersection = new THREE.Vector3();
intersection = localPlane.intersectLine( this.tempLine1, intersection );
if ( intersection === undefined ) {
// Shouldn't happen
console.error( "Internal error: segment does not intersect plane." );
output.segmentedObject1 = null;
output.segmentedObject2 = null;
return 0;
}
points1.push( intersection );
points2.push( intersection.clone() );
}
}
}
// Calculate debris mass (very fast and imprecise):
var newMass = object.userData.mass * 0.5;
// Calculate debris Center of Mass (again fast and imprecise)
this.tempCM1.set( 0, 0, 0 );
var radius1 = 0;
var numPoints1 = points1.length;
if ( numPoints1 > 0 ) {
for ( var i = 0; i < numPoints1; i ++ ) this.tempCM1.add( points1[ i ] );
this.tempCM1.divideScalar( numPoints1 );
for ( var i = 0; i < numPoints1; i ++ ) {
var p = points1[ i ];
p.sub( this.tempCM1 );
radius1 = Math.max( radius1, p.x, p.y, p.z );
}
this.tempCM1.add( object.position );
}
this.tempCM2.set( 0, 0, 0 );
var radius2 = 0;
var numPoints2 = points2.length;
if ( numPoints2 > 0 ) {
for ( var i = 0; i < numPoints2; i ++ ) this.tempCM2.add( points2[ i ] );
this.tempCM2.divideScalar( numPoints2 );
for ( var i = 0; i < numPoints2; i ++ ) {
var p = points2[ i ];
p.sub( this.tempCM2 );
radius2 = Math.max( radius2, p.x, p.y, p.z );
}
this.tempCM2.add( object.position );
}
var object1 = null;
var object2 = null;
var numObjects = 0;
if ( numPoints1 > 4 ) {
object1 = new THREE.Mesh( new THREE.ConvexBufferGeometry( points1 ), object.material );
object1.position.copy( this.tempCM1 );
object1.quaternion.copy( object.quaternion );
this.prepareBreakableObject( object1, newMass, object.userData.velocity, object.userData.angularVelocity, 2 * radius1 > this.minSizeForBreak );
numObjects ++;
}
if ( numPoints2 > 4 ) {
object2 = new THREE.Mesh( new THREE.ConvexBufferGeometry( points2 ), object.material );
object2.position.copy( this.tempCM2 );
object2.quaternion.copy( object.quaternion );
this.prepareBreakableObject( object2, newMass, object.userData.velocity, object.userData.angularVelocity, 2 * radius2 > this.minSizeForBreak );
numObjects ++;
}
output.object1 = object1;
output.object2 = object2;
return numObjects;
}
};
THREE.ConvexBufferObjectBreaker.transformFreeVector = function ( v, m ) {
// input:
// vector interpreted as a free vector
// THREE.Matrix4 orthogonal matrix (matrix without scale)
var x = v.x, y = v.y, z = v.z;
var e = m.elements;
v.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
v.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
v.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
return v;
};
THREE.ConvexBufferObjectBreaker.transformFreeVectorInverse = function ( v, m ) {
// input:
// vector interpreted as a free vector
// THREE.Matrix4 orthogonal matrix (matrix without scale)
var x = v.x, y = v.y, z = v.z;
var e = m.elements;
v.x = e[ 0 ] * x + e[ 1 ] * y + e[ 2 ] * z;
v.y = e[ 4 ] * x + e[ 5 ] * y + e[ 6 ] * z;
v.z = e[ 8 ] * x + e[ 9 ] * y + e[ 10 ] * z;
return v;
};
THREE.ConvexBufferObjectBreaker.transformTiedVectorInverse = function ( v, m ) {
// input:
// vector interpreted as a tied (ordinary) vector
// THREE.Matrix4 orthogonal matrix (matrix without scale)
var x = v.x, y = v.y, z = v.z;
var e = m.elements;
v.x = e[ 0 ] * x + e[ 1 ] * y + e[ 2 ] * z - e[ 12 ];
v.y = e[ 4 ] * x + e[ 5 ] * y + e[ 6 ] * z - e[ 13 ];
v.z = e[ 8 ] * x + e[ 9 ] * y + e[ 10 ] * z - e[ 14 ];
return v;
};
THREE.ConvexBufferObjectBreaker.transformPlaneToLocalSpace = function () {
var v1 = new THREE.Vector3();
return function transformPlaneToLocalSpace( plane, m, resultPlane ) {
resultPlane.normal.copy( plane.normal );
resultPlane.constant = plane.constant;
var referencePoint = THREE.ConvexBufferObjectBreaker.transformTiedVectorInverse( plane.coplanarPoint( v1 ), m );
THREE.ConvexBufferObjectBreaker.transformFreeVectorInverse( resultPlane.normal, m );
// recalculate constant (like in setFromNormalAndCoplanarPoint)
resultPlane.constant = - referencePoint.dot( resultPlane.normal );
};
}();
<html lang="en">
<head>
<title>Convex buffer object breaking example</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
color: #61443e;
font-family:Monospace;
font-size:13px;
text-align:center;
background-color: #bfd1e5;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a {
color: #a06851;
}
</style>
</head>
<body>
<div id="info">Physics threejs demo with convex objects breaking in real time<br />Press mouse to throw balls and move the camera.</div>
<div id="container"><br /><br /><br /><br /><br />Loading...</div>
<script src="../build/three.js"></script>
<script src="js/libs/ammo.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/ConvexBufferObjectBreaker.js"></script>
<script src="js/QuickHull.js"></script>
<script src="js/geometries/ConvexGeometry.js"></script>
<script>
// Detects webgl
if ( ! Detector.webgl ) {
Detector.addGetWebGLMessage();
document.getElementById( 'container' ).innerHTML = "";
}
// - Global variables -
// Graphics variables
var container, stats;
var camera, controls, scene, renderer;
var textureLoader;
var clock = new THREE.Clock();
var mouseCoords = new THREE.Vector2();
var raycaster = new THREE.Raycaster();
var ballMaterial = new THREE.MeshPhongMaterial( { color: 0x202020 } );
// Physics variables
var gravityConstant = 7.8;
var collisionConfiguration;
var dispatcher;
var broadphase;
var solver;
var physicsWorld;
var margin = 0.05;
var convexBreaker = new THREE.ConvexBufferObjectBreaker();
// Rigid bodies include all movable objects
var rigidBodies = [];
var pos = new THREE.Vector3();
var quat = new THREE.Quaternion();
var transformAux1 = new Ammo.btTransform();
var tempBtVec3_1 = new Ammo.btVector3( 0, 0, 0 );
var time = 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();
// - Main code -
init();
animate();
// - Functions -
function init() {
initGraphics();
initPhysics();
createObjects();
initInput();
}
function initGraphics() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.2, 2000 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xbfd1e5 );
camera.position.set( -14, 8, 16 );
controls = new THREE.OrbitControls( camera );
controls.target.set( 0, 2, 0 );
controls.update();
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
textureLoader = new THREE.TextureLoader();
var ambientLight = new THREE.AmbientLight( 0x707070 );
scene.add( ambientLight );
var light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( -10, 18, 5 );
light.castShadow = true;
var d = 14;
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 = 50;
light.shadow.mapSize.x = 1024;
light.shadow.mapSize.y = 1024;
scene.add( light );
container.innerHTML = "";
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function initPhysics() {
// Physics configuration
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 createObject( mass, halfExtents, pos, quat, material ) {
var object = new THREE.Mesh( new THREE.BoxBufferGeometry( 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 createObjects() {
// Ground
pos.set( 0, - 0.5, 0 );
quat.set( 0, 0, 0, 1 );
var ground = createParalellepipedWithPhysics( 40, 1, 40, 0, pos, quat, new THREE.MeshPhongMaterial( { color: 0xFFFFFF } ) );
ground.receiveShadow = true;
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 = true;
} );
// 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, createMaterial( 0xB03014 ) );
// Tower 2
pos.set( 8, 5, 0 );
quat.set( 0, 0, 0, 1 );
createObject( towerMass, towerHalfExtents, pos, quat, createMaterial( 0xB03214 ) );
//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, createMaterial( 0xB3B865 ) );
// 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, createMaterial( 0xB0B0B0 ) );
}
// 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.ConvexBufferGeometry( mountainPoints ), createMaterial( 0xB03814 ) );
mountain.position.copy( pos );
mountain.quaternion.copy( quat );
convexBreaker.prepareBreakableObject( mountain, mountainMass, new THREE.Vector3(), new THREE.Vector3(), true );
createDebrisFromBreakableObject( mountain );
}
function createParalellepipedWithPhysics( sx, sy, sz, mass, pos, quat, material ) {
var object = new THREE.Mesh( new THREE.BoxBufferGeometry( 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( object, shape, mass, pos, quat );
return object;
}
function createDebrisFromBreakableObject( object ) {
object.castShadow = true;
object.receiveShadow = true;
var shape = createConvexHullPhysicsShape( object.geometry.attributes.position.array );
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 removeDebris( object ) {
scene.remove( object );
physicsWorld.removeRigidBody( object.userData.physicsBody );
}
function createConvexHullPhysicsShape( coords ) {
var shape = new Ammo.btConvexHullShape();
for ( var i = 0, il = coords.length; i < il; i+= 3 ) {
var p = coords[ i ];
this.tempBtVec3_1.setValue( coords[ i ], coords[ i + 1 ], coords[ i + 2 ] );
var lastOne = ( i >= ( il - 3 ) );
shape.addPoint( this.tempBtVec3_1, lastOne );
}
return shape;
}
function createRigidBody( object, physicsShape, mass, pos, quat, vel, angVel ) {
if ( pos ) {
object.position.copy( pos );
}
else {
pos = object.position;
}
if ( quat ) {
object.quaternion.copy( quat );
}
else {
quat = object.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 ) );
}
object.userData.physicsBody = body;
object.userData.collided = false;
scene.add( object );
if ( mass > 0 ) {
rigidBodies.push( object );
// Disable deactivation
body.setActivationState( 4 );
}
physicsWorld.addRigidBody( body );
return body;
}
function createRandomColor() {
return Math.floor( Math.random() * ( 1 << 24 ) );
}
function createMaterial( color ) {
color = color || createRandomColor();
return new THREE.MeshPhongMaterial( { color: color } );
}
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.SphereBufferGeometry( ballRadius, 14, 10 ), ballMaterial );
ball.castShadow = true;
ball.receiveShadow = true;
var ballShape = new Ammo.btSphereShape( ballRadius );
ballShape.setMargin( margin );
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 );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var deltaTime = clock.getDelta();
updatePhysics( deltaTime );
renderer.render( scene, camera );
time += deltaTime;
}
function updatePhysics( deltaTime ) {
// Step world
physicsWorld.stepSimulation( deltaTime, 10 );
// Update rigid bodies
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() );
objThree.userData.collided = false;
}
}
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;
}
</script>
</body>
</html>
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