未验证 提交 815cda50 编写于 作者: M Mr.doob 提交者: GitHub

Examples: Removed physics_oimo_instancing (#21691)

上级 d376e106
......@@ -358,8 +358,7 @@
"physics_ammo_instancing",
"physics_ammo_rope",
"physics_ammo_terrain",
"physics_ammo_volume",
"physics_oimo_instancing"
"physics_ammo_volume"
],
"misc": [
"misc_animation_groups",
......
此差异已折叠。
import { oimo } from '../libs/OimoPhysics.js';
async function OimoPhysics() {
const Vec3 = oimo.common.Vec3;
const World = oimo.dynamics.World;
const RigidBodyType = oimo.dynamics.rigidbody.RigidBodyType;
const RigidBodyConfig = oimo.dynamics.rigidbody.RigidBodyConfig;
const ShapeConfig = oimo.dynamics.rigidbody.ShapeConfig;
const RigidBody = oimo.dynamics.rigidbody.RigidBody;
const Shape = oimo.dynamics.rigidbody.Shape;
const OBoxGeometry = oimo.collision.geometry.BoxGeometry;
const OSphereGeometry = oimo.collision.geometry.SphereGeometry;
const frameRate = 60;
const world = new World( 2, new Vec3( 0, - 9.8, 0 ) );
//
function getShape( geometry ) {
const parameters = geometry.parameters;
// TODO change type to is*
if ( geometry.type === 'BoxGeometry' ) {
const sx = parameters.width !== undefined ? parameters.width / 2 : 0.5;
const sy = parameters.height !== undefined ? parameters.height / 2 : 0.5;
const sz = parameters.depth !== undefined ? parameters.depth / 2 : 0.5;
return new OBoxGeometry( new Vec3( sx, sy, sz ) );
} else if ( geometry.type === 'SphereGeometry' || geometry.type === 'IcosahedronGeometry' ) {
const radius = parameters.radius !== undefined ? parameters.radius : 1;
return new OSphereGeometry( radius );
}
return null;
}
const meshes = [];
const meshMap = new WeakMap();
function addMesh( mesh, mass = 0 ) {
const shape = getShape( mesh.geometry );
if ( shape !== null ) {
if ( mesh.isInstancedMesh ) {
handleInstancedMesh( mesh, mass, shape );
} else if ( mesh.isMesh ) {
handleMesh( mesh, mass, shape );
}
}
}
function handleMesh( mesh, mass, shape ) {
const shapeConfig = new ShapeConfig();
shapeConfig.geometry = shape;
const bodyConfig = new RigidBodyConfig();
bodyConfig.type = mass === 0 ? RigidBodyType.STATIC : RigidBodyType.DYNAMIC;
bodyConfig.position = new Vec3( mesh.position.x, mesh.position.y, mesh.position.z );
const body = new RigidBody( bodyConfig );
body.addShape( new Shape( shapeConfig ) );
world.addRigidBody( body );
if ( mass > 0 ) {
meshes.push( mesh );
meshMap.set( mesh, body );
}
}
function handleInstancedMesh( mesh, mass, shape ) {
const array = mesh.instanceMatrix.array;
const bodies = [];
for ( let i = 0; i < mesh.count; i ++ ) {
const index = i * 16;
const shapeConfig = new ShapeConfig();
shapeConfig.geometry = shape;
const bodyConfig = new RigidBodyConfig();
bodyConfig.type = mass === 0 ? RigidBodyType.STATIC : RigidBodyType.DYNAMIC;
bodyConfig.position = new Vec3( array[ index + 12 ], array[ index + 13 ], array[ index + 14 ] );
const body = new RigidBody( bodyConfig );
body.addShape( new Shape( shapeConfig ) );
world.addRigidBody( body );
bodies.push( body );
}
if ( mass > 0 ) {
meshes.push( mesh );
meshMap.set( mesh, bodies );
}
}
//
function setMeshPosition( mesh, position, index = 0 ) {
if ( mesh.isInstancedMesh ) {
const bodies = meshMap.get( mesh );
const body = bodies[ index ];
body.setPosition( new Vec3( position.x, position.y, position.z ) );
} else if ( mesh.isMesh ) {
const body = meshMap.get( mesh );
body.setPosition( new Vec3( position.x, position.y, position.z ) );
}
}
//
let lastTime = 0;
function step() {
const time = performance.now();
if ( lastTime > 0 ) {
const delta = ( time - lastTime ) / 1000;
// console.time( 'world.step' );
world.step( delta );
// console.timeEnd( 'world.step' );
}
lastTime = time;
//
for ( let i = 0, l = meshes.length; i < l; i ++ ) {
const mesh = meshes[ i ];
if ( mesh.isInstancedMesh ) {
const array = mesh.instanceMatrix.array;
const bodies = meshMap.get( mesh );
for ( let j = 0; j < bodies.length; j ++ ) {
const body = bodies[ j ];
compose( body.getPosition(), body.getOrientation(), array, j * 16 );
}
mesh.instanceMatrix.needsUpdate = true;
} else if ( mesh.isMesh ) {
const body = meshMap.get( mesh );
mesh.position.copy( body.getPosition() );
mesh.quaternion.copy( body.getOrientation() );
}
}
}
// animate
setInterval( step, 1000 / frameRate );
return {
addMesh: addMesh,
setMeshPosition: setMeshPosition
// addCompoundMesh
};
}
function compose( position, quaternion, array, index ) {
const x = quaternion.x, y = quaternion.y, z = quaternion.z, w = quaternion.w;
const x2 = x + x, y2 = y + y, z2 = z + z;
const xx = x * x2, xy = x * y2, xz = x * z2;
const yy = y * y2, yz = y * z2, zz = z * z2;
const wx = w * x2, wy = w * y2, wz = w * z2;
array[ index + 0 ] = ( 1 - ( yy + zz ) );
array[ index + 1 ] = ( xy + wz );
array[ index + 2 ] = ( xz - wy );
array[ index + 3 ] = 0;
array[ index + 4 ] = ( xy - wz );
array[ index + 5 ] = ( 1 - ( xx + zz ) );
array[ index + 6 ] = ( yz + wx );
array[ index + 7 ] = 0;
array[ index + 8 ] = ( xz + wy );
array[ index + 9 ] = ( yz - wx );
array[ index + 10 ] = ( 1 - ( xx + yy ) );
array[ index + 11 ] = 0;
array[ index + 12 ] = position.x;
array[ index + 13 ] = position.y;
array[ index + 14 ] = position.z;
array[ index + 15 ] = 1;
}
export { OimoPhysics };
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js physics - OimoPhysics instancing</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> physics - OimoPhysics instancing
</div>
<script type="module">
import * as THREE from '../build/three.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { OimoPhysics } from './jsm/physics/OimoPhysics.js';
import Stats from './jsm/libs/stats.module.js';
let camera, scene, renderer, stats;
let physics, position;
let boxes, spheres;
init();
async function init() {
physics = await OimoPhysics();
position = new THREE.Vector3();
//
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( - 1, 1.5, 2 );
camera.lookAt( 0, 0.5, 0 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x666666 );
const hemiLight = new THREE.HemisphereLight();
hemiLight.intensity = 0.35;
scene.add( hemiLight );
const dirLight = new THREE.DirectionalLight();
dirLight.position.set( 5, 5, 5 );
dirLight.castShadow = true;
dirLight.shadow.camera.zoom = 2;
scene.add( dirLight );
const floor = new THREE.Mesh(
new THREE.BoxGeometry( 10, 5, 10 ),
new THREE.ShadowMaterial( { color: 0x111111 } )
);
floor.position.y = - 2.5;
floor.receiveShadow = true;
scene.add( floor );
physics.addMesh( floor );
//
const material = new THREE.MeshLambertMaterial();
const matrix = new THREE.Matrix4();
const color = new THREE.Color();
// Boxes
const geometryBox = new THREE.BoxGeometry( 0.1, 0.1, 0.1 );
boxes = new THREE.InstancedMesh( geometryBox, material, 100 );
boxes.instanceMatrix.setUsage( THREE.DynamicDrawUsage ); // will be updated every frame
boxes.castShadow = true;
boxes.receiveShadow = true;
scene.add( boxes );
for ( let i = 0; i < boxes.count; i ++ ) {
matrix.setPosition( Math.random() - 0.5, Math.random() * 2, Math.random() - 0.5 );
boxes.setMatrixAt( i, matrix );
boxes.setColorAt( i, color.setHex( 0xffffff * Math.random() ) );
}
physics.addMesh( boxes, 1 );
// Spheres
const geometrySphere = new THREE.IcosahedronGeometry( 0.075, 3 );
spheres = new THREE.InstancedMesh( geometrySphere, material, 100 );
spheres.instanceMatrix.setUsage( THREE.DynamicDrawUsage ); // will be updated every frame
spheres.castShadow = true;
spheres.receiveShadow = true;
scene.add( spheres );
for ( let i = 0; i < spheres.count; i ++ ) {
matrix.setPosition( Math.random() - 0.5, Math.random() * 2, Math.random() - 0.5 );
spheres.setMatrixAt( i, matrix );
spheres.setColorAt( i, color.setHex( 0xffffff * Math.random() ) );
}
physics.addMesh( spheres, 1 );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
renderer.outputEncoding = THREE.sRGBEncoding;
document.body.appendChild( renderer.domElement );
stats = new Stats();
document.body.appendChild( stats.dom );
//
const controls = new OrbitControls( camera, renderer.domElement );
controls.target.y = 0.5;
controls.update();
animate();
}
function animate() {
requestAnimationFrame( animate );
//
let index = Math.floor( Math.random() * boxes.count );
position.set( 0, Math.random() + 1, 0 );
physics.setMeshPosition( boxes, position, index );
//
index = Math.floor( Math.random() * spheres.count );
position.set( 0, Math.random() + 1, 0 );
physics.setMeshPosition( spheres, position, index );
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>
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