You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
447 lines
12 KiB
447 lines
12 KiB
<!DOCTYPE html>
|
|
<html lang="en">
|
|
<head>
|
|
<title>Ammo.js terrain heightfield demo</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="container"><br /><br /><br /><br /><br />Loading...</div>
|
|
<div id="info">Ammo.js physics terrain heightfield demo</div>
|
|
|
|
<script src="../build/three.js"></script>
|
|
<script src="js/libs/ammo.js"></script>
|
|
<script src="js/controls/OrbitControls.js"></script>
|
|
<script src="js/WebGL.js"></script>
|
|
<script src="js/libs/stats.min.js"></script>
|
|
|
|
<script>
|
|
|
|
if ( WEBGL.isWebGLAvailable() === false ) {
|
|
|
|
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
|
|
document.getElementById( 'container' ).innerHTML = "";
|
|
|
|
}
|
|
|
|
// Heightfield parameters
|
|
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;
|
|
|
|
// Graphics variables
|
|
var container, stats;
|
|
var camera, scene, renderer;
|
|
var terrainMesh;
|
|
var clock = new THREE.Clock();
|
|
|
|
// Physics variables
|
|
var collisionConfiguration;
|
|
var dispatcher;
|
|
var broadphase;
|
|
var solver;
|
|
var physicsWorld;
|
|
var dynamicObjects = [];
|
|
var transformAux1 = new Ammo.btTransform();
|
|
|
|
var heightData = null;
|
|
var ammoHeightData = null;
|
|
|
|
var time = 0;
|
|
var objectTimePeriod = 3;
|
|
var timeNextSpawn = time + objectTimePeriod;
|
|
var maxNumObjects = 30;
|
|
|
|
init();
|
|
animate();
|
|
|
|
function init() {
|
|
|
|
heightData = generateHeight( terrainWidth, terrainDepth, terrainMinHeight, terrainMaxHeight );
|
|
|
|
initGraphics();
|
|
|
|
initPhysics();
|
|
|
|
}
|
|
|
|
function initGraphics() {
|
|
|
|
container = document.getElementById( 'container' );
|
|
|
|
renderer = new THREE.WebGLRenderer();
|
|
renderer.setPixelRatio( window.devicePixelRatio );
|
|
renderer.setSize( window.innerWidth, window.innerHeight );
|
|
renderer.shadowMap.enabled = true;
|
|
|
|
container.innerHTML = "";
|
|
|
|
container.appendChild( renderer.domElement );
|
|
|
|
stats = new Stats();
|
|
stats.domElement.style.position = 'absolute';
|
|
stats.domElement.style.top = '0px';
|
|
container.appendChild( stats.domElement );
|
|
|
|
|
|
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.2, 2000 );
|
|
|
|
scene = new THREE.Scene();
|
|
scene.background = new THREE.Color( 0xbfd1e5 );
|
|
|
|
camera.position.y = heightData[ terrainHalfWidth + terrainHalfDepth * terrainWidth ] * ( terrainMaxHeight - terrainMinHeight ) + 5;
|
|
|
|
camera.position.z = terrainDepthExtents / 2;
|
|
camera.lookAt( 0, 0, 0 );
|
|
|
|
var controls = new THREE.OrbitControls( camera );
|
|
|
|
var geometry = new THREE.PlaneBufferGeometry( terrainWidthExtents, terrainDepthExtents, 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;
|
|
|
|
} );
|
|
|
|
var light = new THREE.DirectionalLight( 0xffffff, 1 );
|
|
light.position.set( 100, 100, 50 );
|
|
light.castShadow = true;
|
|
var dLight = 200;
|
|
var sLight = dLight * 0.25;
|
|
light.shadow.camera.left = - sLight;
|
|
light.shadow.camera.right = sLight;
|
|
light.shadow.camera.top = sLight;
|
|
light.shadow.camera.bottom = - sLight;
|
|
|
|
light.shadow.camera.near = dLight / 30;
|
|
light.shadow.camera.far = dLight;
|
|
|
|
light.shadow.mapSize.x = 1024 * 2;
|
|
light.shadow.mapSize.y = 1024 * 2;
|
|
|
|
scene.add( light );
|
|
|
|
|
|
window.addEventListener( 'resize', onWindowResize, false );
|
|
|
|
}
|
|
|
|
function onWindowResize() {
|
|
|
|
camera.aspect = window.innerWidth / window.innerHeight;
|
|
camera.updateProjectionMatrix();
|
|
|
|
renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
|
}
|
|
|
|
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, - 6, 0 ) );
|
|
|
|
// Create the terrain body
|
|
|
|
var groundShape = createTerrainShape();
|
|
var groundTransform = new Ammo.btTransform();
|
|
groundTransform.setIdentity();
|
|
// Shifts the terrain, since bullet re-centers it on its bounding box.
|
|
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 );
|
|
|
|
}
|
|
|
|
function generateHeight( width, depth, minHeight, maxHeight ) {
|
|
|
|
// Generates the height data (a 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 j = 0; j < depth; j ++ ) {
|
|
|
|
for ( var i = 0; i < width; i ++ ) {
|
|
|
|
var radius = Math.sqrt(
|
|
Math.pow( ( i - w2 ) / w2, 2.0 ) +
|
|
Math.pow( ( j - d2 ) / d2, 2.0 ) );
|
|
|
|
var height = ( Math.sin( radius * phaseMult ) + 1 ) * 0.5 * hRange + minHeight;
|
|
|
|
data[ p ] = height;
|
|
|
|
p ++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
function createTerrainShape() {
|
|
|
|
// 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;
|
|
|
|
}
|
|
|
|
function generateObject() {
|
|
|
|
var numTypes = 4;
|
|
var objectType = Math.ceil( Math.random() * numTypes );
|
|
|
|
var threeObject = null;
|
|
var shape = null;
|
|
|
|
var objectSize = 3;
|
|
var margin = 0.05;
|
|
|
|
switch ( objectType ) {
|
|
|
|
case 1:
|
|
// Sphere
|
|
var radius = 1 + Math.random() * objectSize;
|
|
threeObject = new THREE.Mesh( new THREE.SphereBufferGeometry( radius, 20, 20 ), createObjectMaterial() );
|
|
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.BoxBufferGeometry( sx, sy, sz, 1, 1, 1 ), createObjectMaterial() );
|
|
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.CylinderBufferGeometry( radius, radius, height, 20, 1 ), createObjectMaterial() );
|
|
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.ConeBufferGeometry( radius, height, 20, 2 ), createObjectMaterial() );
|
|
shape = new Ammo.btConeShape( radius, height );
|
|
break;
|
|
|
|
}
|
|
|
|
threeObject.position.set( ( Math.random() - 0.5 ) * terrainWidth * 0.6, terrainMaxHeight + objectSize + 2, ( Math.random() - 0.5 ) * terrainDepth * 0.6 );
|
|
|
|
var mass = objectSize * 5;
|
|
var localInertia = new Ammo.btVector3( 0, 0, 0 );
|
|
shape.calculateLocalInertia( mass, localInertia );
|
|
var transform = new Ammo.btTransform();
|
|
transform.setIdentity();
|
|
var pos = threeObject.position;
|
|
transform.setOrigin( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
|
|
var motionState = new Ammo.btDefaultMotionState( transform );
|
|
var rbInfo = new Ammo.btRigidBodyConstructionInfo( mass, motionState, shape, localInertia );
|
|
var body = new Ammo.btRigidBody( rbInfo );
|
|
|
|
threeObject.userData.physicsBody = body;
|
|
|
|
threeObject.receiveShadow = true;
|
|
threeObject.castShadow = true;
|
|
|
|
scene.add( threeObject );
|
|
dynamicObjects.push( threeObject );
|
|
|
|
physicsWorld.addRigidBody( body );
|
|
|
|
|
|
|
|
}
|
|
|
|
function createObjectMaterial() {
|
|
|
|
var c = Math.floor( Math.random() * ( 1 << 24 ) );
|
|
return new THREE.MeshPhongMaterial( { color: c } );
|
|
|
|
}
|
|
|
|
function animate() {
|
|
|
|
requestAnimationFrame( animate );
|
|
|
|
render();
|
|
stats.update();
|
|
|
|
}
|
|
|
|
function render() {
|
|
|
|
var deltaTime = clock.getDelta();
|
|
|
|
if ( dynamicObjects.length < maxNumObjects && time > timeNextSpawn ) {
|
|
|
|
generateObject();
|
|
timeNextSpawn = time + objectTimePeriod;
|
|
|
|
}
|
|
|
|
updatePhysics( deltaTime );
|
|
|
|
renderer.render( scene, camera );
|
|
|
|
time += deltaTime;
|
|
|
|
}
|
|
|
|
function updatePhysics( deltaTime ) {
|
|
|
|
physicsWorld.stepSimulation( deltaTime, 10 );
|
|
|
|
// Update objects
|
|
for ( var i = 0, il = dynamicObjects.length; i < il; i ++ ) {
|
|
|
|
var objThree = dynamicObjects[ 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() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
</script>
|
|
|
|
</body>
|
|
</html>
|