DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>ceshititle>
<style>
body {
margin: 0;
overflow: hidden;
}
style>
<script src="./build/three.js">script>
<script src="./examples/js/libs/ammo.js">script>
<script src="./examples/js/controls/OrbitControls.js">script>
head>
<body>
<div id="ThreeJs">
div>
<script>
var camera, controls, scene, renderer;
var clock = new THREE.Clock();
// 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;
init();
animate();
function init() {
initGraphics();
initPhysics();
createObjects();
}
function initGraphics() {
// three.js基本场景配置
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 2000);
camera.position.x = 30;
camera.position.y = 30;
camera.position.z = 30;
controls = new THREE.OrbitControls(camera);
controls.target.y = 2;
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(new THREE.Color("#bfd1e5"));
renderer.shadowMapEnabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
// 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(-20, 20, 10);
light.castShadow = true;
var d = 50;
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);
var axes = new THREE.AxisHelper(50); //创建三轴表示
scene.add(axes);
// 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, 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)
//创建50个小球
for (var i = 0; i < 50; i++) {
var ballMass = 1.2;
var ballRadius = 0.5;
var ball = new THREE.Mesh(new THREE.SphereGeometry(ballRadius, 20, 20), createRendomColorObjectMeatrial());
ball.castShadow = true;
ball.receiveShadow = true;
var ballShape = new Ammo.btSphereShape(ballRadius);
ballShape.setMargin(margin);
pos.set(Math.random() + 10, 2 * (i + 1), Math.random() - 10);
quat.set(0, 0, 0, 1);
createRigidBody(ball, ballShape, ballMass, pos, quat);
ball.userData.physicsBody.setFriction(1.5);
}
//创建50个方块
for (var i = 0; i < 50; i++) {
pos.set(Math.random() - 10, 2 * (i + 1), Math.random() + 10);
quat.set(0, 0, 0, 1);
createParallellepiped(1, 1, 1, 1, pos, quat, createRendomColorObjectMeatrial());
}
}
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);
threeObject.castShadow = true;
threeObject.receiveShadow = true;
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);
body.setActivationState(4);
}
physicsWorld.addRigidBody(body);
return body;
}
function animate() {
requestAnimationFrame(animate);
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());
}
}
}
document.getElementById("ThreeJs").appendChild(renderer.domElement);
script>
html>