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- <!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">
- <link type="text/css" rel="stylesheet" href="main.css">
- <style>
- body {
- color: #333;
- }
- </style>
- </head>
- <body>
- <div id="container"></div>
- <div id="info">Ammo.js physics terrain heightfield demo</div>
- <script src="js/libs/ammo.js"></script>
- <script type="module">
- import * as THREE from '../build/three.module.js';
- import Stats from './jsm/libs/stats.module.js';
- import { OrbitControls } from './jsm/controls/OrbitControls.js';
- // 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;
- var heightData = null;
- var ammoHeightData = null;
- var time = 0;
- var objectTimePeriod = 3;
- var timeNextSpawn = time + objectTimePeriod;
- var maxNumObjects = 30;
- Ammo().then( function ( AmmoLib ) {
- Ammo = AmmoLib;
- 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.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 OrbitControls( camera, renderer.domElement );
- 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 );
- transformAux1 = new Ammo.btTransform();
- }
- 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>
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