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native-three-with-physics.html
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native-three-with-physics.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0, minimum-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover" />
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
<title>Native three.js with Physics</title>
<link rel="stylesheet" href="/css/examples.css?ver=1.0.0" />
<script src="/js/examples.js?ver=1.0.0"></script>
<script src="/lib/three.min.js"></script>
<script src="/lib/enable3d.ammoPhysics.0.19.1.min.js"></script>
<script src="/lib/OrbitControls.js"></script>
</head>
<body>
<div id="info-text">Using enable3d as Physics Plugin for three.js</div>
<script>
const { AmmoPhysics, PhysicsLoader } = ENABLE3D
const MainScene = () => {
// scene
const scene = new THREE.Scene()
scene.background = new THREE.Color(0xf0f0f0)
// camera
const camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1000)
camera.position.set(10, 10, 20)
// renderer
const renderer = new THREE.WebGLRenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)
// dpr
const DPR = window.devicePixelRatio
renderer.setPixelRatio(Math.min(2, DPR))
// orbit controls
const controls = new THREE.OrbitControls(camera, renderer.domElement)
// light
scene.add(new THREE.HemisphereLight(0xffffbb, 0x080820, 1))
scene.add(new THREE.AmbientLight(0x666666))
const light = new THREE.DirectionalLight(0xdfebff, 1)
light.position.set(50, 200, 100)
light.position.multiplyScalar(1.3)
// physics
const physics = new AmmoPhysics(scene)
physics.debug.enable(true)
// extract the object factory from physics
// the factory will make/add object without physics
const { factory } = physics
// blue box
physics.add.box({ x: 0.05, y: 10 }, { lambert: { color: 0x2194ce } })
// static ground
physics.add.ground({ width: 20, height: 20 })
// add a normal sphere using the object factory
// (NOTE: This will be factory.add.sphere() in the future)
// first parameter is the config for the geometry
// second parameter is for the material
// you could also add a custom material like so { custom: new THREE.MeshLambertMaterial({ color: 0x00ff00 }) }
let greenSphere = factory.addSphere({ y: 2, z: 5 }, { lambert: { color: 0x00ff00 } })
// once the object is created, you can add physics to it
physics.add.existing(greenSphere)
// green sphere
const geometry = new THREE.BoxBufferGeometry()
const material = new THREE.MeshLambertMaterial({ color: 0x00ff00 })
const cube = new THREE.Mesh(geometry, material)
cube.position.set(0, 5, 0)
scene.add(cube)
physics.add.existing(cube)
cube.body.setCollisionFlags(2) // make it kinematic
// merge children to compound shape
const exclamationMark = () => {
const material = new THREE.MeshLambertMaterial({ color: 0xffff00 })
const sphere = new THREE.Mesh(new THREE.SphereBufferGeometry(0.25), material)
sphere.position.set(0, -0.8, 0)
const cube = new THREE.Mesh(new THREE.BoxBufferGeometry(0.4, 0.8, 0.4), material)
cube.position.set(5, 2, 5)
cube.add(sphere)
scene.add(cube)
cube.position.set(5, 5, 5)
cube.rotation.set(0, 0.4, 0.2)
physics.add.existing(cube)
}
exclamationMark()
// clock
const clock = new THREE.Clock()
// loop
const animate = () => {
cube.rotation.x += 0.01
cube.rotation.y += 0.01
cube.body.needUpdate = true // this is how you update kinematic bodies
physics.update(clock.getDelta() * 1000)
physics.updateDebugger()
renderer.render(scene, camera)
requestAnimationFrame(animate)
}
requestAnimationFrame(animate)
}
PhysicsLoader('/lib', () => MainScene())
</script>
</body>
</html>