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December 28, 2019 12:58
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Javascript 3D Physics Tut 2 final kinematics
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<html> | |
<head> | |
<meta charset="utf-8"> | |
<title>Move JS 3D Physics</title> | |
<style> | |
body { margin: 0; } | |
</style> | |
</head> | |
<body> | |
<script src="js/three.js"></script> | |
<script src="js/ammo.js"></script> | |
<script> | |
//variable declaration section | |
let physicsWorld, scene, camera, renderer, rigidBodies = [], tmpTrans = null | |
let ballObject = null, moveDirection = { left: 0, right: 0, forward: 0, back: 0 } | |
let kObject = null, kMoveDirection = { left: 0, right: 0, forward: 0, back: 0 }, tmpPos = new THREE.Vector3(), tmpQuat = new THREE.Quaternion(); | |
let ammoTmpPos = null, ammoTmpQuat = null; | |
const STATE = { DISABLE_DEACTIVATION : 4 } | |
const FLAGS = { CF_KINEMATIC_OBJECT: 2 } | |
//Ammojs Initialization | |
Ammo().then(start) | |
function start (){ | |
tmpTrans = new Ammo.btTransform(); | |
ammoTmpPos = new Ammo.btVector3(); | |
ammoTmpQuat = new Ammo.btQuaternion(); | |
setupPhysicsWorld(); | |
setupGraphics(); | |
createBlock(); | |
createBall(); | |
createKinematicBox(); | |
setupEventHandlers(); | |
renderFrame(); | |
} | |
function setupPhysicsWorld(){ | |
let collisionConfiguration = new Ammo.btDefaultCollisionConfiguration(), | |
dispatcher = new Ammo.btCollisionDispatcher(collisionConfiguration), | |
overlappingPairCache = new Ammo.btDbvtBroadphase(), | |
solver = new Ammo.btSequentialImpulseConstraintSolver(); | |
physicsWorld = new Ammo.btDiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration); | |
physicsWorld.setGravity(new Ammo.btVector3(0, -10, 0)); | |
} | |
function setupGraphics(){ | |
//create clock for timing | |
clock = new THREE.Clock(); | |
//create the scene | |
scene = new THREE.Scene(); | |
scene.background = new THREE.Color( 0xbfd1e5 ); | |
//create camera | |
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.2, 5000 ); | |
camera.position.set( 0, 30, 70 ); | |
camera.lookAt(new THREE.Vector3(0, 0, 0)); | |
//Add hemisphere light | |
let hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 0.1 ); | |
hemiLight.color.setHSL( 0.6, 0.6, 0.6 ); | |
hemiLight.groundColor.setHSL( 0.1, 1, 0.4 ); | |
hemiLight.position.set( 0, 50, 0 ); | |
scene.add( hemiLight ); | |
//Add directional light | |
let dirLight = new THREE.DirectionalLight( 0xffffff , 1); | |
dirLight.color.setHSL( 0.1, 1, 0.95 ); | |
dirLight.position.set( -1, 1.75, 1 ); | |
dirLight.position.multiplyScalar( 100 ); | |
scene.add( dirLight ); | |
dirLight.castShadow = true; | |
dirLight.shadow.mapSize.width = 2048; | |
dirLight.shadow.mapSize.height = 2048; | |
let d = 50; | |
dirLight.shadow.camera.left = -d; | |
dirLight.shadow.camera.right = d; | |
dirLight.shadow.camera.top = d; | |
dirLight.shadow.camera.bottom = -d; | |
dirLight.shadow.camera.far = 13500; | |
//Setup the renderer | |
renderer = new THREE.WebGLRenderer( { antialias: true } ); | |
renderer.setClearColor( 0xbfd1e5 ); | |
renderer.setPixelRatio( window.devicePixelRatio ); | |
renderer.setSize( window.innerWidth, window.innerHeight ); | |
document.body.appendChild( renderer.domElement ); | |
renderer.gammaInput = true; | |
renderer.gammaOutput = true; | |
renderer.shadowMap.enabled = true; | |
} | |
function renderFrame(){ | |
let deltaTime = clock.getDelta(); | |
moveBall(); | |
moveKinematic(); | |
updatePhysics( deltaTime ); | |
renderer.render( scene, camera ); | |
requestAnimationFrame( renderFrame ); | |
} | |
function setupEventHandlers(){ | |
window.addEventListener( 'keydown', handleKeyDown, false); | |
window.addEventListener( 'keyup', handleKeyUp, false); | |
} | |
function handleKeyDown(event){ | |
let keyCode = event.keyCode; | |
switch(keyCode){ | |
case 87: //W: FORWARD | |
moveDirection.forward = 1 | |
break; | |
case 83: //S: BACK | |
moveDirection.back = 1 | |
break; | |
case 65: //A: LEFT | |
moveDirection.left = 1 | |
break; | |
case 68: //D: RIGHT | |
moveDirection.right = 1 | |
break; | |
case 38: //↑: FORWARD | |
kMoveDirection.forward = 1 | |
break; | |
case 40: //↓: BACK | |
kMoveDirection.back = 1 | |
break; | |
case 37: //←: LEFT | |
kMoveDirection.left = 1 | |
break; | |
case 39: //→: RIGHT | |
kMoveDirection.right = 1 | |
break; | |
} | |
} | |
function handleKeyUp(event){ | |
let keyCode = event.keyCode; | |
switch(keyCode){ | |
case 87: //FORWARD | |
moveDirection.forward = 0 | |
break; | |
case 83: //BACK | |
moveDirection.back = 0 | |
break; | |
case 65: //LEFT | |
moveDirection.left = 0 | |
break; | |
case 68: //RIGHT | |
moveDirection.right = 0 | |
break; | |
case 38: //↑: FORWARD | |
kMoveDirection.forward = 0 | |
break; | |
case 40: //↓: BACK | |
kMoveDirection.back = 0 | |
break; | |
case 37: //←: LEFT | |
kMoveDirection.left = 0 | |
break; | |
case 39: //→: RIGHT | |
kMoveDirection.right = 0 | |
break; | |
} | |
} | |
function createBlock(){ | |
let pos = {x: 0, y: 0, z: 0}; | |
let scale = {x: 100, y: 2, z: 100}; | |
let quat = {x: 0, y: 0, z: 0, w: 1}; | |
let mass = 0; | |
//threeJS Section | |
let blockPlane = new THREE.Mesh(new THREE.BoxBufferGeometry(), new THREE.MeshPhongMaterial({color: 0xa0afa4})); | |
blockPlane.position.set(pos.x, pos.y, pos.z); | |
blockPlane.scale.set(scale.x, scale.y, scale.z); | |
blockPlane.castShadow = true; | |
blockPlane.receiveShadow = true; | |
scene.add(blockPlane); | |
//Ammojs Section | |
let 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 ) ); | |
let motionState = new Ammo.btDefaultMotionState( transform ); | |
let colShape = new Ammo.btBoxShape( new Ammo.btVector3( scale.x * 0.5, scale.y * 0.5, scale.z * 0.5 ) ); | |
colShape.setMargin( 0.05 ); | |
let localInertia = new Ammo.btVector3( 0, 0, 0 ); | |
colShape.calculateLocalInertia( mass, localInertia ); | |
let rbInfo = new Ammo.btRigidBodyConstructionInfo( mass, motionState, colShape, localInertia ); | |
let body = new Ammo.btRigidBody( rbInfo ); | |
body.setFriction(4); | |
body.setRollingFriction(10); | |
physicsWorld.addRigidBody( body ); | |
} | |
function createBall(){ | |
let pos = {x: 0, y: 4, z: 0}; | |
let radius = 2; | |
let quat = {x: 0, y: 0, z: 0, w: 1}; | |
let mass = 1; | |
//threeJS Section | |
let ball = ballObject = new THREE.Mesh(new THREE.SphereBufferGeometry(radius), new THREE.MeshPhongMaterial({color: 0xff0505})); | |
ball.position.set(pos.x, pos.y, pos.z); | |
ball.castShadow = true; | |
ball.receiveShadow = true; | |
scene.add(ball); | |
//Ammojs Section | |
let 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 ) ); | |
let motionState = new Ammo.btDefaultMotionState( transform ); | |
let colShape = new Ammo.btSphereShape( radius ); | |
colShape.setMargin( 0.05 ); | |
let localInertia = new Ammo.btVector3( 0, 0, 0 ); | |
colShape.calculateLocalInertia( mass, localInertia ); | |
let rbInfo = new Ammo.btRigidBodyConstructionInfo( mass, motionState, colShape, localInertia ); | |
let body = new Ammo.btRigidBody( rbInfo ); | |
body.setFriction(4); | |
body.setRollingFriction(10); | |
body.setActivationState( STATE.DISABLE_DEACTIVATION ) | |
physicsWorld.addRigidBody( body ); | |
ball.userData.physicsBody = body; | |
rigidBodies.push(ball); | |
} | |
function createKinematicBox(){ | |
let pos = {x: 40, y: 6, z: 5}; | |
let scale = {x: 10, y: 10, z: 10}; | |
let quat = {x: 0, y: 0, z: 0, w: 1}; | |
let mass = 1; | |
//threeJS Section | |
kObject = new THREE.Mesh(new THREE.BoxBufferGeometry(), new THREE.MeshPhongMaterial({color: 0x30ab78})); | |
kObject.position.set(pos.x, pos.y, pos.z); | |
kObject.scale.set(scale.x, scale.y, scale.z); | |
kObject.castShadow = true; | |
kObject.receiveShadow = true; | |
scene.add(kObject); | |
//Ammojs Section | |
let 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 ) ); | |
let motionState = new Ammo.btDefaultMotionState( transform ); | |
let colShape = new Ammo.btBoxShape( new Ammo.btVector3( scale.x * 0.5, scale.y * 0.5, scale.z * 0.5 ) ); | |
colShape.setMargin( 0.05 ); | |
let localInertia = new Ammo.btVector3( 0, 0, 0 ); | |
colShape.calculateLocalInertia( mass, localInertia ); | |
let rbInfo = new Ammo.btRigidBodyConstructionInfo( mass, motionState, colShape, localInertia ); | |
let body = new Ammo.btRigidBody( rbInfo ); | |
body.setFriction(4); | |
body.setRollingFriction(10); | |
body.setActivationState( STATE.DISABLE_DEACTIVATION ); | |
body.setCollisionFlags( FLAGS.CF_KINEMATIC_OBJECT ); | |
physicsWorld.addRigidBody( body ); | |
kObject.userData.physicsBody = body; | |
} | |
function moveBall(){ | |
let scalingFactor = 20; | |
let moveX = moveDirection.right - moveDirection.left; | |
let moveZ = moveDirection.back - moveDirection.forward; | |
let moveY = 0; | |
if( moveX == 0 && moveY == 0 && moveZ == 0) return; | |
let resultantImpulse = new Ammo.btVector3( moveX, moveY, moveZ ) | |
resultantImpulse.op_mul(scalingFactor); | |
let physicsBody = ballObject.userData.physicsBody; | |
physicsBody.setLinearVelocity( resultantImpulse ); | |
} | |
function moveKinematic(){ | |
let scalingFactor = 0.3; | |
let moveX = kMoveDirection.right - kMoveDirection.left; | |
let moveZ = kMoveDirection.back - kMoveDirection.forward; | |
let moveY = 0; | |
let translateFactor = tmpPos.set(moveX, moveY, moveZ); | |
translateFactor.multiplyScalar(scalingFactor); | |
kObject.translateX(translateFactor.x); | |
kObject.translateY(translateFactor.y); | |
kObject.translateZ(translateFactor.z); | |
kObject.getWorldPosition(tmpPos); | |
kObject.getWorldQuaternion(tmpQuat); | |
let physicsBody = kObject.userData.physicsBody; | |
let ms = physicsBody.getMotionState(); | |
if ( ms ) { | |
ammoTmpPos.setValue(tmpPos.x, tmpPos.y, tmpPos.z); | |
ammoTmpQuat.setValue( tmpQuat.x, tmpQuat.y, tmpQuat.z, tmpQuat.w); | |
tmpTrans.setIdentity(); | |
tmpTrans.setOrigin( ammoTmpPos ); | |
tmpTrans.setRotation( ammoTmpQuat ); | |
ms.setWorldTransform(tmpTrans); | |
} | |
} | |
function updatePhysics( deltaTime ){ | |
// Step world | |
physicsWorld.stepSimulation( deltaTime, 10 ); | |
// Update rigid bodies | |
for ( let i = 0; i < rigidBodies.length; i++ ) { | |
let objThree = rigidBodies[ i ]; | |
let objAmmo = objThree.userData.physicsBody; | |
let ms = objAmmo.getMotionState(); | |
if ( ms ) { | |
ms.getWorldTransform( tmpTrans ); | |
let p = tmpTrans.getOrigin(); | |
let q = tmpTrans.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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