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main.js
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main.js
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let THREE = require('../three/three')
let ctx = canvas.getContext('webgl', { antialias: true, preserveDrawingBuffer: true })
import { GLTFLoader } from './libs/GLTFLoader.js';
import { OrbitControls } from './libs/OrbitControls.js';
const systemInfo = wx.getSystemInfoSync();
let Ammo;
export default class Main {
constructor(){
Ammo = window.Ammo;
//帧数计数器
this.fp_ = 0;
this.fps_lasttimestamp = new Date().getTime();
//Cube计数
this.cube_ = 0;
this.init();
this.initScene();
this.initPhysics();
this.animate();
this.genSence();
this.fps_record();
}
fps_record(){
let now = new Date().getTime();
let d = now - this.fps_lasttimestamp;
let fps = this.fp_ / d *1000;
window.global_var.fps = parseInt(fps);
this.fp_ = 0;
this.fps_lasttimestamp = now;
setTimeout(this.fps_record.bind(this),1000);
}
/**
* 初始化渲染
*/
init(){
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera( 75, systemInfo.windowWidth / systemInfo.windowHeight, 0.1, 1000 );
this.camera.position.set(8, 8, 8);
this.camera.lookAt(0, 0, 0);
this.renderer = new THREE.WebGLRenderer({ context: ctx, canvas: canvas })
this.renderer.setClearColor(0xbfd1e5);
this.renderer.setPixelRatio(window.devicePixelRatio);
//this.renderer.setSize(systemInfo.windowWidth,systemInfo.windowHeight);
this.clock = new THREE.Clock();
this.textureLoader = new THREE.TextureLoader();
this.time = 0;
}
animate() {
this.fp_++;
var deltaTime = this.clock.getDelta();
this.updatePhysics(deltaTime);
requestAnimationFrame(this.animate.bind(this), canvas);
this.renderer.render(this.scene, this.camera);
this.time += deltaTime;
}
/**
* 初始化基本场景
*/
initScene(){
let ambientLight = new THREE.AmbientLight(0x404040);
this.scene.add(ambientLight);
let light = new THREE.DirectionalLight(0xffffff,1);
light.position.set(-10,10,5);
light.castShadow = true;
let d = 10;
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.for = 2;
this.scene.add(light);
}
/**
* 初始化物理引擎相关配置
*/
initPhysics(){
// 物理引擎相关变量
let gravityConstant = -9.8;
let collisionConfiguration;
let dispatcher;
let broadphase;
let solver;
this.physicsWorld = null;
this.rigidBodies = [];
this.margin = 0.05;
this.transformAux1 = new Ammo.btTransform();
collisionConfiguration = new Ammo.btDefaultCollisionConfiguration();
dispatcher = new Ammo.btCollisionDispatcher(collisionConfiguration);
broadphase = new Ammo.btDbvtBroadphase();
solver = new Ammo.btSequentialImpulseConstraintSolver();
this.physicsWorld = new Ammo.btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
this.physicsWorld.setGravity(new Ammo.btVector3(0, gravityConstant, 0));
}
/**
* 生成方块
*/
genSence(){
var pos = new THREE.Vector3();
var quat = new THREE.Quaternion();
// 创建地面
pos.set(0, -0.5, 0);
quat.set(0, 0, 0, 1);
var ground = this.createParallellepiped(20, 0.5, 20, 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)
// this.textureLoader.load("grass.png", function (texture) {
// texture.wrapS = THREE.RepeatWrapping;
// texture.wrapT = THREE.RepeatWrapping;
// texture.repeat.set(40, 40);
// ground.material.map = texture;
// ground.material.needsUpdate = texture;
// });
// 堆箱子
let meatrial = this.createObjectMeatrial();
this.createCube(meatrial);
}
createCube(meatrial){
this.cube_ ++;
window.global_var.num = this.cube_ ;
if (this.cube_ > 802) {
window.global_var.print();
return;
}
var pos = new THREE.Vector3();
var quat = new THREE.Quaternion();
let sX = Math.random() * 0.75 + 0.25;
let sY = Math.random() * 0.75 + 0.25;
let sZ = Math.random() * 0.75 + 0.25;
pos.set(Math.random() * 4 - 2, 10, Math.random() * 4 - 2);
quat.set(0, 0, 0, 1);
this.createParallellepiped(sX, sY, sZ, 10, pos, quat, meatrial);
setTimeout(()=>{
this.createCube(meatrial);
},100);
}
createObjectMeatrial() {
return new THREE.MeshPhongMaterial({color: 11437181});
}
createParallellepiped(sx, sy, sz, mass, pos, quat, material) {
var threeObject = new THREE.Mesh(new THREE.BoxGeometry(sx, sy, sz, 1, 1, 1), material);
var shape = new Ammo.btBoxShape(new Ammo.btVector3(sx * 0.5, sy * 0.5, sz * 0.5));
shape.setMargin(this.margin);
this.createRigidBody(threeObject, shape, mass, pos, quat);
return threeObject;
}
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;
this.scene.add(threeObject);
if (mass > 0) {
this.rigidBodies.push(threeObject);
// Disable deactivation
// 防止物体弹力过快消失
// Ammo.DISABLE_DEACTIVATION = 4
body.setActivationState(4);
}
this.physicsWorld.addRigidBody(body);
return body;
}
updatePhysics(deltaTime) {
deltaTime *= 1000;
let start = new Date().getTime();
this.physicsWorld.stepSimulation(deltaTime);
let end = new Date().getTime();
let d = end - start;
window.global_var.push(d);
// 更新物体位置
for (var i = 0, iL = this.rigidBodies.length; i <iL; i++ ){
var objThree = this.rigidBodies[i];
var objPhys = objThree.userData.physicsBody;
var ms = objPhys.getMotionState();
if (ms) {
ms.getWorldTransform(this.transformAux1);
var p = this.transformAux1.getOrigin();
var q = this.transformAux1.getRotation();
objThree.position.set(p.x(), p.y(), p.z());
objThree.quaternion.set(q.x(), q.y(), q.z(), q.w());
}
}
}
}