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physics_ammo_instancing.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js physics - ammo.js instancing</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> physics - ammo.js instancing
</div>
<script src="js/libs/ammo.wasm.js"></script>
<script type="module">
import * as THREE from '../build/three.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { AmmoPhysics } from './jsm/physics/AmmoPhysics.js';
import Stats from './jsm/libs/stats.module.js';
let camera, scene, renderer, stats;
let physics, position;
let boxes, spheres;
init();
async function init() {
physics = await AmmoPhysics();
position = new THREE.Vector3();
//
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( - 1, 1.5, 2 );
camera.lookAt( 0, 0.5, 0 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x666666 );
const hemiLight = new THREE.HemisphereLight();
hemiLight.intensity = 0.35;
scene.add( hemiLight );
const dirLight = new THREE.DirectionalLight();
dirLight.position.set( 5, 5, 5 );
dirLight.castShadow = true;
dirLight.shadow.camera.zoom = 2;
scene.add( dirLight );
const floor = new THREE.Mesh(
new THREE.BoxGeometry( 10, 5, 10 ),
new THREE.ShadowMaterial( { color: 0x111111 } )
);
floor.position.y = - 2.5;
floor.receiveShadow = true;
scene.add( floor );
physics.addMesh( floor );
//
const material = new THREE.MeshLambertMaterial();
const matrix = new THREE.Matrix4();
const color = new THREE.Color();
// Boxes
const geometryBox = new THREE.BoxGeometry( 0.1, 0.1, 0.1 );
boxes = new THREE.InstancedMesh( geometryBox, material, 100 );
boxes.castShadow = true;
boxes.receiveShadow = true;
scene.add( boxes );
for ( let i = 0; i < boxes.count; i ++ ) {
matrix.setPosition( Math.random() - 0.5, Math.random() * 2, Math.random() - 0.5 );
boxes.setMatrixAt( i, matrix );
boxes.setColorAt( i, color.setHex( 0xffffff * Math.random() ) );
}
physics.addMesh( boxes, 1 );
// Spheres
const geometrySphere = new THREE.IcosahedronGeometry( 0.075, 3 );
spheres = new THREE.InstancedMesh( geometrySphere, material, 100 );
spheres.castShadow = true;
spheres.receiveShadow = true;
scene.add( spheres );
for ( let i = 0; i < spheres.count; i ++ ) {
matrix.setPosition( Math.random() - 0.5, Math.random() * 2, Math.random() - 0.5 );
spheres.setMatrixAt( i, matrix );
spheres.setColorAt( i, color.setHex( 0xffffff * Math.random() ) );
}
physics.addMesh( spheres, 1 );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
renderer.outputEncoding = THREE.sRGBEncoding;
document.body.appendChild( renderer.domElement );
stats = new Stats();
document.body.appendChild( stats.dom );
//
const controls = new OrbitControls( camera, renderer.domElement );
controls.target.y = 0.5;
controls.update();
animate();
}
function animate() {
requestAnimationFrame( animate );
//
let index = Math.floor( Math.random() * boxes.count );
position.set( 0, Math.random() + 1, 0 );
physics.setMeshPosition( boxes, position, index );
//
index = Math.floor( Math.random() * spheres.count );
position.set( 0, Math.random() + 1, 0 );
physics.setMeshPosition( spheres, position, index );
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>