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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>Rapier.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">Rapier.js physics terrain heightfield demo</div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.module.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import Stats from 'three/addons/libs/stats.module.js';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { RapierPhysics } from 'three/addons/physics/RapierPhysics.js';
- // Heightfield parameters
- const terrainWidthExtents = 100;
- const terrainDepthExtents = 100;
- const terrainWidth = 128;
- const terrainDepth = 128;
- const terrainHalfWidth = terrainWidth / 2;
- const terrainHalfDepth = terrainDepth / 2;
- const terrainMaxHeight = 8;
- const terrainMinHeight = - 2;
- // Graphics variables
- let container, stats;
- let camera, scene, renderer;
- let terrainMesh;
- const clock = new THREE.Clock();
- // Physics variables
- let physics;
- const dynamicObjects = [];
- let heightData = null;
- let time = 0;
- const objectTimePeriod = 3;
- let timeNextSpawn = time + objectTimePeriod;
- const maxNumObjects = 30;
- init();
- async function init() {
- heightData = generateHeight( terrainWidth, terrainDepth, terrainMinHeight, terrainMaxHeight );
- initGraphics();
- await initPhysics();
- // Start animation loop only after physics is initialized
- renderer.setAnimationLoop( animate );
-
- }
- function initGraphics() {
- container = document.getElementById( 'container' );
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- // Remove setAnimationLoop from here since we'll start it after physics init
- 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 );
- const controls = new OrbitControls( camera, renderer.domElement );
- controls.enableZoom = false;
- const geometry = new THREE.PlaneGeometry( terrainWidthExtents, terrainDepthExtents, terrainWidth - 1, terrainDepth - 1 );
- geometry.rotateX( - Math.PI / 2 );
- const vertices = geometry.attributes.position.array;
- for ( let i = 0, j = 0, l = vertices.length; i < l; i ++, j += 3 ) {
- vertices[ j + 1 ] = heightData[ i ];
-
- }
- geometry.computeVertexNormals();
- const groundMaterial = new THREE.MeshPhongMaterial( { color: 0xC7C7C7 } );
- terrainMesh = new THREE.Mesh( geometry, groundMaterial );
- terrainMesh.receiveShadow = true;
- terrainMesh.castShadow = true;
- scene.add( terrainMesh );
- const 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;
-
- } );
- const ambientLight = new THREE.AmbientLight( 0xbbbbbb );
- scene.add( ambientLight );
- const light = new THREE.DirectionalLight( 0xffffff, 3 );
- light.position.set( 100, 100, 50 );
- light.castShadow = true;
- const dLight = 200;
- const 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 );
-
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- async function initPhysics() {
- physics = await RapierPhysics();
- // Create the terrain body using RapierPhysics module
- physics.addHeightfield( terrainMesh, terrainWidth - 1, terrainDepth - 1, heightData, { x: terrainWidthExtents, y: 1.0, z: terrainDepthExtents } );
- // Continue with adding other dynamic objects as needed
-
- }
- function generateHeight( width, depth, minHeight, maxHeight ) {
- const size = width * depth;
- const data = new Float32Array( size );
- const hRange = maxHeight - minHeight;
- const w2 = width / 2;
- const d2 = depth / 2;
- const phaseMult = 12;
- let p = 0;
-
- for ( let j = 0; j < depth; j ++ ) {
- for ( let i = 0; i < width; i ++ ) {
- const radius = Math.sqrt( Math.pow( ( i - w2 ) / w2, 2.0 ) + Math.pow( ( j - d2 ) / d2, 2.0 ) );
- const height = ( Math.sin( radius * phaseMult ) + 1 ) * 0.5 * hRange + minHeight;
- data[ p ] = height;
- p ++;
-
- }
-
- }
- return data;
-
- }
- function generateObject() {
- const numTypes = 3; // cones not working
- const objectType = Math.ceil( Math.random() * numTypes );
- let threeObject = null;
- const objectSize = 3;
- let radius, height;
- switch ( objectType ) {
- case 1: // Sphere
- radius = 1 + Math.random() * objectSize;
- threeObject = new THREE.Mesh( new THREE.SphereGeometry( radius, 20, 20 ), createObjectMaterial() );
- break;
- case 2: // Box
- const sx = 1 + Math.random() * objectSize;
- const sy = 1 + Math.random() * objectSize;
- const sz = 1 + Math.random() * objectSize;
- threeObject = new THREE.Mesh( new THREE.BoxGeometry( sx, sy, sz, 1, 1, 1 ), createObjectMaterial() );
- break;
- case 3: // Cylinder
- radius = 1 + Math.random() * objectSize;
- height = 1 + Math.random() * objectSize;
- threeObject = new THREE.Mesh( new THREE.CylinderGeometry( radius, radius, height, 20, 1 ), createObjectMaterial() );
- break;
- default: // Cone
- radius = 1 + Math.random() * objectSize;
- height = 2 + Math.random() * objectSize;
- threeObject = new THREE.Mesh( new THREE.ConeGeometry( radius, height, 20, 2 ), createObjectMaterial() );
- break;
-
- }
- // Position objects higher and with more randomization to prevent clustering
- threeObject.position.set(
- ( Math.random() - 0.5 ) * terrainWidth * 0.6,
- terrainMaxHeight + objectSize + 15 + Math.random() * 5, // Even higher with randomization
- ( Math.random() - 0.5 ) * terrainDepth * 0.6
- );
- const mass = objectSize * 5;
- const restitution = 0.3; // Add some bounciness
- // Add to scene first
- scene.add( threeObject );
- // Add physics to the object
- physics.addMesh( threeObject, mass, restitution );
- // Store the object for later reference
- dynamicObjects.push( threeObject );
- // Force a small delay before adding the next object
- timeNextSpawn = time + 0.5;
- threeObject.receiveShadow = true;
- threeObject.castShadow = true;
- }
- function createObjectMaterial() {
- const c = Math.floor( Math.random() * ( 1 << 24 ) );
- return new THREE.MeshPhongMaterial( { color: c } );
- }
- function animate() {
- render();
- stats.update();
-
- }
- function render() {
- const deltaTime = clock.getDelta();
- // Generate new objects with a delay between them
- if ( dynamicObjects.length < maxNumObjects && time > timeNextSpawn ) {
- // Generate object directly in this frame
- generateObject();
- // timeNextSpawn is now set in generateObject()
-
- }
- // Clean up objects that have fallen off the terrain
- for ( let i = dynamicObjects.length - 1; i >= 0; i -- ) {
- const obj = dynamicObjects[ i ];
- if ( obj.position.y < terrainMinHeight - 10 ) {
- // Remove from scene and physics world
- scene.remove( obj );
- dynamicObjects.splice( i, 1 );
-
- }
-
- }
- updatePhysics();
- renderer.render( scene, camera );
- time += deltaTime;
-
- }
- function updatePhysics() {
- // Check for objects that might need help with physics
- for ( let i = 0, il = dynamicObjects.length; i < il; i ++ ) {
- const objThree = dynamicObjects[ i ];
- // If object is not moving but should be (based on height), try to fix it
- if ( objThree.position.y > 1.0 ) {
- // Check if physics body exists
- if ( objThree.userData && objThree.userData.physics && objThree.userData.physics.body ) {
- const body = objThree.userData.physics.body;
- // Make sure body is awake
- if ( typeof body.wakeUp === 'function' ) {
- body.wakeUp();
-
- }
- // Check velocity and apply impulse if needed
- if ( typeof body.linvel === 'function' ) {
- const velocity = body.linvel();
- const speed = Math.sqrt( velocity.x * velocity.x + velocity.y * velocity.y + velocity.z * velocity.z );
- // If object is very slow, give it a stronger impulse
- if ( speed < 0.5 ) {
- body.applyImpulse( { x: 0, y: - 2.0, z: 0 }, true );
-
- }
-
- }
-
- } else {
- // If the object doesn't have a physics body but should, recreate it
- const mass = 5; // Default mass
- const restitution = 0.3; // Default restitution
- // Recreate physics for the object
- physics.addMesh( objThree, mass, restitution );
-
- }
-
- }
-
- }
-
- }
- </script>
- </body>
- </html>
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