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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js physics - rapier3d basic</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">
- <style>
- body {
- color: #333;
- }
- </style>
- </head>
- <body>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> physics - <a href="https://github.com/dimforge/rapier.js" target="_blank">rapier</a> basic
- </div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.module.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { RapierPhysics } from 'three/addons/physics/RapierPhysics.js';
- import { RapierHelper } from 'three/addons/helpers/RapierHelper.js';
- import { RoundedBoxGeometry } from 'three/addons/geometries/RoundedBoxGeometry.js';
- import Stats from 'three/addons/libs/stats.module.js';
- let camera, scene, renderer, stats, controls;
- let physics, physicsHelper;
- init();
- async function init() {
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0xbfd1e5 );
- camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
- camera.position.set( 0, 3, 10 );
- const ambient = new THREE.HemisphereLight( 0x555555, 0xFFFFFF );
- scene.add( ambient );
- const light = new THREE.DirectionalLight( 0xffffff, 4 );
- light.position.set( 0, 12.5, 12.5 );
- light.castShadow = true;
- light.shadow.radius = 3;
- light.shadow.blurSamples = 8;
- light.shadow.mapSize.width = 1024;
- light.shadow.mapSize.height = 1024;
- const size = 10;
- light.shadow.camera.left = - size;
- light.shadow.camera.bottom = - size;
- light.shadow.camera.right = size;
- light.shadow.camera.top = size;
- light.shadow.camera.near = 1;
- light.shadow.camera.far = 50;
- scene.add( light );
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.shadowMap.enabled = true;
- document.body.appendChild( renderer.domElement );
- renderer.setAnimationLoop( animate );
- controls = new OrbitControls( camera, renderer.domElement );
- controls.enableDamping = true;
- controls.target = new THREE.Vector3( 0, 2, 0 );
- controls.update();
- const geometry = new THREE.BoxGeometry( 10, 0.5, 10 );
- const material = new THREE.MeshStandardMaterial( { color: 0xFFFFFF } );
- const floor = new THREE.Mesh( geometry, material );
- floor.receiveShadow = true;
- floor.position.y = - 0.25;
- floor.userData.physics = { mass: 0 };
- scene.add( floor );
- new THREE.TextureLoader().load( 'textures/grid.png', function ( texture ) {
- texture.wrapS = THREE.RepeatWrapping;
- texture.wrapT = THREE.RepeatWrapping;
- texture.repeat.set( 20, 20 );
- floor.material.map = texture;
- floor.material.needsUpdate = true;
- } );
- stats = new Stats();
- document.body.appendChild( stats.dom );
- initPhysics();
- onWindowResize();
- window.addEventListener( 'resize', onWindowResize, false );
- }
- async function initPhysics() {
- //Initialize physics engine using the script in the jsm/physics folder
- physics = await RapierPhysics();
- physics.addScene( scene );
- addBody( );
- //Optionally display collider outlines
- physicsHelper = new RapierHelper( physics.world );
- scene.add( physicsHelper );
- setInterval( addBody, 1000 );
- }
- const geometries = [
- new THREE.BoxGeometry( 1, 1, 1 ),
- new THREE.SphereGeometry( 0.5 ),
- new RoundedBoxGeometry( 1, 1, 1, 2, 0.25 )
- ];
- function addBody( ) {
- const geometry = geometries[ Math.floor( Math.random() * geometries.length ) ];
- const material = new THREE.MeshStandardMaterial( { color: Math.floor( Math.random() * 0xFFFFFF ) } );
- const mesh = new THREE.Mesh( geometry, material );
- mesh.castShadow = true;
- mesh.position.set( Math.random() * 2 - 1, Math.random() * 3 + 6, Math.random() * 2 - 1 );
- scene.add( mesh );
- //parameter 2 - mass, parameter 3 - restitution ( how bouncy )
- physics.addMesh( mesh, 1, 0.5 );
- }
- function onWindowResize( ) {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function animate() {
- for ( const object of scene.children ) {
- if ( object.isMesh ) {
- if ( object.position.y < - 10 ) {
- scene.remove( object );
- physics.removeMesh( object );
- }
-
- }
- }
- if ( physicsHelper ) physicsHelper.update();
- controls.update();
- renderer.render( scene, camera );
- stats.update();
- }
- </script>
- </body>
- </html>
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