<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>ceshi</title>
<style>
body
{
margin: 0;
overflow: hidden;
}
</style>
<script src="./build/three.js"></script>
<script src="./examples/js/libs/ammo.js"></script>
<script src="./examples/js/controls/OrbitControls.js"></script>
<script src="./examples/js/ImprovedNoise.js"></script>
</head>
<body>
<div id="ThreeJs">
</div>
<script>
var camera, controls, scene, renderer;
var clock = new THREE.Clock(); // 物理引擎相关变量
var gravityConstant = -9.8;
var collisionConfiguration;
var dispatcher;
var broadphase;
var solver;
var physicsWorld;
var rigidBodies = [];
var margin = 0.05;
var transformAux1 = new Ammo.btTransform();
var time = 0; // 高度场相关
var terrainWidthExtents = 50;
var terrainDepthExtents = 50;
var terrainWidth = 50;
var terrainDepth = 50;
var terrainHalfWidth = terrainWidth / 2;
var terrainHalfDepth = terrainDepth / 2;
var terrainMaxHeight = 50;
var terrainMinHeight = -20;
var heightData = null;
var ammoHeightData = null; init();
animate(); function init() { heightData = generateHeight(terrainWidth, terrainDepth); initGraphics();
initPhysics();
createObjects();
} function initGraphics() {
// three.js基本场景配置
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 2000);
camera.position.x = 50;
camera.position.y = 50;
camera.position.z = 50; controls = new THREE.OrbitControls(camera);
controls.target.y = 2; renderer = new THREE.WebGLRenderer();
renderer.setClearColor(new THREE.Color("#bfd1e5"));
renderer.shadowMapEnabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
// 场景
scene = new THREE.Scene();
// 环境光
var ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
// 线性光
var light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(-20, 20, 10);
light.castShadow = true;
var d = 50;
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.far = 50; light.shadow.mapSize.x = 1024;
light.shadow.mapSize.y = 1024;
scene.add(light); var axes = new THREE.AxisHelper(50); //创建三轴表示
scene.add(axes);
// 添加窗口大小变化监听
window.addEventListener('resize', onWindowResize, false);
} function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
} function initPhysics() {
// bullet基本场景配置
collisionConfiguration = new Ammo.btDefaultCollisionConfiguration();
dispatcher = new Ammo.btCollisionDispatcher(collisionConfiguration);
broadphase = new Ammo.btDbvtBroadphase();
solver = new Ammo.btSequentialImpulseConstraintSolver();
physicsWorld = new Ammo.btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
physicsWorld.setGravity(new Ammo.btVector3(0, gravityConstant, 0));
} function createObjects() {
var pos = new THREE.Vector3();
var quat = new THREE.Quaternion(); //创建物理地形
var geometry = new THREE.PlaneBufferGeometry(50, 50, terrainWidth - 1, terrainDepth - 1);
geometry.rotateX(-Math.PI / 2);
var vertices = geometry.attributes.position.array;
for (var i = 0, j = 0, l = vertices.length; i < l; i++, j += 3) {
// j + 1 because it is the y component that we modify
vertices[j + 1] = heightData[i];
}
geometry.computeVertexNormals();
var groundMaterial = new THREE.MeshPhongMaterial({ color: 0xC7C7C7 });
terrainMesh = new THREE.Mesh(geometry, groundMaterial);
terrainMesh.receiveShadow = true;
terrainMesh.castShadow = true;
scene.add(terrainMesh); var groundShape = createTerrainShape(heightData);
var groundTransform = new Ammo.btTransform();
groundTransform.setIdentity();
// 设置bullet计算时物体中心
groundTransform.setOrigin(new Ammo.btVector3(0, (terrainMaxHeight + terrainMinHeight) / 2, 0));
var groundMass = 0;
var groundLocalInertia = new Ammo.btVector3(0, 0, 0);
var groundMotionState = new Ammo.btDefaultMotionState(groundTransform);
var groundBody = new Ammo.btRigidBody(new Ammo.btRigidBodyConstructionInfo(groundMass, groundMotionState, groundShape, groundLocalInertia));
physicsWorld.addRigidBody(groundBody); //创建50个小球
for (var i = 0; i < 50; i++) {
var ballMass = 1.2;
var ballRadius = 0.5; var ball = new THREE.Mesh(new THREE.SphereGeometry(ballRadius, 20, 20), createRendomColorObjectMeatrial());
ball.castShadow = true;
ball.receiveShadow = true;
var ballShape = new Ammo.btSphereShape(ballRadius);
ballShape.setMargin(margin);
pos.set(Math.random() + 10, 3 * (i + 1) + 20, Math.random() - 10);
quat.set(0, 0, 0, 1);
createRigidBody(ball, ballShape, ballMass, pos, quat);
ball.userData.physicsBody.setFriction(1.5);
} //创建50个方块
for (var i = 0; i < 50; i++) {
pos.set(Math.random() - 10, 3 * (i + 1) + 20, Math.random() + 10);
quat.set(0, 0, 0, 1);
createParallellepiped(1, 1, 1, 1, pos, quat, createRendomColorObjectMeatrial());
}
} function createRendomColorObjectMeatrial() {
var color = Math.floor(Math.random() * (1 << 24));
return new THREE.MeshPhongMaterial({ color: color });
} function createParallellepiped(sx, sy, sz, mass, pos, quat, material) {
var threeObject = new THREE.Mesh(new THREE.BoxGeometry(sx, sy, sz, 1, 1, 1), material);
threeObject.castShadow = true;
threeObject.receiveShadow = true;
var shape = new Ammo.btBoxShape(new Ammo.btVector3(sx * 0.5, sy * 0.5, sz * 0.5));
shape.setMargin(margin);
createRigidBody(threeObject, shape, mass, pos, quat);
return threeObject;
} function 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;
scene.add(threeObject);
if (mass > 0) {
rigidBodies.push(threeObject);
body.setActivationState(4);
}
physicsWorld.addRigidBody(body);
return body;
} function animate() {
requestAnimationFrame(animate);
var deltaTime = clock.getDelta();
updatePhysics(deltaTime);
controls.update(deltaTime);
renderer.render(scene, camera);
time += deltaTime;
} function updatePhysics(deltaTime) {
physicsWorld.stepSimulation(deltaTime);
// 更新物体位置
for (var i = 0, iL = rigidBodies.length; i < iL; i++) {
var objThree = rigidBodies[i];
var objPhys = objThree.userData.physicsBody;
var ms = objPhys.getMotionState();
if (ms) {
ms.getWorldTransform(transformAux1);
var p = transformAux1.getOrigin();
var q = transformAux1.getRotation();
objThree.position.set(p.x(), p.y(), p.z());
objThree.quaternion.set(q.x(), q.y(), q.z(), q.w());
}
}
} function generateHeight(width, height) {
var size = width * height, data = new Float32Array(size),
perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 10;
for (var j = 0; j < 4; j++) {
for (var i = 0; i < size; i++) {
var x = i % width, y = ~ ~(i / width);
data[i] += Math.abs(perlin.noise(x / quality, y / quality, z) * quality);
}
quality *= 3;
}
return data;
} // 生成物理引擎用高度场
function createTerrainShape(heightData) {
// This parameter is not really used, since we are using PHY_FLOAT height data type and hence it is ignored
var heightScale = 1;
// Up axis = 0 for X, 1 for Y, 2 for Z. Normally 1 = Y is used.
var upAxis = 1;
// hdt, height data type. "PHY_FLOAT" is used. Possible values are "PHY_FLOAT", "PHY_UCHAR", "PHY_SHORT"
var hdt = "PHY_FLOAT";
// Set this to your needs (inverts the triangles)
var flipQuadEdges = false;
// Creates height data buffer in Ammo heap
ammoHeightData = Ammo._malloc(4 * terrainWidth * terrainDepth);
// Copy the javascript height data array to the Ammo one.
var p = 0;
var p2 = 0;
for (var j = 0; j < terrainDepth; j++) {
for (var i = 0; i < terrainWidth; i++) {
// write 32-bit float data to memory
Ammo.HEAPF32[ammoHeightData + p2 >> 2] = heightData[p];
p++;
// 4 bytes/float
p2 += 4;
}
}
// Creates the heightfield physics shape
var heightFieldShape = new Ammo.btHeightfieldTerrainShape(
terrainWidth,
terrainDepth,
ammoHeightData,
heightScale,
terrainMinHeight,
terrainMaxHeight,
upAxis,
hdt,
flipQuadEdges
);
// Set horizontal scale
var scaleX = terrainWidthExtents / (terrainWidth - 1);
var scaleZ = terrainDepthExtents / (terrainDepth - 1);
heightFieldShape.setLocalScaling(new Ammo.btVector3(scaleX, 1, scaleZ));
heightFieldShape.setMargin(0.05);
return heightFieldShape;
} document.getElementById("ThreeJs").appendChild(renderer.domElement);
</script>
</html>

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