webgl_physics_convex_break.html 15 KB

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  1. <html lang="en">
  2. <head>
  3. <title>Convex object breaking example</title>
  4. <meta charset="utf-8">
  5. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  6. <style>
  7. body {
  8. color: #61443e;
  9. font-family:Monospace;
  10. font-size:13px;
  11. text-align:center;
  12. background-color: #bfd1e5;
  13. margin: 0px;
  14. overflow: hidden;
  15. }
  16. #info {
  17. position: absolute;
  18. top: 0px; width: 100%;
  19. padding: 5px;
  20. }
  21. a {
  22. color: #a06851;
  23. }
  24. </style>
  25. </head>
  26. <body>
  27. <div id="info">Physics threejs demo with convex objects breaking in real time<br />Press mouse to throw balls and move the camera.</div>
  28. <div id="container"><br /><br /><br /><br /><br />Loading...</div>
  29. <script src="../build/three.js"></script>
  30. <script src="js/libs/ammo.js"></script>
  31. <script src="js/controls/OrbitControls.js"></script>
  32. <script src="js/Detector.js"></script>
  33. <script src="js/libs/stats.min.js"></script>
  34. <script src="js/ConvexObjectBreaker.js"></script>
  35. <script src="js/QuickHull.js"></script>
  36. <script src="js/geometries/ConvexGeometry.js"></script>
  37. <script>
  38. // Detects webgl
  39. if ( ! Detector.webgl ) {
  40. Detector.addGetWebGLMessage();
  41. document.getElementById( 'container' ).innerHTML = "";
  42. }
  43. // - Global variables -
  44. // Graphics variables
  45. var container, stats;
  46. var camera, controls, scene, renderer;
  47. var textureLoader;
  48. var clock = new THREE.Clock();
  49. var mouseCoords = new THREE.Vector2();
  50. var raycaster = new THREE.Raycaster();
  51. var ballMaterial = new THREE.MeshPhongMaterial( { color: 0x202020 } );
  52. // Physics variables
  53. var gravityConstant = 7.8;
  54. var collisionConfiguration;
  55. var dispatcher;
  56. var broadphase;
  57. var solver;
  58. var physicsWorld;
  59. var margin = 0.05;
  60. var convexBreaker = new THREE.ConvexObjectBreaker();
  61. // Rigid bodies include all movable objects
  62. var rigidBodies = [];
  63. var pos = new THREE.Vector3();
  64. var quat = new THREE.Quaternion();
  65. var transformAux1 = new Ammo.btTransform();
  66. var tempBtVec3_1 = new Ammo.btVector3( 0, 0, 0 );
  67. var time = 0;
  68. var objectsToRemove = [];
  69. for ( var i = 0; i < 500; i++ ) {
  70. objectsToRemove[ i ] = null;
  71. }
  72. var numObjectsToRemove = 0;
  73. var impactPoint = new THREE.Vector3();
  74. var impactNormal = new THREE.Vector3();
  75. // - Main code -
  76. init();
  77. animate();
  78. // - Functions -
  79. function init() {
  80. initGraphics();
  81. initPhysics();
  82. createObjects();
  83. initInput();
  84. }
  85. function initGraphics() {
  86. container = document.getElementById( 'container' );
  87. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.2, 2000 );
  88. scene = new THREE.Scene();
  89. camera.position.x = -14;
  90. camera.position.y = 8;
  91. camera.position.z = 16;
  92. controls = new THREE.OrbitControls( camera );
  93. controls.target.y = 2;
  94. renderer = new THREE.WebGLRenderer();
  95. renderer.setClearColor( 0xbfd1e5 );
  96. renderer.setPixelRatio( window.devicePixelRatio );
  97. renderer.setSize( window.innerWidth, window.innerHeight );
  98. renderer.shadowMap.enabled = true;
  99. textureLoader = new THREE.TextureLoader();
  100. var ambientLight = new THREE.AmbientLight( 0x707070 );
  101. scene.add( ambientLight );
  102. var light = new THREE.DirectionalLight( 0xffffff, 1 );
  103. light.position.set( -10, 18, 5 );
  104. light.castShadow = true;
  105. var d = 14;
  106. light.shadow.camera.left = -d;
  107. light.shadow.camera.right = d;
  108. light.shadow.camera.top = d;
  109. light.shadow.camera.bottom = -d;
  110. light.shadow.camera.near = 2;
  111. light.shadow.camera.far = 50;
  112. light.shadow.mapSize.x = 1024;
  113. light.shadow.mapSize.y = 1024;
  114. scene.add( light );
  115. container.innerHTML = "";
  116. container.appendChild( renderer.domElement );
  117. stats = new Stats();
  118. stats.domElement.style.position = 'absolute';
  119. stats.domElement.style.top = '0px';
  120. container.appendChild( stats.domElement );
  121. //
  122. window.addEventListener( 'resize', onWindowResize, false );
  123. }
  124. function initPhysics() {
  125. // Physics configuration
  126. collisionConfiguration = new Ammo.btDefaultCollisionConfiguration();
  127. dispatcher = new Ammo.btCollisionDispatcher( collisionConfiguration );
  128. broadphase = new Ammo.btDbvtBroadphase();
  129. solver = new Ammo.btSequentialImpulseConstraintSolver();
  130. physicsWorld = new Ammo.btDiscreteDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration );
  131. physicsWorld.setGravity( new Ammo.btVector3( 0, - gravityConstant, 0 ) );
  132. }
  133. function createObject( mass, halfExtents, pos, quat, material ) {
  134. var object = new THREE.Mesh( new THREE.BoxGeometry( halfExtents.x * 2, halfExtents.y * 2, halfExtents.z * 2 ), material );
  135. object.position.copy( pos );
  136. object.quaternion.copy( quat );
  137. convexBreaker.prepareBreakableObject( object, mass, new THREE.Vector3(), new THREE.Vector3(), true );
  138. createDebrisFromBreakableObject( object );
  139. }
  140. function createObjects() {
  141. // Ground
  142. pos.set( 0, - 0.5, 0 );
  143. quat.set( 0, 0, 0, 1 );
  144. var ground = createParalellepipedWithPhysics( 40, 1, 40, 0, pos, quat, new THREE.MeshPhongMaterial( { color: 0xFFFFFF } ) );
  145. ground.receiveShadow = true;
  146. textureLoader.load( "textures/grid.png", function( texture ) {
  147. texture.wrapS = THREE.RepeatWrapping;
  148. texture.wrapT = THREE.RepeatWrapping;
  149. texture.repeat.set( 40, 40 );
  150. ground.material.map = texture;
  151. ground.material.needsUpdate = true;
  152. } );
  153. // Tower 1
  154. var towerMass = 1000;
  155. var towerHalfExtents = new THREE.Vector3( 2, 5, 2 );
  156. pos.set( -8, 5, 0 );
  157. quat.set( 0, 0, 0, 1 );
  158. createObject( towerMass, towerHalfExtents, pos, quat, createMaterial( 0xF0A024 ) );
  159. // Tower 2
  160. pos.set( 8, 5, 0 );
  161. quat.set( 0, 0, 0, 1 );
  162. createObject( towerMass, towerHalfExtents, pos, quat, createMaterial( 0xF4A321 ) );
  163. //Bridge
  164. var bridgeMass = 100;
  165. var bridgeHalfExtents = new THREE.Vector3( 7, 0.2, 1.5 );
  166. pos.set( 0, 10.2, 0 );
  167. quat.set( 0, 0, 0, 1 );
  168. createObject( bridgeMass, bridgeHalfExtents, pos, quat, createMaterial( 0xB38835 ) );
  169. // Stones
  170. var stoneMass = 120;
  171. var stoneHalfExtents = new THREE.Vector3( 1, 2, 0.15 );
  172. var numStones = 8;
  173. quat.set( 0, 0, 0, 1 );
  174. for ( var i = 0; i < numStones; i++ ) {
  175. pos.set( 0, 2, 15 * ( 0.5 - i / ( numStones + 1 ) ) );
  176. createObject( stoneMass, stoneHalfExtents, pos, quat, createMaterial( 0xB0B0B0 ) );
  177. }
  178. // Mountain
  179. var mountainMass = 860;
  180. var mountainHalfExtents = new THREE.Vector3( 4, 5, 4 );
  181. pos.set( 5, mountainHalfExtents.y * 0.5, - 7 );
  182. quat.set( 0, 0, 0, 1 );
  183. var mountainPoints = [];
  184. mountainPoints.push( new THREE.Vector3( mountainHalfExtents.x, - mountainHalfExtents.y, mountainHalfExtents.z ) );
  185. mountainPoints.push( new THREE.Vector3( - mountainHalfExtents.x, - mountainHalfExtents.y, mountainHalfExtents.z ) );
  186. mountainPoints.push( new THREE.Vector3( mountainHalfExtents.x, - mountainHalfExtents.y, - mountainHalfExtents.z ) );
  187. mountainPoints.push( new THREE.Vector3( - mountainHalfExtents.x, - mountainHalfExtents.y, - mountainHalfExtents.z ) );
  188. mountainPoints.push( new THREE.Vector3( 0, mountainHalfExtents.y, 0 ) );
  189. var mountain = new THREE.Mesh( new THREE.ConvexGeometry( mountainPoints ), createMaterial( 0xFFB443 ) );
  190. mountain.position.copy( pos );
  191. mountain.quaternion.copy( quat );
  192. convexBreaker.prepareBreakableObject( mountain, mountainMass, new THREE.Vector3(), new THREE.Vector3(), true );
  193. createDebrisFromBreakableObject( mountain );
  194. }
  195. function createParalellepipedWithPhysics( sx, sy, sz, mass, pos, quat, material ) {
  196. var object = new THREE.Mesh( new THREE.BoxGeometry( sx, sy, sz, 1, 1, 1 ), material );
  197. var shape = new Ammo.btBoxShape( new Ammo.btVector3( sx * 0.5, sy * 0.5, sz * 0.5 ) );
  198. shape.setMargin( margin );
  199. createRigidBody( object, shape, mass, pos, quat );
  200. return object;
  201. }
  202. function createDebrisFromBreakableObject( object ) {
  203. object.castShadow = true;
  204. object.receiveShadow = true;
  205. var shape = createConvexHullPhysicsShape( object.geometry.vertices );
  206. shape.setMargin( margin );
  207. var body = createRigidBody( object, shape, object.userData.mass, null, null, object.userData.velocity, object.userData.angularVelocity );
  208. // Set pointer back to the three object only in the debris objects
  209. var btVecUserData = new Ammo.btVector3( 0, 0, 0 );
  210. btVecUserData.threeObject = object;
  211. body.setUserPointer( btVecUserData );
  212. }
  213. function removeDebris( object ) {
  214. scene.remove( object );
  215. physicsWorld.removeRigidBody( object.userData.physicsBody );
  216. }
  217. function createConvexHullPhysicsShape( points ) {
  218. var shape = new Ammo.btConvexHullShape();
  219. for ( var i = 0, il = points.length; i < il; i++ ) {
  220. var p = points[ i ];
  221. this.tempBtVec3_1.setValue( p.x, p.y, p.z );
  222. var lastOne = ( i === ( il - 1 ) );
  223. shape.addPoint( this.tempBtVec3_1, lastOne );
  224. }
  225. return shape;
  226. }
  227. function createRigidBody( object, physicsShape, mass, pos, quat, vel, angVel ) {
  228. if ( pos ) {
  229. object.position.copy( pos );
  230. }
  231. else {
  232. pos = object.position;
  233. }
  234. if ( quat ) {
  235. object.quaternion.copy( quat );
  236. }
  237. else {
  238. quat = object.quaternion;
  239. }
  240. var transform = new Ammo.btTransform();
  241. transform.setIdentity();
  242. transform.setOrigin( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
  243. transform.setRotation( new Ammo.btQuaternion( quat.x, quat.y, quat.z, quat.w ) );
  244. var motionState = new Ammo.btDefaultMotionState( transform );
  245. var localInertia = new Ammo.btVector3( 0, 0, 0 );
  246. physicsShape.calculateLocalInertia( mass, localInertia );
  247. var rbInfo = new Ammo.btRigidBodyConstructionInfo( mass, motionState, physicsShape, localInertia );
  248. var body = new Ammo.btRigidBody( rbInfo );
  249. body.setFriction( 0.5 );
  250. if ( vel ) {
  251. body.setLinearVelocity( new Ammo.btVector3( vel.x, vel.y, vel.z ) );
  252. }
  253. if ( angVel ) {
  254. body.setAngularVelocity( new Ammo.btVector3( angVel.x, angVel.y, angVel.z ) );
  255. }
  256. object.userData.physicsBody = body;
  257. object.userData.collided = false;
  258. scene.add( object );
  259. if ( mass > 0 ) {
  260. rigidBodies.push( object );
  261. // Disable deactivation
  262. body.setActivationState( 4 );
  263. }
  264. physicsWorld.addRigidBody( body );
  265. return body;
  266. }
  267. function createRandomColor() {
  268. return Math.floor( Math.random() * ( 1 << 24 ) );
  269. }
  270. function createMaterial( color ) {
  271. color = color || createRandomColor();
  272. return new THREE.MeshPhongMaterial( { color: color } );
  273. }
  274. function initInput() {
  275. window.addEventListener( 'mousedown', function( event ) {
  276. mouseCoords.set(
  277. ( event.clientX / window.innerWidth ) * 2 - 1,
  278. - ( event.clientY / window.innerHeight ) * 2 + 1
  279. );
  280. raycaster.setFromCamera( mouseCoords, camera );
  281. // Creates a ball and throws it
  282. var ballMass = 35;
  283. var ballRadius = 0.4;
  284. var ball = new THREE.Mesh( new THREE.SphereGeometry( ballRadius, 14, 10 ), ballMaterial );
  285. ball.castShadow = true;
  286. ball.receiveShadow = true;
  287. var ballShape = new Ammo.btSphereShape( ballRadius );
  288. ballShape.setMargin( margin );
  289. pos.copy( raycaster.ray.direction );
  290. pos.add( raycaster.ray.origin );
  291. quat.set( 0, 0, 0, 1 );
  292. var ballBody = createRigidBody( ball, ballShape, ballMass, pos, quat );
  293. pos.copy( raycaster.ray.direction );
  294. pos.multiplyScalar( 24 );
  295. ballBody.setLinearVelocity( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
  296. }, false );
  297. }
  298. function onWindowResize() {
  299. camera.aspect = window.innerWidth / window.innerHeight;
  300. camera.updateProjectionMatrix();
  301. renderer.setSize( window.innerWidth, window.innerHeight );
  302. }
  303. function animate() {
  304. requestAnimationFrame( animate );
  305. render();
  306. stats.update();
  307. }
  308. function render() {
  309. var deltaTime = clock.getDelta();
  310. updatePhysics( deltaTime );
  311. controls.update( deltaTime );
  312. renderer.render( scene, camera );
  313. time += deltaTime;
  314. }
  315. function updatePhysics( deltaTime ) {
  316. // Step world
  317. physicsWorld.stepSimulation( deltaTime, 10 );
  318. // Update rigid bodies
  319. for ( var i = 0, il = rigidBodies.length; i < il; i++ ) {
  320. var objThree = rigidBodies[ i ];
  321. var objPhys = objThree.userData.physicsBody;
  322. var ms = objPhys.getMotionState();
  323. if ( ms ) {
  324. ms.getWorldTransform( transformAux1 );
  325. var p = transformAux1.getOrigin();
  326. var q = transformAux1.getRotation();
  327. objThree.position.set( p.x(), p.y(), p.z() );
  328. objThree.quaternion.set( q.x(), q.y(), q.z(), q.w() );
  329. objThree.userData.collided = false;
  330. }
  331. }
  332. for ( var i = 0, il = dispatcher.getNumManifolds(); i < il; i ++ ) {
  333. var contactManifold = dispatcher.getManifoldByIndexInternal( i );
  334. var rb0 = contactManifold.getBody0();
  335. var rb1 = contactManifold.getBody1();
  336. var threeObject0 = Ammo.castObject( rb0.getUserPointer(), Ammo.btVector3 ).threeObject;
  337. var threeObject1 = Ammo.castObject( rb1.getUserPointer(), Ammo.btVector3 ).threeObject;
  338. if ( ! threeObject0 && ! threeObject1 ) {
  339. continue;
  340. }
  341. var userData0 = threeObject0 ? threeObject0.userData : null;
  342. var userData1 = threeObject1 ? threeObject1.userData : null;
  343. var breakable0 = userData0 ? userData0.breakable : false;
  344. var breakable1 = userData1 ? userData1.breakable : false;
  345. var collided0 = userData0 ? userData0.collided : false;
  346. var collided1 = userData1 ? userData1.collided : false;
  347. if ( ( ! breakable0 && ! breakable1 ) || ( collided0 && collided1 ) ) {
  348. continue;
  349. }
  350. var contact = false;
  351. var maxImpulse = 0;
  352. for ( var j = 0, jl = contactManifold.getNumContacts(); j < jl; j ++ ) {
  353. var contactPoint = contactManifold.getContactPoint( j );
  354. if ( contactPoint.getDistance() < 0 ) {
  355. contact = true;
  356. var impulse = contactPoint.getAppliedImpulse();
  357. if ( impulse > maxImpulse ) {
  358. maxImpulse = impulse;
  359. var pos = contactPoint.get_m_positionWorldOnB();
  360. var normal = contactPoint.get_m_normalWorldOnB();
  361. impactPoint.set( pos.x(), pos.y(), pos.z() );
  362. impactNormal.set( normal.x(), normal.y(), normal.z() );
  363. }
  364. break;
  365. }
  366. }
  367. // If no point has contact, abort
  368. if ( ! contact ) {
  369. continue;
  370. }
  371. // Subdivision
  372. var fractureImpulse = 250;
  373. if ( breakable0 && !collided0 && maxImpulse > fractureImpulse ) {
  374. var debris = convexBreaker.subdivideByImpact( threeObject0, impactPoint, impactNormal , 1, 2, 1.5 );
  375. var numObjects = debris.length;
  376. for ( var j = 0; j < numObjects; j++ ) {
  377. createDebrisFromBreakableObject( debris[ j ] );
  378. }
  379. objectsToRemove[ numObjectsToRemove++ ] = threeObject0;
  380. userData0.collided = true;
  381. }
  382. if ( breakable1 && !collided1 && maxImpulse > fractureImpulse ) {
  383. var debris = convexBreaker.subdivideByImpact( threeObject1, impactPoint, impactNormal , 1, 2, 1.5 );
  384. var numObjects = debris.length;
  385. for ( var j = 0; j < numObjects; j++ ) {
  386. createDebrisFromBreakableObject( debris[ j ] );
  387. }
  388. objectsToRemove[ numObjectsToRemove++ ] = threeObject1;
  389. userData1.collided = true;
  390. }
  391. }
  392. for ( var i = 0; i < numObjectsToRemove; i++ ) {
  393. removeDebris( objectsToRemove[ i ] );
  394. }
  395. numObjectsToRemove = 0;
  396. }
  397. </script>
  398. </body>
  399. </html>