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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/WebGL.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 ( WEBGL.isWebGLAvailable() === false ) {
  40. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  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;
  66. var tempBtVec3_1;
  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. Ammo().then( function( AmmoLib ) {
  77. Ammo = AmmoLib;
  78. init();
  79. animate();
  80. } );
  81. // - Functions -
  82. function init() {
  83. initGraphics();
  84. initPhysics();
  85. createObjects();
  86. initInput();
  87. }
  88. function initGraphics() {
  89. container = document.getElementById( 'container' );
  90. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.2, 2000 );
  91. scene = new THREE.Scene();
  92. scene.background = new THREE.Color( 0xbfd1e5 );
  93. camera.position.set( -14, 8, 16 );
  94. controls = new THREE.OrbitControls( camera );
  95. controls.target.set( 0, 2, 0 );
  96. controls.update();
  97. renderer = new THREE.WebGLRenderer();
  98. renderer.setPixelRatio( window.devicePixelRatio );
  99. renderer.setSize( window.innerWidth, window.innerHeight );
  100. renderer.shadowMap.enabled = true;
  101. textureLoader = new THREE.TextureLoader();
  102. var ambientLight = new THREE.AmbientLight( 0x707070 );
  103. scene.add( ambientLight );
  104. var light = new THREE.DirectionalLight( 0xffffff, 1 );
  105. light.position.set( -10, 18, 5 );
  106. light.castShadow = true;
  107. var d = 14;
  108. light.shadow.camera.left = -d;
  109. light.shadow.camera.right = d;
  110. light.shadow.camera.top = d;
  111. light.shadow.camera.bottom = -d;
  112. light.shadow.camera.near = 2;
  113. light.shadow.camera.far = 50;
  114. light.shadow.mapSize.x = 1024;
  115. light.shadow.mapSize.y = 1024;
  116. scene.add( light );
  117. container.innerHTML = "";
  118. container.appendChild( renderer.domElement );
  119. stats = new Stats();
  120. stats.domElement.style.position = 'absolute';
  121. stats.domElement.style.top = '0px';
  122. container.appendChild( stats.domElement );
  123. //
  124. window.addEventListener( 'resize', onWindowResize, false );
  125. }
  126. function initPhysics() {
  127. // Physics configuration
  128. collisionConfiguration = new Ammo.btDefaultCollisionConfiguration();
  129. dispatcher = new Ammo.btCollisionDispatcher( collisionConfiguration );
  130. broadphase = new Ammo.btDbvtBroadphase();
  131. solver = new Ammo.btSequentialImpulseConstraintSolver();
  132. physicsWorld = new Ammo.btDiscreteDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration );
  133. physicsWorld.setGravity( new Ammo.btVector3( 0, - gravityConstant, 0 ) );
  134. transformAux1 = new Ammo.btTransform();
  135. tempBtVec3_1 = new Ammo.btVector3( 0, 0, 0 );
  136. }
  137. function createObject( mass, halfExtents, pos, quat, material ) {
  138. var object = new THREE.Mesh( new THREE.BoxBufferGeometry( halfExtents.x * 2, halfExtents.y * 2, halfExtents.z * 2 ), material );
  139. object.position.copy( pos );
  140. object.quaternion.copy( quat );
  141. convexBreaker.prepareBreakableObject( object, mass, new THREE.Vector3(), new THREE.Vector3(), true );
  142. createDebrisFromBreakableObject( object );
  143. }
  144. function createObjects() {
  145. // Ground
  146. pos.set( 0, - 0.5, 0 );
  147. quat.set( 0, 0, 0, 1 );
  148. var ground = createParalellepipedWithPhysics( 40, 1, 40, 0, pos, quat, new THREE.MeshPhongMaterial( { color: 0xFFFFFF } ) );
  149. ground.receiveShadow = true;
  150. textureLoader.load( "textures/grid.png", function( texture ) {
  151. texture.wrapS = THREE.RepeatWrapping;
  152. texture.wrapT = THREE.RepeatWrapping;
  153. texture.repeat.set( 40, 40 );
  154. ground.material.map = texture;
  155. ground.material.needsUpdate = true;
  156. } );
  157. // Tower 1
  158. var towerMass = 1000;
  159. var towerHalfExtents = new THREE.Vector3( 2, 5, 2 );
  160. pos.set( -8, 5, 0 );
  161. quat.set( 0, 0, 0, 1 );
  162. createObject( towerMass, towerHalfExtents, pos, quat, createMaterial( 0xB03014 ) );
  163. // Tower 2
  164. pos.set( 8, 5, 0 );
  165. quat.set( 0, 0, 0, 1 );
  166. createObject( towerMass, towerHalfExtents, pos, quat, createMaterial( 0xB03214 ) );
  167. //Bridge
  168. var bridgeMass = 100;
  169. var bridgeHalfExtents = new THREE.Vector3( 7, 0.2, 1.5 );
  170. pos.set( 0, 10.2, 0 );
  171. quat.set( 0, 0, 0, 1 );
  172. createObject( bridgeMass, bridgeHalfExtents, pos, quat, createMaterial( 0xB3B865 ) );
  173. // Stones
  174. var stoneMass = 120;
  175. var stoneHalfExtents = new THREE.Vector3( 1, 2, 0.15 );
  176. var numStones = 8;
  177. quat.set( 0, 0, 0, 1 );
  178. for ( var i = 0; i < numStones; i++ ) {
  179. pos.set( 0, 2, 15 * ( 0.5 - i / ( numStones + 1 ) ) );
  180. createObject( stoneMass, stoneHalfExtents, pos, quat, createMaterial( 0xB0B0B0 ) );
  181. }
  182. // Mountain
  183. var mountainMass = 860;
  184. var mountainHalfExtents = new THREE.Vector3( 4, 5, 4 );
  185. pos.set( 5, mountainHalfExtents.y * 0.5, - 7 );
  186. quat.set( 0, 0, 0, 1 );
  187. var mountainPoints = [];
  188. mountainPoints.push( new THREE.Vector3( mountainHalfExtents.x, - mountainHalfExtents.y, mountainHalfExtents.z ) );
  189. mountainPoints.push( new THREE.Vector3( - mountainHalfExtents.x, - mountainHalfExtents.y, mountainHalfExtents.z ) );
  190. mountainPoints.push( new THREE.Vector3( mountainHalfExtents.x, - mountainHalfExtents.y, - mountainHalfExtents.z ) );
  191. mountainPoints.push( new THREE.Vector3( - mountainHalfExtents.x, - mountainHalfExtents.y, - mountainHalfExtents.z ) );
  192. mountainPoints.push( new THREE.Vector3( 0, mountainHalfExtents.y, 0 ) );
  193. var mountain = new THREE.Mesh( new THREE.ConvexBufferGeometry( mountainPoints ), createMaterial( 0xB03814 ) );
  194. mountain.position.copy( pos );
  195. mountain.quaternion.copy( quat );
  196. convexBreaker.prepareBreakableObject( mountain, mountainMass, new THREE.Vector3(), new THREE.Vector3(), true );
  197. createDebrisFromBreakableObject( mountain );
  198. }
  199. function createParalellepipedWithPhysics( sx, sy, sz, mass, pos, quat, material ) {
  200. var object = new THREE.Mesh( new THREE.BoxBufferGeometry( sx, sy, sz, 1, 1, 1 ), material );
  201. var shape = new Ammo.btBoxShape( new Ammo.btVector3( sx * 0.5, sy * 0.5, sz * 0.5 ) );
  202. shape.setMargin( margin );
  203. createRigidBody( object, shape, mass, pos, quat );
  204. return object;
  205. }
  206. function createDebrisFromBreakableObject( object ) {
  207. object.castShadow = true;
  208. object.receiveShadow = true;
  209. var shape = createConvexHullPhysicsShape( object.geometry.attributes.position.array );
  210. shape.setMargin( margin );
  211. var body = createRigidBody( object, shape, object.userData.mass, null, null, object.userData.velocity, object.userData.angularVelocity );
  212. // Set pointer back to the three object only in the debris objects
  213. var btVecUserData = new Ammo.btVector3( 0, 0, 0 );
  214. btVecUserData.threeObject = object;
  215. body.setUserPointer( btVecUserData );
  216. }
  217. function removeDebris( object ) {
  218. scene.remove( object );
  219. physicsWorld.removeRigidBody( object.userData.physicsBody );
  220. }
  221. function createConvexHullPhysicsShape( coords ) {
  222. var shape = new Ammo.btConvexHullShape();
  223. for ( var i = 0, il = coords.length; i < il; i+= 3 ) {
  224. tempBtVec3_1.setValue( coords[ i ], coords[ i + 1 ], coords[ i + 2 ] );
  225. var lastOne = ( i >= ( il - 3 ) );
  226. shape.addPoint( tempBtVec3_1, lastOne );
  227. }
  228. return shape;
  229. }
  230. function createRigidBody( object, physicsShape, mass, pos, quat, vel, angVel ) {
  231. if ( pos ) {
  232. object.position.copy( pos );
  233. }
  234. else {
  235. pos = object.position;
  236. }
  237. if ( quat ) {
  238. object.quaternion.copy( quat );
  239. }
  240. else {
  241. quat = object.quaternion;
  242. }
  243. var transform = new Ammo.btTransform();
  244. transform.setIdentity();
  245. transform.setOrigin( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
  246. transform.setRotation( new Ammo.btQuaternion( quat.x, quat.y, quat.z, quat.w ) );
  247. var motionState = new Ammo.btDefaultMotionState( transform );
  248. var localInertia = new Ammo.btVector3( 0, 0, 0 );
  249. physicsShape.calculateLocalInertia( mass, localInertia );
  250. var rbInfo = new Ammo.btRigidBodyConstructionInfo( mass, motionState, physicsShape, localInertia );
  251. var body = new Ammo.btRigidBody( rbInfo );
  252. body.setFriction( 0.5 );
  253. if ( vel ) {
  254. body.setLinearVelocity( new Ammo.btVector3( vel.x, vel.y, vel.z ) );
  255. }
  256. if ( angVel ) {
  257. body.setAngularVelocity( new Ammo.btVector3( angVel.x, angVel.y, angVel.z ) );
  258. }
  259. object.userData.physicsBody = body;
  260. object.userData.collided = false;
  261. scene.add( object );
  262. if ( mass > 0 ) {
  263. rigidBodies.push( object );
  264. // Disable deactivation
  265. body.setActivationState( 4 );
  266. }
  267. physicsWorld.addRigidBody( body );
  268. return body;
  269. }
  270. function createRandomColor() {
  271. return Math.floor( Math.random() * ( 1 << 24 ) );
  272. }
  273. function createMaterial( color ) {
  274. color = color || createRandomColor();
  275. return new THREE.MeshPhongMaterial( { color: color } );
  276. }
  277. function initInput() {
  278. window.addEventListener( 'mousedown', function( event ) {
  279. mouseCoords.set(
  280. ( event.clientX / window.innerWidth ) * 2 - 1,
  281. - ( event.clientY / window.innerHeight ) * 2 + 1
  282. );
  283. raycaster.setFromCamera( mouseCoords, camera );
  284. // Creates a ball and throws it
  285. var ballMass = 35;
  286. var ballRadius = 0.4;
  287. var ball = new THREE.Mesh( new THREE.SphereBufferGeometry( ballRadius, 14, 10 ), ballMaterial );
  288. ball.castShadow = true;
  289. ball.receiveShadow = true;
  290. var ballShape = new Ammo.btSphereShape( ballRadius );
  291. ballShape.setMargin( margin );
  292. pos.copy( raycaster.ray.direction );
  293. pos.add( raycaster.ray.origin );
  294. quat.set( 0, 0, 0, 1 );
  295. var ballBody = createRigidBody( ball, ballShape, ballMass, pos, quat );
  296. pos.copy( raycaster.ray.direction );
  297. pos.multiplyScalar( 24 );
  298. ballBody.setLinearVelocity( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
  299. }, false );
  300. }
  301. function onWindowResize() {
  302. camera.aspect = window.innerWidth / window.innerHeight;
  303. camera.updateProjectionMatrix();
  304. renderer.setSize( window.innerWidth, window.innerHeight );
  305. }
  306. function animate() {
  307. requestAnimationFrame( animate );
  308. render();
  309. stats.update();
  310. }
  311. function render() {
  312. var deltaTime = clock.getDelta();
  313. updatePhysics( deltaTime );
  314. renderer.render( scene, camera );
  315. time += deltaTime;
  316. }
  317. function updatePhysics( deltaTime ) {
  318. // Step world
  319. physicsWorld.stepSimulation( deltaTime, 10 );
  320. // Update rigid bodies
  321. for ( var i = 0, il = rigidBodies.length; i < il; i++ ) {
  322. var objThree = rigidBodies[ i ];
  323. var objPhys = objThree.userData.physicsBody;
  324. var ms = objPhys.getMotionState();
  325. if ( ms ) {
  326. ms.getWorldTransform( transformAux1 );
  327. var p = transformAux1.getOrigin();
  328. var q = transformAux1.getRotation();
  329. objThree.position.set( p.x(), p.y(), p.z() );
  330. objThree.quaternion.set( q.x(), q.y(), q.z(), q.w() );
  331. objThree.userData.collided = false;
  332. }
  333. }
  334. for ( var i = 0, il = dispatcher.getNumManifolds(); i < il; i ++ ) {
  335. var contactManifold = dispatcher.getManifoldByIndexInternal( i );
  336. var rb0 = contactManifold.getBody0();
  337. var rb1 = contactManifold.getBody1();
  338. var threeObject0 = Ammo.castObject( rb0.getUserPointer(), Ammo.btVector3 ).threeObject;
  339. var threeObject1 = Ammo.castObject( rb1.getUserPointer(), Ammo.btVector3 ).threeObject;
  340. if ( ! threeObject0 && ! threeObject1 ) {
  341. continue;
  342. }
  343. var userData0 = threeObject0 ? threeObject0.userData : null;
  344. var userData1 = threeObject1 ? threeObject1.userData : null;
  345. var breakable0 = userData0 ? userData0.breakable : false;
  346. var breakable1 = userData1 ? userData1.breakable : false;
  347. var collided0 = userData0 ? userData0.collided : false;
  348. var collided1 = userData1 ? userData1.collided : false;
  349. if ( ( ! breakable0 && ! breakable1 ) || ( collided0 && collided1 ) ) {
  350. continue;
  351. }
  352. var contact = false;
  353. var maxImpulse = 0;
  354. for ( var j = 0, jl = contactManifold.getNumContacts(); j < jl; j ++ ) {
  355. var contactPoint = contactManifold.getContactPoint( j );
  356. if ( contactPoint.getDistance() < 0 ) {
  357. contact = true;
  358. var impulse = contactPoint.getAppliedImpulse();
  359. if ( impulse > maxImpulse ) {
  360. maxImpulse = impulse;
  361. var pos = contactPoint.get_m_positionWorldOnB();
  362. var normal = contactPoint.get_m_normalWorldOnB();
  363. impactPoint.set( pos.x(), pos.y(), pos.z() );
  364. impactNormal.set( normal.x(), normal.y(), normal.z() );
  365. }
  366. break;
  367. }
  368. }
  369. // If no point has contact, abort
  370. if ( ! contact ) {
  371. continue;
  372. }
  373. // Subdivision
  374. var fractureImpulse = 250;
  375. if ( breakable0 && !collided0 && maxImpulse > fractureImpulse ) {
  376. var debris = convexBreaker.subdivideByImpact( threeObject0, impactPoint, impactNormal , 1, 2, 1.5 );
  377. var numObjects = debris.length;
  378. for ( var j = 0; j < numObjects; j++ ) {
  379. createDebrisFromBreakableObject( debris[ j ] );
  380. }
  381. objectsToRemove[ numObjectsToRemove++ ] = threeObject0;
  382. userData0.collided = true;
  383. }
  384. if ( breakable1 && !collided1 && maxImpulse > fractureImpulse ) {
  385. var debris = convexBreaker.subdivideByImpact( threeObject1, impactPoint, impactNormal , 1, 2, 1.5 );
  386. var numObjects = debris.length;
  387. for ( var j = 0; j < numObjects; j++ ) {
  388. createDebrisFromBreakableObject( debris[ j ] );
  389. }
  390. objectsToRemove[ numObjectsToRemove++ ] = threeObject1;
  391. userData1.collided = true;
  392. }
  393. }
  394. for ( var i = 0; i < numObjectsToRemove; i++ ) {
  395. removeDebris( objectsToRemove[ i ] );
  396. }
  397. numObjectsToRemove = 0;
  398. }
  399. </script>
  400. </body>
  401. </html>