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. <link type="text/css" rel="stylesheet" href="main.css">
  7. <style>
  8. body {
  9. color: #333;
  10. }
  11. </style>
  12. </head>
  13. <body>
  14. <div id="info">Physics threejs demo with convex objects breaking in real time<br />Press mouse to throw balls and move the camera.</div>
  15. <div id="container"></div>
  16. <script src="../build/three.js"></script>
  17. <script src="js/libs/ammo.js"></script>
  18. <script src="js/controls/OrbitControls.js"></script>
  19. <script src="js/WebGL.js"></script>
  20. <script src="js/libs/stats.min.js"></script>
  21. <script src="js/ConvexObjectBreaker.js"></script>
  22. <script src="js/math/ConvexHull.js"></script>
  23. <script src="js/geometries/ConvexGeometry.js"></script>
  24. <script>
  25. // Detects webgl
  26. if ( WEBGL.isWebGLAvailable() === false ) {
  27. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  28. }
  29. // - Global variables -
  30. // Graphics variables
  31. var container, stats;
  32. var camera, controls, scene, renderer;
  33. var textureLoader;
  34. var clock = new THREE.Clock();
  35. var mouseCoords = new THREE.Vector2();
  36. var raycaster = new THREE.Raycaster();
  37. var ballMaterial = new THREE.MeshPhongMaterial( { color: 0x202020 } );
  38. // Physics variables
  39. var gravityConstant = 7.8;
  40. var collisionConfiguration;
  41. var dispatcher;
  42. var broadphase;
  43. var solver;
  44. var physicsWorld;
  45. var margin = 0.05;
  46. var convexBreaker = new THREE.ConvexObjectBreaker();
  47. // Rigid bodies include all movable objects
  48. var rigidBodies = [];
  49. var pos = new THREE.Vector3();
  50. var quat = new THREE.Quaternion();
  51. var transformAux1;
  52. var tempBtVec3_1;
  53. var time = 0;
  54. var objectsToRemove = [];
  55. for ( var i = 0; i < 500; i++ ) {
  56. objectsToRemove[ i ] = null;
  57. }
  58. var numObjectsToRemove = 0;
  59. var impactPoint = new THREE.Vector3();
  60. var impactNormal = new THREE.Vector3();
  61. // - Main code -
  62. Ammo().then( function( AmmoLib ) {
  63. Ammo = AmmoLib;
  64. init();
  65. animate();
  66. } );
  67. // - Functions -
  68. function init() {
  69. initGraphics();
  70. initPhysics();
  71. createObjects();
  72. initInput();
  73. }
  74. function initGraphics() {
  75. container = document.getElementById( 'container' );
  76. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.2, 2000 );
  77. scene = new THREE.Scene();
  78. scene.background = new THREE.Color( 0xbfd1e5 );
  79. camera.position.set( - 14, 8, 16 );
  80. renderer = new THREE.WebGLRenderer();
  81. renderer.setPixelRatio( window.devicePixelRatio );
  82. renderer.setSize( window.innerWidth, window.innerHeight );
  83. renderer.shadowMap.enabled = true;
  84. container.appendChild( renderer.domElement );
  85. controls = new THREE.OrbitControls( camera, renderer.domElement );
  86. controls.target.set( 0, 2, 0 );
  87. controls.update();
  88. textureLoader = new THREE.TextureLoader();
  89. var ambientLight = new THREE.AmbientLight( 0x707070 );
  90. scene.add( ambientLight );
  91. var light = new THREE.DirectionalLight( 0xffffff, 1 );
  92. light.position.set( - 10, 18, 5 );
  93. light.castShadow = true;
  94. var d = 14;
  95. light.shadow.camera.left = - d;
  96. light.shadow.camera.right = d;
  97. light.shadow.camera.top = d;
  98. light.shadow.camera.bottom = - d;
  99. light.shadow.camera.near = 2;
  100. light.shadow.camera.far = 50;
  101. light.shadow.mapSize.x = 1024;
  102. light.shadow.mapSize.y = 1024;
  103. scene.add( light );
  104. stats = new Stats();
  105. stats.domElement.style.position = 'absolute';
  106. stats.domElement.style.top = '0px';
  107. container.appendChild( stats.domElement );
  108. //
  109. window.addEventListener( 'resize', onWindowResize, false );
  110. }
  111. function initPhysics() {
  112. // Physics configuration
  113. collisionConfiguration = new Ammo.btDefaultCollisionConfiguration();
  114. dispatcher = new Ammo.btCollisionDispatcher( collisionConfiguration );
  115. broadphase = new Ammo.btDbvtBroadphase();
  116. solver = new Ammo.btSequentialImpulseConstraintSolver();
  117. physicsWorld = new Ammo.btDiscreteDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration );
  118. physicsWorld.setGravity( new Ammo.btVector3( 0, - gravityConstant, 0 ) );
  119. transformAux1 = new Ammo.btTransform();
  120. tempBtVec3_1 = new Ammo.btVector3( 0, 0, 0 );
  121. }
  122. function createObject( mass, halfExtents, pos, quat, material ) {
  123. var object = new THREE.Mesh( new THREE.BoxBufferGeometry( halfExtents.x * 2, halfExtents.y * 2, halfExtents.z * 2 ), material );
  124. object.position.copy( pos );
  125. object.quaternion.copy( quat );
  126. convexBreaker.prepareBreakableObject( object, mass, new THREE.Vector3(), new THREE.Vector3(), true );
  127. createDebrisFromBreakableObject( object );
  128. }
  129. function createObjects() {
  130. // Ground
  131. pos.set( 0, - 0.5, 0 );
  132. quat.set( 0, 0, 0, 1 );
  133. var ground = createParalellepipedWithPhysics( 40, 1, 40, 0, pos, quat, new THREE.MeshPhongMaterial( { color: 0xFFFFFF } ) );
  134. ground.receiveShadow = true;
  135. textureLoader.load( "textures/grid.png", function( texture ) {
  136. texture.wrapS = THREE.RepeatWrapping;
  137. texture.wrapT = THREE.RepeatWrapping;
  138. texture.repeat.set( 40, 40 );
  139. ground.material.map = texture;
  140. ground.material.needsUpdate = true;
  141. } );
  142. // Tower 1
  143. var towerMass = 1000;
  144. var towerHalfExtents = new THREE.Vector3( 2, 5, 2 );
  145. pos.set( -8, 5, 0 );
  146. quat.set( 0, 0, 0, 1 );
  147. createObject( towerMass, towerHalfExtents, pos, quat, createMaterial( 0xB03014 ) );
  148. // Tower 2
  149. pos.set( 8, 5, 0 );
  150. quat.set( 0, 0, 0, 1 );
  151. createObject( towerMass, towerHalfExtents, pos, quat, createMaterial( 0xB03214 ) );
  152. //Bridge
  153. var bridgeMass = 100;
  154. var bridgeHalfExtents = new THREE.Vector3( 7, 0.2, 1.5 );
  155. pos.set( 0, 10.2, 0 );
  156. quat.set( 0, 0, 0, 1 );
  157. createObject( bridgeMass, bridgeHalfExtents, pos, quat, createMaterial( 0xB3B865 ) );
  158. // Stones
  159. var stoneMass = 120;
  160. var stoneHalfExtents = new THREE.Vector3( 1, 2, 0.15 );
  161. var numStones = 8;
  162. quat.set( 0, 0, 0, 1 );
  163. for ( var i = 0; i < numStones; i++ ) {
  164. pos.set( 0, 2, 15 * ( 0.5 - i / ( numStones + 1 ) ) );
  165. createObject( stoneMass, stoneHalfExtents, pos, quat, createMaterial( 0xB0B0B0 ) );
  166. }
  167. // Mountain
  168. var mountainMass = 860;
  169. var mountainHalfExtents = new THREE.Vector3( 4, 5, 4 );
  170. pos.set( 5, mountainHalfExtents.y * 0.5, - 7 );
  171. quat.set( 0, 0, 0, 1 );
  172. var mountainPoints = [];
  173. mountainPoints.push( new THREE.Vector3( mountainHalfExtents.x, - mountainHalfExtents.y, mountainHalfExtents.z ) );
  174. mountainPoints.push( new THREE.Vector3( - mountainHalfExtents.x, - mountainHalfExtents.y, mountainHalfExtents.z ) );
  175. mountainPoints.push( new THREE.Vector3( mountainHalfExtents.x, - mountainHalfExtents.y, - mountainHalfExtents.z ) );
  176. mountainPoints.push( new THREE.Vector3( - mountainHalfExtents.x, - mountainHalfExtents.y, - mountainHalfExtents.z ) );
  177. mountainPoints.push( new THREE.Vector3( 0, mountainHalfExtents.y, 0 ) );
  178. var mountain = new THREE.Mesh( new THREE.ConvexBufferGeometry( mountainPoints ), createMaterial( 0xB03814 ) );
  179. mountain.position.copy( pos );
  180. mountain.quaternion.copy( quat );
  181. convexBreaker.prepareBreakableObject( mountain, mountainMass, new THREE.Vector3(), new THREE.Vector3(), true );
  182. createDebrisFromBreakableObject( mountain );
  183. }
  184. function createParalellepipedWithPhysics( sx, sy, sz, mass, pos, quat, material ) {
  185. var object = new THREE.Mesh( new THREE.BoxBufferGeometry( sx, sy, sz, 1, 1, 1 ), material );
  186. var shape = new Ammo.btBoxShape( new Ammo.btVector3( sx * 0.5, sy * 0.5, sz * 0.5 ) );
  187. shape.setMargin( margin );
  188. createRigidBody( object, shape, mass, pos, quat );
  189. return object;
  190. }
  191. function createDebrisFromBreakableObject( object ) {
  192. object.castShadow = true;
  193. object.receiveShadow = true;
  194. var shape = createConvexHullPhysicsShape( object.geometry.attributes.position.array );
  195. shape.setMargin( margin );
  196. var body = createRigidBody( object, shape, object.userData.mass, null, null, object.userData.velocity, object.userData.angularVelocity );
  197. // Set pointer back to the three object only in the debris objects
  198. var btVecUserData = new Ammo.btVector3( 0, 0, 0 );
  199. btVecUserData.threeObject = object;
  200. body.setUserPointer( btVecUserData );
  201. }
  202. function removeDebris( object ) {
  203. scene.remove( object );
  204. physicsWorld.removeRigidBody( object.userData.physicsBody );
  205. }
  206. function createConvexHullPhysicsShape( coords ) {
  207. var shape = new Ammo.btConvexHullShape();
  208. for ( var i = 0, il = coords.length; i < il; i+= 3 ) {
  209. tempBtVec3_1.setValue( coords[ i ], coords[ i + 1 ], coords[ i + 2 ] );
  210. var lastOne = ( i >= ( il - 3 ) );
  211. shape.addPoint( tempBtVec3_1, lastOne );
  212. }
  213. return shape;
  214. }
  215. function createRigidBody( object, physicsShape, mass, pos, quat, vel, angVel ) {
  216. if ( pos ) {
  217. object.position.copy( pos );
  218. }
  219. else {
  220. pos = object.position;
  221. }
  222. if ( quat ) {
  223. object.quaternion.copy( quat );
  224. }
  225. else {
  226. quat = object.quaternion;
  227. }
  228. var transform = new Ammo.btTransform();
  229. transform.setIdentity();
  230. transform.setOrigin( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
  231. transform.setRotation( new Ammo.btQuaternion( quat.x, quat.y, quat.z, quat.w ) );
  232. var motionState = new Ammo.btDefaultMotionState( transform );
  233. var localInertia = new Ammo.btVector3( 0, 0, 0 );
  234. physicsShape.calculateLocalInertia( mass, localInertia );
  235. var rbInfo = new Ammo.btRigidBodyConstructionInfo( mass, motionState, physicsShape, localInertia );
  236. var body = new Ammo.btRigidBody( rbInfo );
  237. body.setFriction( 0.5 );
  238. if ( vel ) {
  239. body.setLinearVelocity( new Ammo.btVector3( vel.x, vel.y, vel.z ) );
  240. }
  241. if ( angVel ) {
  242. body.setAngularVelocity( new Ammo.btVector3( angVel.x, angVel.y, angVel.z ) );
  243. }
  244. object.userData.physicsBody = body;
  245. object.userData.collided = false;
  246. scene.add( object );
  247. if ( mass > 0 ) {
  248. rigidBodies.push( object );
  249. // Disable deactivation
  250. body.setActivationState( 4 );
  251. }
  252. physicsWorld.addRigidBody( body );
  253. return body;
  254. }
  255. function createRandomColor() {
  256. return Math.floor( Math.random() * ( 1 << 24 ) );
  257. }
  258. function createMaterial( color ) {
  259. color = color || createRandomColor();
  260. return new THREE.MeshPhongMaterial( { color: color } );
  261. }
  262. function initInput() {
  263. window.addEventListener( 'mousedown', function( event ) {
  264. mouseCoords.set(
  265. ( event.clientX / window.innerWidth ) * 2 - 1,
  266. - ( event.clientY / window.innerHeight ) * 2 + 1
  267. );
  268. raycaster.setFromCamera( mouseCoords, camera );
  269. // Creates a ball and throws it
  270. var ballMass = 35;
  271. var ballRadius = 0.4;
  272. var ball = new THREE.Mesh( new THREE.SphereBufferGeometry( ballRadius, 14, 10 ), ballMaterial );
  273. ball.castShadow = true;
  274. ball.receiveShadow = true;
  275. var ballShape = new Ammo.btSphereShape( ballRadius );
  276. ballShape.setMargin( margin );
  277. pos.copy( raycaster.ray.direction );
  278. pos.add( raycaster.ray.origin );
  279. quat.set( 0, 0, 0, 1 );
  280. var ballBody = createRigidBody( ball, ballShape, ballMass, pos, quat );
  281. pos.copy( raycaster.ray.direction );
  282. pos.multiplyScalar( 24 );
  283. ballBody.setLinearVelocity( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
  284. }, false );
  285. }
  286. function onWindowResize() {
  287. camera.aspect = window.innerWidth / window.innerHeight;
  288. camera.updateProjectionMatrix();
  289. renderer.setSize( window.innerWidth, window.innerHeight );
  290. }
  291. function animate() {
  292. requestAnimationFrame( animate );
  293. render();
  294. stats.update();
  295. }
  296. function render() {
  297. var deltaTime = clock.getDelta();
  298. updatePhysics( deltaTime );
  299. renderer.render( scene, camera );
  300. time += deltaTime;
  301. }
  302. function updatePhysics( deltaTime ) {
  303. // Step world
  304. physicsWorld.stepSimulation( deltaTime, 10 );
  305. // Update rigid bodies
  306. for ( var i = 0, il = rigidBodies.length; i < il; i++ ) {
  307. var objThree = rigidBodies[ i ];
  308. var objPhys = objThree.userData.physicsBody;
  309. var ms = objPhys.getMotionState();
  310. if ( ms ) {
  311. ms.getWorldTransform( transformAux1 );
  312. var p = transformAux1.getOrigin();
  313. var q = transformAux1.getRotation();
  314. objThree.position.set( p.x(), p.y(), p.z() );
  315. objThree.quaternion.set( q.x(), q.y(), q.z(), q.w() );
  316. objThree.userData.collided = false;
  317. }
  318. }
  319. for ( var i = 0, il = dispatcher.getNumManifolds(); i < il; i ++ ) {
  320. var contactManifold = dispatcher.getManifoldByIndexInternal( i );
  321. var rb0 = Ammo.castObject( contactManifold.getBody0(), Ammo.btRigidBody );
  322. var rb1 = Ammo.castObject( contactManifold.getBody1(), Ammo.btRigidBody );
  323. var threeObject0 = Ammo.castObject( rb0.getUserPointer(), Ammo.btVector3 ).threeObject;
  324. var threeObject1 = Ammo.castObject( rb1.getUserPointer(), Ammo.btVector3 ).threeObject;
  325. if ( ! threeObject0 && ! threeObject1 ) {
  326. continue;
  327. }
  328. var userData0 = threeObject0 ? threeObject0.userData : null;
  329. var userData1 = threeObject1 ? threeObject1.userData : null;
  330. var breakable0 = userData0 ? userData0.breakable : false;
  331. var breakable1 = userData1 ? userData1.breakable : false;
  332. var collided0 = userData0 ? userData0.collided : false;
  333. var collided1 = userData1 ? userData1.collided : false;
  334. if ( ( ! breakable0 && ! breakable1 ) || ( collided0 && collided1 ) ) {
  335. continue;
  336. }
  337. var contact = false;
  338. var maxImpulse = 0;
  339. for ( var j = 0, jl = contactManifold.getNumContacts(); j < jl; j ++ ) {
  340. var contactPoint = contactManifold.getContactPoint( j );
  341. if ( contactPoint.getDistance() < 0 ) {
  342. contact = true;
  343. var impulse = contactPoint.getAppliedImpulse();
  344. if ( impulse > maxImpulse ) {
  345. maxImpulse = impulse;
  346. var pos = contactPoint.get_m_positionWorldOnB();
  347. var normal = contactPoint.get_m_normalWorldOnB();
  348. impactPoint.set( pos.x(), pos.y(), pos.z() );
  349. impactNormal.set( normal.x(), normal.y(), normal.z() );
  350. }
  351. break;
  352. }
  353. }
  354. // If no point has contact, abort
  355. if ( ! contact ) {
  356. continue;
  357. }
  358. // Subdivision
  359. var fractureImpulse = 250;
  360. if ( breakable0 && !collided0 && maxImpulse > fractureImpulse ) {
  361. var debris = convexBreaker.subdivideByImpact( threeObject0, impactPoint, impactNormal , 1, 2, 1.5 );
  362. var numObjects = debris.length;
  363. for ( var j = 0; j < numObjects; j++ ) {
  364. var vel = rb0.getLinearVelocity();
  365. var angVel = rb0.getAngularVelocity();
  366. var fragment = debris[ j ];
  367. fragment.userData.velocity.set( vel.x(), vel.y(), vel.z() );
  368. fragment.userData.angularVelocity.set( angVel.x(), angVel.y(), angVel.z() );
  369. createDebrisFromBreakableObject( fragment );
  370. }
  371. objectsToRemove[ numObjectsToRemove++ ] = threeObject0;
  372. userData0.collided = true;
  373. }
  374. if ( breakable1 && !collided1 && maxImpulse > fractureImpulse ) {
  375. var debris = convexBreaker.subdivideByImpact( threeObject1, impactPoint, impactNormal , 1, 2, 1.5 );
  376. var numObjects = debris.length;
  377. for ( var j = 0; j < numObjects; j++ ) {
  378. var vel = rb1.getLinearVelocity();
  379. var angVel = rb1.getAngularVelocity();
  380. var fragment = debris[ j ];
  381. fragment.userData.velocity.set( vel.x(), vel.y(), vel.z() );
  382. fragment.userData.angularVelocity.set( angVel.x(), angVel.y(), angVel.z() );
  383. createDebrisFromBreakableObject( fragment );
  384. }
  385. objectsToRemove[ numObjectsToRemove++ ] = threeObject1;
  386. userData1.collided = true;
  387. }
  388. }
  389. for ( var i = 0; i < numObjectsToRemove; i++ ) {
  390. removeDebris( objectsToRemove[ i ] );
  391. }
  392. numObjectsToRemove = 0;
  393. }
  394. </script>
  395. </body>
  396. </html>