webgl_physics_convex_break.html 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562
  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 = 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. scene.background = new THREE.Color( 0xbfd1e5 );
  90. camera.position.set( -14, 8, 16 );
  91. controls = new THREE.OrbitControls( camera );
  92. controls.target.set( 0, 2, 0 );
  93. controls.update();
  94. renderer = new THREE.WebGLRenderer();
  95. renderer.setPixelRatio( window.devicePixelRatio );
  96. renderer.setSize( window.innerWidth, window.innerHeight );
  97. renderer.shadowMap.enabled = true;
  98. textureLoader = new THREE.TextureLoader();
  99. var ambientLight = new THREE.AmbientLight( 0x707070 );
  100. scene.add( ambientLight );
  101. var light = new THREE.DirectionalLight( 0xffffff, 1 );
  102. light.position.set( -10, 18, 5 );
  103. light.castShadow = true;
  104. var d = 14;
  105. light.shadow.camera.left = -d;
  106. light.shadow.camera.right = d;
  107. light.shadow.camera.top = d;
  108. light.shadow.camera.bottom = -d;
  109. light.shadow.camera.near = 2;
  110. light.shadow.camera.far = 50;
  111. light.shadow.mapSize.x = 1024;
  112. light.shadow.mapSize.y = 1024;
  113. scene.add( light );
  114. container.innerHTML = "";
  115. container.appendChild( renderer.domElement );
  116. stats = new Stats();
  117. stats.domElement.style.position = 'absolute';
  118. stats.domElement.style.top = '0px';
  119. container.appendChild( stats.domElement );
  120. //
  121. window.addEventListener( 'resize', onWindowResize, false );
  122. }
  123. function initPhysics() {
  124. // Physics configuration
  125. collisionConfiguration = new Ammo.btDefaultCollisionConfiguration();
  126. dispatcher = new Ammo.btCollisionDispatcher( collisionConfiguration );
  127. broadphase = new Ammo.btDbvtBroadphase();
  128. solver = new Ammo.btSequentialImpulseConstraintSolver();
  129. physicsWorld = new Ammo.btDiscreteDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration );
  130. physicsWorld.setGravity( new Ammo.btVector3( 0, - gravityConstant, 0 ) );
  131. }
  132. function createObject( mass, halfExtents, pos, quat, material ) {
  133. var object = new THREE.Mesh( new THREE.BoxBufferGeometry( halfExtents.x * 2, halfExtents.y * 2, halfExtents.z * 2 ), material );
  134. object.position.copy( pos );
  135. object.quaternion.copy( quat );
  136. convexBreaker.prepareBreakableObject( object, mass, new THREE.Vector3(), new THREE.Vector3(), true );
  137. createDebrisFromBreakableObject( object );
  138. }
  139. function createObjects() {
  140. // Ground
  141. pos.set( 0, - 0.5, 0 );
  142. quat.set( 0, 0, 0, 1 );
  143. var ground = createParalellepipedWithPhysics( 40, 1, 40, 0, pos, quat, new THREE.MeshPhongMaterial( { color: 0xFFFFFF } ) );
  144. ground.receiveShadow = true;
  145. textureLoader.load( "textures/grid.png", function( texture ) {
  146. texture.wrapS = THREE.RepeatWrapping;
  147. texture.wrapT = THREE.RepeatWrapping;
  148. texture.repeat.set( 40, 40 );
  149. ground.material.map = texture;
  150. ground.material.needsUpdate = true;
  151. } );
  152. // Tower 1
  153. var towerMass = 1000;
  154. var towerHalfExtents = new THREE.Vector3( 2, 5, 2 );
  155. pos.set( -8, 5, 0 );
  156. quat.set( 0, 0, 0, 1 );
  157. createObject( towerMass, towerHalfExtents, pos, quat, createMaterial( 0xB03014 ) );
  158. // Tower 2
  159. pos.set( 8, 5, 0 );
  160. quat.set( 0, 0, 0, 1 );
  161. createObject( towerMass, towerHalfExtents, pos, quat, createMaterial( 0xB03214 ) );
  162. //Bridge
  163. var bridgeMass = 100;
  164. var bridgeHalfExtents = new THREE.Vector3( 7, 0.2, 1.5 );
  165. pos.set( 0, 10.2, 0 );
  166. quat.set( 0, 0, 0, 1 );
  167. createObject( bridgeMass, bridgeHalfExtents, pos, quat, createMaterial( 0xB3B865 ) );
  168. // Stones
  169. var stoneMass = 120;
  170. var stoneHalfExtents = new THREE.Vector3( 1, 2, 0.15 );
  171. var numStones = 8;
  172. quat.set( 0, 0, 0, 1 );
  173. for ( var i = 0; i < numStones; i++ ) {
  174. pos.set( 0, 2, 15 * ( 0.5 - i / ( numStones + 1 ) ) );
  175. createObject( stoneMass, stoneHalfExtents, pos, quat, createMaterial( 0xB0B0B0 ) );
  176. }
  177. // Mountain
  178. var mountainMass = 860;
  179. var mountainHalfExtents = new THREE.Vector3( 4, 5, 4 );
  180. pos.set( 5, mountainHalfExtents.y * 0.5, - 7 );
  181. quat.set( 0, 0, 0, 1 );
  182. var mountainPoints = [];
  183. mountainPoints.push( new THREE.Vector3( mountainHalfExtents.x, - mountainHalfExtents.y, mountainHalfExtents.z ) );
  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( 0, mountainHalfExtents.y, 0 ) );
  188. var mountain = new THREE.Mesh( new THREE.ConvexBufferGeometry( mountainPoints ), createMaterial( 0xB03814 ) );
  189. mountain.position.copy( pos );
  190. mountain.quaternion.copy( quat );
  191. convexBreaker.prepareBreakableObject( mountain, mountainMass, new THREE.Vector3(), new THREE.Vector3(), true );
  192. createDebrisFromBreakableObject( mountain );
  193. }
  194. function createParalellepipedWithPhysics( sx, sy, sz, mass, pos, quat, material ) {
  195. var object = new THREE.Mesh( new THREE.BoxBufferGeometry( sx, sy, sz, 1, 1, 1 ), material );
  196. var shape = new Ammo.btBoxShape( new Ammo.btVector3( sx * 0.5, sy * 0.5, sz * 0.5 ) );
  197. shape.setMargin( margin );
  198. createRigidBody( object, shape, mass, pos, quat );
  199. return object;
  200. }
  201. function createDebrisFromBreakableObject( object ) {
  202. object.castShadow = true;
  203. object.receiveShadow = true;
  204. var shape = createConvexHullPhysicsShape( object.geometry.attributes.position.array );
  205. shape.setMargin( margin );
  206. var body = createRigidBody( object, shape, object.userData.mass, null, null, object.userData.velocity, object.userData.angularVelocity );
  207. // Set pointer back to the three object only in the debris objects
  208. var btVecUserData = new Ammo.btVector3( 0, 0, 0 );
  209. btVecUserData.threeObject = object;
  210. body.setUserPointer( btVecUserData );
  211. }
  212. function removeDebris( object ) {
  213. scene.remove( object );
  214. physicsWorld.removeRigidBody( object.userData.physicsBody );
  215. }
  216. function createConvexHullPhysicsShape( coords ) {
  217. var shape = new Ammo.btConvexHullShape();
  218. for ( var i = 0, il = coords.length; i < il; i+= 3 ) {
  219. tempBtVec3_1.setValue( coords[ i ], coords[ i + 1 ], coords[ i + 2 ] );
  220. var lastOne = ( i >= ( il - 3 ) );
  221. shape.addPoint( tempBtVec3_1, lastOne );
  222. }
  223. return shape;
  224. }
  225. function createRigidBody( object, physicsShape, mass, pos, quat, vel, angVel ) {
  226. if ( pos ) {
  227. object.position.copy( pos );
  228. }
  229. else {
  230. pos = object.position;
  231. }
  232. if ( quat ) {
  233. object.quaternion.copy( quat );
  234. }
  235. else {
  236. quat = object.quaternion;
  237. }
  238. var transform = new Ammo.btTransform();
  239. transform.setIdentity();
  240. transform.setOrigin( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
  241. transform.setRotation( new Ammo.btQuaternion( quat.x, quat.y, quat.z, quat.w ) );
  242. var motionState = new Ammo.btDefaultMotionState( transform );
  243. var localInertia = new Ammo.btVector3( 0, 0, 0 );
  244. physicsShape.calculateLocalInertia( mass, localInertia );
  245. var rbInfo = new Ammo.btRigidBodyConstructionInfo( mass, motionState, physicsShape, localInertia );
  246. var body = new Ammo.btRigidBody( rbInfo );
  247. body.setFriction( 0.5 );
  248. if ( vel ) {
  249. body.setLinearVelocity( new Ammo.btVector3( vel.x, vel.y, vel.z ) );
  250. }
  251. if ( angVel ) {
  252. body.setAngularVelocity( new Ammo.btVector3( angVel.x, angVel.y, angVel.z ) );
  253. }
  254. object.userData.physicsBody = body;
  255. object.userData.collided = false;
  256. scene.add( object );
  257. if ( mass > 0 ) {
  258. rigidBodies.push( object );
  259. // Disable deactivation
  260. body.setActivationState( 4 );
  261. }
  262. physicsWorld.addRigidBody( body );
  263. return body;
  264. }
  265. function createRandomColor() {
  266. return Math.floor( Math.random() * ( 1 << 24 ) );
  267. }
  268. function createMaterial( color ) {
  269. color = color || createRandomColor();
  270. return new THREE.MeshPhongMaterial( { color: color } );
  271. }
  272. function initInput() {
  273. window.addEventListener( 'mousedown', function( event ) {
  274. mouseCoords.set(
  275. ( event.clientX / window.innerWidth ) * 2 - 1,
  276. - ( event.clientY / window.innerHeight ) * 2 + 1
  277. );
  278. raycaster.setFromCamera( mouseCoords, camera );
  279. // Creates a ball and throws it
  280. var ballMass = 35;
  281. var ballRadius = 0.4;
  282. var ball = new THREE.Mesh( new THREE.SphereBufferGeometry( ballRadius, 14, 10 ), ballMaterial );
  283. ball.castShadow = true;
  284. ball.receiveShadow = true;
  285. var ballShape = new Ammo.btSphereShape( ballRadius );
  286. ballShape.setMargin( margin );
  287. pos.copy( raycaster.ray.direction );
  288. pos.add( raycaster.ray.origin );
  289. quat.set( 0, 0, 0, 1 );
  290. var ballBody = createRigidBody( ball, ballShape, ballMass, pos, quat );
  291. pos.copy( raycaster.ray.direction );
  292. pos.multiplyScalar( 24 );
  293. ballBody.setLinearVelocity( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
  294. }, false );
  295. }
  296. function onWindowResize() {
  297. camera.aspect = window.innerWidth / window.innerHeight;
  298. camera.updateProjectionMatrix();
  299. renderer.setSize( window.innerWidth, window.innerHeight );
  300. }
  301. function animate() {
  302. requestAnimationFrame( animate );
  303. render();
  304. stats.update();
  305. }
  306. function render() {
  307. var deltaTime = clock.getDelta();
  308. updatePhysics( deltaTime );
  309. renderer.render( scene, camera );
  310. time += deltaTime;
  311. }
  312. function updatePhysics( deltaTime ) {
  313. // Step world
  314. physicsWorld.stepSimulation( deltaTime, 10 );
  315. // Update rigid bodies
  316. for ( var i = 0, il = rigidBodies.length; i < il; i++ ) {
  317. var objThree = rigidBodies[ i ];
  318. var objPhys = objThree.userData.physicsBody;
  319. var ms = objPhys.getMotionState();
  320. if ( ms ) {
  321. ms.getWorldTransform( transformAux1 );
  322. var p = transformAux1.getOrigin();
  323. var q = transformAux1.getRotation();
  324. objThree.position.set( p.x(), p.y(), p.z() );
  325. objThree.quaternion.set( q.x(), q.y(), q.z(), q.w() );
  326. objThree.userData.collided = false;
  327. }
  328. }
  329. for ( var i = 0, il = dispatcher.getNumManifolds(); i < il; i ++ ) {
  330. var contactManifold = dispatcher.getManifoldByIndexInternal( i );
  331. var rb0 = contactManifold.getBody0();
  332. var rb1 = contactManifold.getBody1();
  333. var threeObject0 = Ammo.castObject( rb0.getUserPointer(), Ammo.btVector3 ).threeObject;
  334. var threeObject1 = Ammo.castObject( rb1.getUserPointer(), Ammo.btVector3 ).threeObject;
  335. if ( ! threeObject0 && ! threeObject1 ) {
  336. continue;
  337. }
  338. var userData0 = threeObject0 ? threeObject0.userData : null;
  339. var userData1 = threeObject1 ? threeObject1.userData : null;
  340. var breakable0 = userData0 ? userData0.breakable : false;
  341. var breakable1 = userData1 ? userData1.breakable : false;
  342. var collided0 = userData0 ? userData0.collided : false;
  343. var collided1 = userData1 ? userData1.collided : false;
  344. if ( ( ! breakable0 && ! breakable1 ) || ( collided0 && collided1 ) ) {
  345. continue;
  346. }
  347. var contact = false;
  348. var maxImpulse = 0;
  349. for ( var j = 0, jl = contactManifold.getNumContacts(); j < jl; j ++ ) {
  350. var contactPoint = contactManifold.getContactPoint( j );
  351. if ( contactPoint.getDistance() < 0 ) {
  352. contact = true;
  353. var impulse = contactPoint.getAppliedImpulse();
  354. if ( impulse > maxImpulse ) {
  355. maxImpulse = impulse;
  356. var pos = contactPoint.get_m_positionWorldOnB();
  357. var normal = contactPoint.get_m_normalWorldOnB();
  358. impactPoint.set( pos.x(), pos.y(), pos.z() );
  359. impactNormal.set( normal.x(), normal.y(), normal.z() );
  360. }
  361. break;
  362. }
  363. }
  364. // If no point has contact, abort
  365. if ( ! contact ) {
  366. continue;
  367. }
  368. // Subdivision
  369. var fractureImpulse = 250;
  370. if ( breakable0 && !collided0 && maxImpulse > fractureImpulse ) {
  371. var debris = convexBreaker.subdivideByImpact( threeObject0, impactPoint, impactNormal , 1, 2, 1.5 );
  372. var numObjects = debris.length;
  373. for ( var j = 0; j < numObjects; j++ ) {
  374. createDebrisFromBreakableObject( debris[ j ] );
  375. }
  376. objectsToRemove[ numObjectsToRemove++ ] = threeObject0;
  377. userData0.collided = true;
  378. }
  379. if ( breakable1 && !collided1 && maxImpulse > fractureImpulse ) {
  380. var debris = convexBreaker.subdivideByImpact( threeObject1, impactPoint, impactNormal , 1, 2, 1.5 );
  381. var numObjects = debris.length;
  382. for ( var j = 0; j < numObjects; j++ ) {
  383. createDebrisFromBreakableObject( debris[ j ] );
  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>