Click with your mouse to interact with the application…
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						<html lang="en"> 	<head> 		<title>Ammo.js softbody volume demo</title> 		<meta charset="utf-8"> 		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> 		<link type="text/css" rel="stylesheet" href="main.css"> 		<style> 			body { 				color: #333; 			} 		</style> 	</head> 	<body> 		<div id="info"> 			Ammo.js physics soft body volume demo<br/> 			Click to throw a ball 		</div> 		<div id="container"></div> 		<script src="../build/three.js"></script> 		<script src="js/libs/ammo.js"></script> 		<script src="js/controls/OrbitControls.js"></script> 		<script src="js/utils/BufferGeometryUtils.js"></script> 		<script src="js/WebGL.js"></script> 		<script src="js/libs/stats.min.js"></script> 		<script> 			if ( WEBGL.isWebGLAvailable() === false ) { 				document.body.appendChild( WEBGL.getWebGLErrorMessage() ); 			} 			// Graphics variables 			var container, stats; 			var camera, controls, scene, renderer; 			var textureLoader; 			var clock = new THREE.Clock(); 			var clickRequest = false; 			var mouseCoords = new THREE.Vector2(); 			var raycaster = new THREE.Raycaster(); 			var ballMaterial = new THREE.MeshPhongMaterial( { color: 0x202020 } ); 			var pos = new THREE.Vector3(); 			var quat = new THREE.Quaternion(); 			// Physics variables 			var gravityConstant = - 9.8; 			var physicsWorld; 			var rigidBodies = []; 			var softBodies = []; 			var margin = 0.05; 			var transformAux1; 			var softBodyHelpers; 			Ammo().then( function( AmmoLib ) { 				Ammo = AmmoLib; 				init(); 				animate(); 			} ); 			function init() { 				initGraphics(); 				initPhysics(); 				createObjects(); 				initInput(); 			} 			function initGraphics() { 				container = document.getElementById( 'container' ); 				camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.2, 2000 ); 				scene = new THREE.Scene(); 				scene.background = new THREE.Color( 0xbfd1e5 ); 				camera.position.set( - 7, 5, 8 ); 				renderer = new THREE.WebGLRenderer(); 				renderer.setPixelRatio( window.devicePixelRatio ); 				renderer.setSize( window.innerWidth, window.innerHeight ); 				renderer.shadowMap.enabled = true; 				container.appendChild( renderer.domElement ); 				controls = new THREE.OrbitControls( camera, renderer.domElement ); 				controls.target.set( 0, 2, 0 ); 				controls.update(); 				textureLoader = new THREE.TextureLoader(); 				var ambientLight = new THREE.AmbientLight( 0x404040 ); 				scene.add( ambientLight ); 				var light = new THREE.DirectionalLight( 0xffffff, 1 ); 				light.position.set( - 10, 10, 5 ); 				light.castShadow = true; 				var d = 20; 				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 ); 				stats = new Stats(); 				stats.domElement.style.position = 'absolute'; 				stats.domElement.style.top = '0px'; 				container.appendChild( stats.domElement ); 				window.addEventListener( 'resize', onWindowResize, false ); 			} 			function initPhysics() { 				// Physics configuration 				var collisionConfiguration = new Ammo.btSoftBodyRigidBodyCollisionConfiguration(); 				var dispatcher = new Ammo.btCollisionDispatcher( collisionConfiguration ); 				var broadphase = new Ammo.btDbvtBroadphase(); 				var solver = new Ammo.btSequentialImpulseConstraintSolver(); 				var softBodySolver = new Ammo.btDefaultSoftBodySolver(); 				physicsWorld = new Ammo.btSoftRigidDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration, softBodySolver ); 				physicsWorld.setGravity( new Ammo.btVector3( 0, gravityConstant, 0 ) ); 				physicsWorld.getWorldInfo().set_m_gravity( new Ammo.btVector3( 0, gravityConstant, 0 ) ); 				transformAux1 = new Ammo.btTransform(); 				softBodyHelpers = new Ammo.btSoftBodyHelpers(); 			} 			function createObjects() { 				// Ground 				pos.set( 0, - 0.5, 0 ); 				quat.set( 0, 0, 0, 1 ); 				var ground = createParalellepiped( 40, 1, 40, 0, pos, quat, new THREE.MeshPhongMaterial( { color: 0xFFFFFF } ) ); 				ground.castShadow = true; 				ground.receiveShadow = true; 				textureLoader.load( "textures/grid.png", function ( texture ) { 					texture.wrapS = THREE.RepeatWrapping; 					texture.wrapT = THREE.RepeatWrapping; 					texture.repeat.set( 40, 40 ); 					ground.material.map = texture; 					ground.material.needsUpdate = true; 				} ); 				// Create soft volumes 				var volumeMass = 15; 				var sphereGeometry = new THREE.SphereBufferGeometry( 1.5, 40, 25 ); 				sphereGeometry.translate( 5, 5, 0 ); 				createSoftVolume( sphereGeometry, volumeMass, 250 ); 				var boxGeometry = new THREE.BoxBufferGeometry( 1, 1, 5, 4, 4, 20 ); 				boxGeometry.translate( - 2, 5, 0 ); 				createSoftVolume( boxGeometry, volumeMass, 120 ); 				// Ramp 				pos.set( 3, 1, 0 ); 				quat.setFromAxisAngle( new THREE.Vector3( 0, 0, 1 ), 30 * Math.PI / 180 ); 				var obstacle = createParalellepiped( 10, 1, 4, 0, pos, quat, new THREE.MeshPhongMaterial( { color: 0x606060 } ) ); 				obstacle.castShadow = true; 				obstacle.receiveShadow = true; 			} 			function processGeometry( bufGeometry ) { 				// Ony consider the position values when merging the vertices 				var posOnlyBufGeometry = new THREE.BufferGeometry(); 				posOnlyBufGeometry.addAttribute( 'position', bufGeometry.getAttribute( 'position' ) ); 				posOnlyBufGeometry.setIndex( bufGeometry.getIndex() ); 				// Merge the vertices so the triangle soup is converted to indexed triangles 				var indexedBufferGeom = THREE.BufferGeometryUtils.mergeVertices( posOnlyBufGeometry ); 				// Create index arrays mapping the indexed vertices to bufGeometry vertices 				mapIndices( bufGeometry, indexedBufferGeom ); 			} 			function isEqual( x1, y1, z1, x2, y2, z2 ) { 				var delta = 0.000001; 				return Math.abs( x2 - x1 ) < delta && 						Math.abs( y2 - y1 ) < delta && 						Math.abs( z2 - z1 ) < delta; 			} 			function mapIndices( bufGeometry, indexedBufferGeom ) { 				// Creates ammoVertices, ammoIndices and ammoIndexAssociation in bufGeometry 				var vertices = bufGeometry.attributes.position.array; 				var idxVertices = indexedBufferGeom.attributes.position.array; 				var indices = indexedBufferGeom.index.array; 				var numIdxVertices = idxVertices.length / 3; 				var numVertices = vertices.length / 3; 				bufGeometry.ammoVertices = idxVertices; 				bufGeometry.ammoIndices = indices; 				bufGeometry.ammoIndexAssociation = []; 				for ( var i = 0; i < numIdxVertices; i ++ ) { 					var association = []; 					bufGeometry.ammoIndexAssociation.push( association ); 					var i3 = i * 3; 					for ( var j = 0; j < numVertices; j ++ ) { 						var j3 = j * 3; 						if ( isEqual( idxVertices[ i3 ], idxVertices[ i3 + 1 ], idxVertices[ i3 + 2 ], 							vertices[ j3 ], vertices[ j3 + 1 ], vertices[ j3 + 2 ] ) ) { 							association.push( j3 ); 						} 					} 				} 			} 			function createSoftVolume( bufferGeom, mass, pressure ) { 				processGeometry( bufferGeom ); 				var volume = new THREE.Mesh( bufferGeom, new THREE.MeshPhongMaterial( { color: 0xFFFFFF } ) ); 				volume.castShadow = true; 				volume.receiveShadow = true; 				volume.frustumCulled = false; 				scene.add( volume ); 				textureLoader.load( "textures/colors.png", function ( texture ) { 					volume.material.map = texture; 					volume.material.needsUpdate = true; 				} ); 				// Volume physic object 				var volumeSoftBody = softBodyHelpers.CreateFromTriMesh( 					physicsWorld.getWorldInfo(), 					bufferGeom.ammoVertices, 					bufferGeom.ammoIndices, 					bufferGeom.ammoIndices.length / 3, 					true ); 				var sbConfig = volumeSoftBody.get_m_cfg(); 				sbConfig.set_viterations( 40 ); 				sbConfig.set_piterations( 40 ); 				// Soft-soft and soft-rigid collisions 				sbConfig.set_collisions( 0x11 ); 				// Friction 				sbConfig.set_kDF( 0.1 ); 				// Damping 				sbConfig.set_kDP( 0.01 ); 				// Pressure 				sbConfig.set_kPR( pressure ); 				// Stiffness 				volumeSoftBody.get_m_materials().at( 0 ).set_m_kLST( 0.9 ); 				volumeSoftBody.get_m_materials().at( 0 ).set_m_kAST( 0.9 ); 				volumeSoftBody.setTotalMass( mass, false ); 				Ammo.castObject( volumeSoftBody, Ammo.btCollisionObject ).getCollisionShape().setMargin( margin ); 				physicsWorld.addSoftBody( volumeSoftBody, 1, - 1 ); 				volume.userData.physicsBody = volumeSoftBody; 				// Disable deactivation 				volumeSoftBody.setActivationState( 4 ); 				softBodies.push( volume ); 			} 			function createParalellepiped( sx, sy, sz, mass, pos, quat, material ) { 				var threeObject = new THREE.Mesh( new THREE.BoxBufferGeometry( sx, sy, sz, 1, 1, 1 ), material ); 				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 ); 					// Disable deactivation 					body.setActivationState( 4 ); 				} 				physicsWorld.addRigidBody( body ); 				return body; 			} 			function initInput() { 				window.addEventListener( 'mousedown', function ( event ) { 					if ( ! clickRequest ) { 						mouseCoords.set( 							( event.clientX / window.innerWidth ) * 2 - 1, 							- ( event.clientY / window.innerHeight ) * 2 + 1 						); 						clickRequest = true; 					} 				}, false ); 			} 			function processClick() { 				if ( clickRequest ) { 					raycaster.setFromCamera( mouseCoords, camera ); 					// Creates a ball 					var ballMass = 3; 					var ballRadius = 0.4; 					var ball = new THREE.Mesh( new THREE.SphereBufferGeometry( ballRadius, 18, 16 ), ballMaterial ); 					ball.castShadow = true; 					ball.receiveShadow = true; 					var ballShape = new Ammo.btSphereShape( ballRadius ); 					ballShape.setMargin( margin ); 					pos.copy( raycaster.ray.direction ); 					pos.add( raycaster.ray.origin ); 					quat.set( 0, 0, 0, 1 ); 					var ballBody = createRigidBody( ball, ballShape, ballMass, pos, quat ); 					ballBody.setFriction( 0.5 ); 					pos.copy( raycaster.ray.direction ); 					pos.multiplyScalar( 14 ); 					ballBody.setLinearVelocity( new Ammo.btVector3( pos.x, pos.y, pos.z ) ); 					clickRequest = false; 				} 			} 			function onWindowResize() { 				camera.aspect = window.innerWidth / window.innerHeight; 				camera.updateProjectionMatrix(); 				renderer.setSize( window.innerWidth, window.innerHeight ); 			} 			function animate() { 				requestAnimationFrame( animate ); 				render(); 				stats.update(); 			} 			function render() { 				var deltaTime = clock.getDelta(); 				updatePhysics( deltaTime ); 				processClick(); 				renderer.render( scene, camera ); 			} 			function updatePhysics( deltaTime ) { 				// Step world 				physicsWorld.stepSimulation( deltaTime, 10 ); 				// Update soft volumes 				for ( var i = 0, il = softBodies.length; i < il; i ++ ) { 					var volume = softBodies[ i ]; 					var geometry = volume.geometry; 					var softBody = volume.userData.physicsBody; 					var volumePositions = geometry.attributes.position.array; 					var volumeNormals = geometry.attributes.normal.array; 					var association = geometry.ammoIndexAssociation; 					var numVerts = association.length; 					var nodes = softBody.get_m_nodes(); 					for ( var j = 0; j < numVerts; j ++ ) { 						var node = nodes.at( j ); 						var nodePos = node.get_m_x(); 						var x = nodePos.x(); 						var y = nodePos.y(); 						var z = nodePos.z(); 						var nodeNormal = node.get_m_n(); 						var nx = nodeNormal.x(); 						var ny = nodeNormal.y(); 						var nz = nodeNormal.z(); 						var assocVertex = association[ j ]; 						for ( var k = 0, kl = assocVertex.length; k < kl; k ++ ) { 							var indexVertex = assocVertex[ k ]; 							volumePositions[ indexVertex ] = x; 							volumeNormals[ indexVertex ] = nx; 							indexVertex ++; 							volumePositions[ indexVertex ] = y; 							volumeNormals[ indexVertex ] = ny; 							indexVertex ++; 							volumePositions[ indexVertex ] = z; 							volumeNormals[ indexVertex ] = nz; 						} 					} 					geometry.attributes.position.needsUpdate = true; 					geometry.attributes.normal.needsUpdate = true; 				} 				// Update rigid bodies 				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() ); 					} 				} 			} 		</script> 	</body> </html> Source URL: https://github.com/mrdoob/three.js/blob/master/examples/webgl_physics_volume.html  |