https://www.w3.org/TR/css-transforms-1/
Category: HTML
WebGL Interactive Physics Engine
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 |
3D Webdesign: The next frontier
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<!DOCTYPE html> <!DOCTYPE html> <html lang="en"> <head> <title>three.js - kinect</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"> </head> <body> <script src="../build/three.js"></script> <script src='js/libs/dat.gui.min.js'></script> <script src="js/libs/stats.min.js"></script> <script src="js/WebGL.js"></script> <video id="video" loop muted crossOrigin="anonymous" webkit-playsinline style="display:none"> <source src="textures/kinect.webm"> <source src="textures/kinect.mp4"> </video> <script id="vs" type="x-shader/x-vertex"> uniform sampler2D map; uniform float width; uniform float height; uniform float nearClipping, farClipping; uniform float pointSize; uniform float zOffset; varying vec2 vUv; const float XtoZ = 1.11146; // tan( 1.0144686 / 2.0 ) * 2.0; const float YtoZ = 0.83359; // tan( 0.7898090 / 2.0 ) * 2.0; void main() { vUv = vec2( position.x / width, position.y / height ); vec4 color = texture2D( map, vUv ); float depth = ( color.r + color.g + color.b ) / 3.0; // Projection code by @kcmic float z = ( 1.0 - depth ) * (farClipping - nearClipping) + nearClipping; vec4 pos = vec4( ( position.x / width - 0.5 ) * z * XtoZ, ( position.y / height - 0.5 ) * z * YtoZ, - z + zOffset, 1.0); gl_PointSize = pointSize; gl_Position = projectionMatrix * modelViewMatrix * pos; } </script> <script id="fs" type="x-shader/x-fragment"> uniform sampler2D map; varying vec2 vUv; void main() { vec4 color = texture2D( map, vUv ); gl_FragColor = vec4( color.r, color.g, color.b, 0.2 ); } </script> <script> var container; var scene, camera, renderer; var geometry, mesh, material; var mouse, center; var stats; if ( WEBGL.isWebGLAvailable() ) { init(); animate(); } else { document.body.appendChild( WEBGL.getWebGLErrorMessage() ); } function init() { container = document.createElement( 'div' ); document.body.appendChild( container ); var info = document.createElement( 'div' ); info.id = 'info'; info.innerHTML = '<a href="http://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> - kinect'; document.body.appendChild( info ); stats = new Stats(); // container.appendChild( stats.dom ); camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 ); camera.position.set( 0, 0, 500 ); scene = new THREE.Scene(); center = new THREE.Vector3(); center.z = - 1000; var video = document.getElementById( 'video' ); video.addEventListener( 'loadedmetadata', function () { var texture = new THREE.VideoTexture( video ); texture.minFilter = THREE.NearestFilter; var width = 640, height = 480; var nearClipping = 850, farClipping = 4000; geometry = new THREE.BufferGeometry(); var vertices = new Float32Array( width * height * 3 ); for ( var i = 0, j = 0, l = vertices.length; i < l; i += 3, j ++ ) { vertices[ i ] = j % width; vertices[ i + 1 ] = Math.floor( j / width ); } geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); material = new THREE.ShaderMaterial( { uniforms: { "map": { value: texture }, "width": { value: width }, "height": { value: height }, "nearClipping": { value: nearClipping }, "farClipping": { value: farClipping }, "pointSize": { value: 2 }, "zOffset": { value: 1000 } }, vertexShader: document.getElementById( 'vs' ).textContent, fragmentShader: document.getElementById( 'fs' ).textContent, blending: THREE.AdditiveBlending, depthTest: false, depthWrite: false, transparent: true } ); mesh = new THREE.Points( geometry, material ); scene.add( mesh ); var gui = new dat.GUI(); gui.add( material.uniforms.nearClipping, 'value', 1, 10000, 1.0 ).name( 'nearClipping' ); gui.add( material.uniforms.farClipping, 'value', 1, 10000, 1.0 ).name( 'farClipping' ); gui.add( material.uniforms.pointSize, 'value', 1, 10, 1.0 ).name( 'pointSize' ); gui.add( material.uniforms.zOffset, 'value', 0, 4000, 1.0 ).name( 'zOffset' ); gui.close(); }, false ); video.play(); renderer = new THREE.WebGLRenderer(); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); container.appendChild( renderer.domElement ); mouse = new THREE.Vector3( 0, 0, 1 ); document.addEventListener( 'mousemove', onDocumentMouseMove, false ); // window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function onDocumentMouseMove( event ) { mouse.x = ( event.clientX - window.innerWidth / 2 ) * 8; mouse.y = ( event.clientY - window.innerHeight / 2 ) * 8; } function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { camera.position.x += ( mouse.x - camera.position.x ) * 0.05; camera.position.y += ( - mouse.y - camera.position.y ) * 0.05; camera.lookAt( center ); renderer.render( scene, camera ); } </script> </body> </html> Source: https://threejs.org |