在threejs中使用Ammo.js来实现物理效果,Ammo.js 使用Emscripten将 Bullet物理引擎 直接移植到JavaScript。源代码被直接翻译成JavaScript,未进行人工重写,因此功能与原始项目相同。
Bullet Physics是一个开源的物理模拟引擎,世界三大物理引擎之一,功能强大。
三维场景中的对象只需要用特定的Physijs对象封装一下便可以在场景中展现物理效果(重力、碰撞检测等)。
第一步:需要引入Ammo库
<script src="js/libs/ammo.js"></script>
第二步:创建物理引擎对象
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 ) );
第三步、创建一个不能移动的地面
物理引擎加载场景之后,加载的物体都有默认的向Y轴负方向大小为10的加速度,可以通过setGravity 设置。通过设置mass 为 0 可以添加一个静止的地面。这里mass可以理解为物体的质量,为0物体静止不动,默认值为1,设置为一个很小的小数如0.01则表示一个很轻的物体,比如被撞一下就可以撞飞了。
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( 80, 80 );
ground.material.map = texture;
ground.material.needsUpdate = true;
} );
function createParalellepiped( sx, sy, sz, mass, pos, quat, material ) {
var threeObject = new THREE.Mesh( new THREE.BoxGeometry( 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;
}
第四步、添加鼠标事件,鼠标点击生成一个球体,滚向地面。
raycaster.setFromCamera( mouseCoords, camera );
// Creates a ball
var ballMass = 3;
var ballRadius = 0.4;
var ball = new THREE.Mesh( new THREE.SphereGeometry( ballRadius, 18, 16 ), createRendomColorObjectMeatrial() );
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;
第五步、更新模型
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() );
}
}
}