You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
earthquake_3d_viewer_front/three/examples/physics_jolt_instancing.html

175 lines
4.7 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js physics - jolt instancing</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> physics - <a href="https://github.com/jrouwe/JoltPhysics.js/" target="_blank">jolt</a> instancing
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.webgpu.js",
"three/webgpu": "../build/three.webgpu.js",
"three/tsl": "../build/three.tsl.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { JoltPhysics } from 'three/addons/physics/JoltPhysics.js';
import Stats from 'three/addons/libs/stats.module.js';
let camera, scene, renderer, stats;
let physics, position;
let boxes, spheres;
init();
async function init() {
physics = await JoltPhysics();
position = new THREE.Vector3();
//
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( - 1, 1.5, 2 );
camera.lookAt( 0, 0.5, 0 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x666666 );
const hemiLight = new THREE.HemisphereLight();
scene.add( hemiLight );
const dirLight = new THREE.DirectionalLight( 0xffffff, 3 );
dirLight.position.set( 5, 5, 5 );
dirLight.castShadow = true;
dirLight.shadow.camera.zoom = 2;
dirLight.shadow.bias = - 0.001;
scene.add( dirLight );
const shadowPlane = new THREE.Mesh(
new THREE.PlaneGeometry( 10, 10 ),
new THREE.ShadowMaterial( {
color: 0x444444
} ),
);
shadowPlane.rotation.x = - Math.PI / 2;
shadowPlane.receiveShadow = true;
scene.add( shadowPlane );
const floorCollider = new THREE.Mesh(
new THREE.BoxGeometry( 10, 5, 10 ),
new THREE.MeshBasicMaterial( { color: 0x666666 } )
);
floorCollider.position.y = - 2.5;
floorCollider.userData.physics = { mass: 0 };
floorCollider.visible = false;
scene.add( floorCollider );
//
const material = new THREE.MeshLambertMaterial();
const matrix = new THREE.Matrix4();
const color = new THREE.Color();
// Boxes
const geometryBox = new THREE.BoxGeometry( 0.075, 0.075, 0.075 );
boxes = new THREE.InstancedMesh( geometryBox, material, 400 );
boxes.instanceMatrix.setUsage( THREE.DynamicDrawUsage ); // will be updated every frame
boxes.castShadow = true;
boxes.receiveShadow = true;
boxes.userData.physics = { mass: 1 };
scene.add( boxes );
for ( let i = 0; i < boxes.count; i ++ ) {
matrix.setPosition( Math.random() - 0.5, Math.random() * 2, Math.random() - 0.5 );
boxes.setMatrixAt( i, matrix );
boxes.setColorAt( i, color.setHex( 0xffffff * Math.random() ) );
}
// Spheres
const geometrySphere = new THREE.IcosahedronGeometry( 0.05, 4 );
spheres = new THREE.InstancedMesh( geometrySphere, material, 400 );
spheres.instanceMatrix.setUsage( THREE.DynamicDrawUsage ); // will be updated every frame
spheres.castShadow = true;
spheres.receiveShadow = true;
spheres.userData.physics = { mass: 1 };
scene.add( spheres );
for ( let i = 0; i < spheres.count; i ++ ) {
matrix.setPosition( Math.random() - 0.5, Math.random() * 2, Math.random() - 0.5 );
spheres.setMatrixAt( i, matrix );
spheres.setColorAt( i, color.setHex( 0xffffff * Math.random() ) );
}
physics.addScene( scene );
//
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
renderer.shadowMap.enabled = true;
document.body.appendChild( renderer.domElement );
stats = new Stats();
document.body.appendChild( stats.dom );
//
const controls = new OrbitControls( camera, renderer.domElement );
controls.target.y = 0.5;
controls.update();
setInterval( () => {
let index = Math.floor( Math.random() * boxes.count );
position.set( 0, Math.random() + 1, 0 );
physics.setMeshPosition( boxes, position, index );
//
index = Math.floor( Math.random() * spheres.count );
position.set( 0, Math.random() + 1, 0 );
physics.setMeshPosition( spheres, position, index );
}, 1000 / 60 );
}
function animate() {
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>