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earthquake_3d_viewer_front/three/examples/physics_rapier_terrain.html

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<!DOCTYPE html>
<html lang="en">
<head>
<title>Rapier.js terrain heightfield 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="container"></div>
<div id="info">Rapier.js physics terrain heightfield demo</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { RapierPhysics } from 'three/addons/physics/RapierPhysics.js';
// Heightfield parameters
const terrainWidthExtents = 100;
const terrainDepthExtents = 100;
const terrainWidth = 128;
const terrainDepth = 128;
const terrainHalfWidth = terrainWidth / 2;
const terrainHalfDepth = terrainDepth / 2;
const terrainMaxHeight = 8;
const terrainMinHeight = - 2;
// Graphics variables
let container, stats;
let camera, scene, renderer;
let terrainMesh;
const clock = new THREE.Clock();
// Physics variables
let physics;
const dynamicObjects = [];
let heightData = null;
let time = 0;
const objectTimePeriod = 3;
let timeNextSpawn = time + objectTimePeriod;
const maxNumObjects = 30;
init();
async function init() {
heightData = generateHeight( terrainWidth, terrainDepth, terrainMinHeight, terrainMaxHeight );
initGraphics();
await initPhysics();
// Start animation loop only after physics is initialized
renderer.setAnimationLoop( animate );
}
function initGraphics() {
container = document.getElementById( 'container' );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
// Remove setAnimationLoop from here since we'll start it after physics init
renderer.shadowMap.enabled = true;
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.2, 2000 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xbfd1e5 );
camera.position.y = heightData[ terrainHalfWidth + terrainHalfDepth * terrainWidth ] * ( terrainMaxHeight - terrainMinHeight ) + 5;
camera.position.z = terrainDepthExtents / 2;
camera.lookAt( 0, 0, 0 );
const controls = new OrbitControls( camera, renderer.domElement );
controls.enableZoom = false;
const geometry = new THREE.PlaneGeometry( terrainWidthExtents, terrainDepthExtents, terrainWidth - 1, terrainDepth - 1 );
geometry.rotateX( - Math.PI / 2 );
const vertices = geometry.attributes.position.array;
for ( let i = 0, j = 0, l = vertices.length; i < l; i ++, j += 3 ) {
vertices[ j + 1 ] = heightData[ i ];
}
geometry.computeVertexNormals();
const groundMaterial = new THREE.MeshPhongMaterial( { color: 0xC7C7C7 } );
terrainMesh = new THREE.Mesh( geometry, groundMaterial );
terrainMesh.receiveShadow = true;
terrainMesh.castShadow = true;
scene.add( terrainMesh );
const textureLoader = new THREE.TextureLoader();
textureLoader.load( 'textures/grid.png', function ( texture ) {
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( terrainWidth - 1, terrainDepth - 1 );
groundMaterial.map = texture;
groundMaterial.needsUpdate = true;
} );
const ambientLight = new THREE.AmbientLight( 0xbbbbbb );
scene.add( ambientLight );
const light = new THREE.DirectionalLight( 0xffffff, 3 );
light.position.set( 100, 100, 50 );
light.castShadow = true;
const dLight = 200;
const sLight = dLight * 0.25;
light.shadow.camera.left = - sLight;
light.shadow.camera.right = sLight;
light.shadow.camera.top = sLight;
light.shadow.camera.bottom = - sLight;
light.shadow.camera.near = dLight / 30;
light.shadow.camera.far = dLight;
light.shadow.mapSize.x = 1024 * 2;
light.shadow.mapSize.y = 1024 * 2;
scene.add( light );
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
async function initPhysics() {
physics = await RapierPhysics();
// Create the terrain body using RapierPhysics module
physics.addHeightfield( terrainMesh, terrainWidth - 1, terrainDepth - 1, heightData, { x: terrainWidthExtents, y: 1.0, z: terrainDepthExtents } );
// Continue with adding other dynamic objects as needed
}
function generateHeight( width, depth, minHeight, maxHeight ) {
const size = width * depth;
const data = new Float32Array( size );
const hRange = maxHeight - minHeight;
const w2 = width / 2;
const d2 = depth / 2;
const phaseMult = 12;
let p = 0;
for ( let j = 0; j < depth; j ++ ) {
for ( let i = 0; i < width; i ++ ) {
const radius = Math.sqrt( Math.pow( ( i - w2 ) / w2, 2.0 ) + Math.pow( ( j - d2 ) / d2, 2.0 ) );
const height = ( Math.sin( radius * phaseMult ) + 1 ) * 0.5 * hRange + minHeight;
data[ p ] = height;
p ++;
}
}
return data;
}
function generateObject() {
const numTypes = 3; // cones not working
const objectType = Math.ceil( Math.random() * numTypes );
let threeObject = null;
const objectSize = 3;
let radius, height;
switch ( objectType ) {
case 1: // Sphere
radius = 1 + Math.random() * objectSize;
threeObject = new THREE.Mesh( new THREE.SphereGeometry( radius, 20, 20 ), createObjectMaterial() );
break;
case 2: // Box
const sx = 1 + Math.random() * objectSize;
const sy = 1 + Math.random() * objectSize;
const sz = 1 + Math.random() * objectSize;
threeObject = new THREE.Mesh( new THREE.BoxGeometry( sx, sy, sz, 1, 1, 1 ), createObjectMaterial() );
break;
case 3: // Cylinder
radius = 1 + Math.random() * objectSize;
height = 1 + Math.random() * objectSize;
threeObject = new THREE.Mesh( new THREE.CylinderGeometry( radius, radius, height, 20, 1 ), createObjectMaterial() );
break;
default: // Cone
radius = 1 + Math.random() * objectSize;
height = 2 + Math.random() * objectSize;
threeObject = new THREE.Mesh( new THREE.ConeGeometry( radius, height, 20, 2 ), createObjectMaterial() );
break;
}
// Position objects higher and with more randomization to prevent clustering
threeObject.position.set(
( Math.random() - 0.5 ) * terrainWidth * 0.6,
terrainMaxHeight + objectSize + 15 + Math.random() * 5, // Even higher with randomization
( Math.random() - 0.5 ) * terrainDepth * 0.6
);
const mass = objectSize * 5;
const restitution = 0.3; // Add some bounciness
// Add to scene first
scene.add( threeObject );
// Add physics to the object
physics.addMesh( threeObject, mass, restitution );
// Store the object for later reference
dynamicObjects.push( threeObject );
// Force a small delay before adding the next object
timeNextSpawn = time + 0.5;
threeObject.receiveShadow = true;
threeObject.castShadow = true;
}
function createObjectMaterial() {
const c = Math.floor( Math.random() * ( 1 << 24 ) );
return new THREE.MeshPhongMaterial( { color: c } );
}
function animate() {
render();
stats.update();
}
function render() {
const deltaTime = clock.getDelta();
// Generate new objects with a delay between them
if ( dynamicObjects.length < maxNumObjects && time > timeNextSpawn ) {
// Generate object directly in this frame
generateObject();
// timeNextSpawn is now set in generateObject()
}
// Clean up objects that have fallen off the terrain
for ( let i = dynamicObjects.length - 1; i >= 0; i -- ) {
const obj = dynamicObjects[ i ];
if ( obj.position.y < terrainMinHeight - 10 ) {
// Remove from scene and physics world
scene.remove( obj );
dynamicObjects.splice( i, 1 );
}
}
updatePhysics();
renderer.render( scene, camera );
time += deltaTime;
}
function updatePhysics() {
// Check for objects that might need help with physics
for ( let i = 0, il = dynamicObjects.length; i < il; i ++ ) {
const objThree = dynamicObjects[ i ];
// If object is not moving but should be (based on height), try to fix it
if ( objThree.position.y > 1.0 ) {
// Check if physics body exists
if ( objThree.userData && objThree.userData.physics && objThree.userData.physics.body ) {
const body = objThree.userData.physics.body;
// Make sure body is awake
if ( typeof body.wakeUp === 'function' ) {
body.wakeUp();
}
// Check velocity and apply impulse if needed
if ( typeof body.linvel === 'function' ) {
const velocity = body.linvel();
const speed = Math.sqrt( velocity.x * velocity.x + velocity.y * velocity.y + velocity.z * velocity.z );
// If object is very slow, give it a stronger impulse
if ( speed < 0.5 ) {
body.applyImpulse( { x: 0, y: - 2.0, z: 0 }, true );
}
}
} else {
// If the object doesn't have a physics body but should, recreate it
const mass = 5; // Default mass
const restitution = 0.3; // Default restitution
// Recreate physics for the object
physics.addMesh( objThree, mass, restitution );
}
}
}
}
</script>
</body>
</html>