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earthquake_3d_viewer_front/three/examples/physics_rapier_joints.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js physics - rapier3d joints</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">
<style>
body {
color: #333;
}
</style>
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> physics - <a href="https://github.com/dimforge/rapier.js" target="_blank">rapier</a> joints
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { RapierPhysics } from 'three/addons/physics/RapierPhysics.js';
import { RapierHelper } from 'three/addons/helpers/RapierHelper.js';
import Stats from 'three/addons/libs/stats.module.js';
let camera, scene, renderer, stats;
let physics, pivot, physicsHelper;
init();
async function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xbfd1e5 );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( 0, 3, 10 );
const ambient = new THREE.HemisphereLight( 0x555555, 0xFFFFFF );
scene.add( ambient );
const light = new THREE.DirectionalLight( 0xffffff, 4 );
light.position.set( 0, 12.5, 12.5 );
light.castShadow = true;
light.shadow.radius = 3;
light.shadow.blurSamples = 8;
light.shadow.mapSize.width = 1024;
light.shadow.mapSize.height = 1024;
const size = 10;
light.shadow.camera.left = - size;
light.shadow.camera.bottom = - size;
light.shadow.camera.right = size;
light.shadow.camera.top = size;
light.shadow.camera.near = 1;
light.shadow.camera.far = 50;
scene.add( light );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
document.body.appendChild( renderer.domElement );
renderer.setAnimationLoop( animate );
const controls = new OrbitControls( camera, renderer.domElement );
controls.target = new THREE.Vector3( 0, 2, 0 );
controls.update();
stats = new Stats();
document.body.appendChild( stats.dom );
//Create pivot point
const geometry = new THREE.SphereGeometry( 0.5 );
const material = new THREE.MeshStandardMaterial( { color: 0xFF0000 } );
pivot = new THREE.Mesh( geometry, material );
pivot.position.y = 6;
pivot.userData.physics = { mass: 0 };
scene.add( pivot );
initPhysics();
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
}
async function initPhysics() {
//Initialize physics engine using the script in the jsm/physics folder
physics = await RapierPhysics();
physics.addScene( scene );
//Optionally display collider outlines
physicsHelper = new RapierHelper( physics.world );
scene.add( physicsHelper );
const link1 = addLink( pivot, 0 );
const link2 = addLink( link1, 2 );
addLink( link2, 4 );
}
//link - the mesh that the new link will be attached to
//x - used to position the new link
function addLink( link, x ) {
const geometry = new THREE.CapsuleGeometry( 0.25, 1.8 );
const material = new THREE.MeshStandardMaterial( { color: 0xCCCC00 } );
const mesh = new THREE.Mesh( geometry, material );
mesh.rotateZ( Math.PI * 0.5 );
mesh.position.set( x + 0.9, 5.8, 0 );
scene.add( mesh );
physics.addMesh( mesh, 1, 0.5 );
const jointParams = physics.RAPIER.JointData.spherical(
( link == pivot ) ? new physics.RAPIER.Vector3( 0, - 0.5, 0 ) : new physics.RAPIER.Vector3( 0, - 1.15, 0 ), // Joint position in world space
new physics.RAPIER.Vector3( 0, 1.15, 0 ) // Corresponding attachment on sphere
);
const body1 = link.userData.physics.body;
const body2 = mesh.userData.physics.body;
body2.setAngularDamping( 10.0 );
physics.world.createImpulseJoint( jointParams, body1, body2, true );
return mesh;
}
function onWindowResize( ) {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
if ( physicsHelper ) physicsHelper.update();
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>