physics test2

This commit is contained in:
2025-10-16 09:53:52 +03:00
parent a60d94fe66
commit 49e0486277
12 changed files with 283 additions and 169 deletions
+9 -9
View File
@@ -16,19 +16,19 @@
</v-btn-toggle>
<template v-if="currentObject?.__o">
<v-card subtitle="Position" class="ma-1" color="light-blue-darken-4">
<v-text-field type="number" hide-details density="compact" label="x" v-model="currentObject.__o.position.x"></v-text-field>
<v-text-field type="number" hide-details density="compact" label="y" v-model="currentObject.__o.position.y"></v-text-field>
<v-text-field type="number" hide-details density="compact" label="z" v-model="currentObject.__o.position.z"></v-text-field>
<v-number-input :precision="null" controlVariant="stacked" hide-details density="compact" label="x" v-model="currentObject.__o.position.x"></v-number-input>
<v-number-input :precision="null" controlVariant="stacked" hide-details density="compact" label="y" v-model="currentObject.__o.position.y"></v-number-input>
<v-number-input :precision="null" controlVariant="stacked" hide-details density="compact" label="z" v-model="currentObject.__o.position.z"></v-number-input>
</v-card>
<v-card subtitle="Rotation" class="ma-1" color="green-darken-4">
<v-text-field type="number" hide-details density="compact" label="x" v-model="currentObject.__o.rotation.x"></v-text-field>
<v-text-field type="number" hide-details density="compact" label="y" v-model="currentObject.__o.rotation.y"></v-text-field>
<v-text-field type="number" hide-details density="compact" label="z" v-model="currentObject.__o.rotation.z"></v-text-field>
<v-number-input :precision="null" controlVariant="stacked" hide-details density="compact" label="x" v-model="currentObject.__o.rotation.x"></v-number-input>
<v-number-input :precision="null" controlVariant="stacked" hide-details density="compact" label="y" v-model="currentObject.__o.rotation.y"></v-number-input>
<v-number-input :precision="null" controlVariant="stacked" hide-details density="compact" label="z" v-model="currentObject.__o.rotation.z"></v-number-input>
</v-card>
<v-card subtitle="Scale" class="ma-1" color="pink-darken-4">
<v-text-field type="number" hide-details density="compact" label="x" v-model="currentObject.__o.scale.x"></v-text-field>
<v-text-field type="number" hide-details density="compact" label="y" v-model="currentObject.__o.scale.y"></v-text-field>
<v-text-field type="number" hide-details density="compact" label="z" v-model="currentObject.__o.scale.z"></v-text-field>
<v-number-input :precision="null" controlVariant="stacked" hide-details density="compact" label="x" v-model="currentObject.__o.scale.x"></v-number-input>
<v-number-input :precision="null" controlVariant="stacked" hide-details density="compact" label="y" v-model="currentObject.__o.scale.y"></v-number-input>
<v-number-input :precision="null" controlVariant="stacked" hide-details density="compact" label="z" v-model="currentObject.__o.scale.z"></v-number-input>
</v-card>
</template>
</v-navigation-drawer>
+1 -1
View File
@@ -231,7 +231,7 @@ export default {
])
maze.load().then(o=>{
gameEngine.activeObjects.add(o);
o.scale.set(5,5,5);
//o.scale.set(5,5,5);
})
new Grass(Grass.positions(1000,50,50), '/static/textures/grass01.png', 1, .5).then(mesh=>{
@@ -5,12 +5,15 @@ import { TextObject } from '../TextObject';
class MazeObject {
constructor(engine, def, params = {}){
let room = new Group();
let scene = room;
let root = room;
this.object = room;
let context = {};
context.wallSize = params.wallSize || .65;
context.tubeSize = params.tubeSize || .8;
context.wallDepth = params.wallDepth || .1;
const scale = 5;
context.wallSize = params.wallSize || .65*scale;
context.tubeSize = params.tubeSize || .8*scale;
context.wallDepth = params.wallDepth || .1*scale;
context.fontPath = params.fontPath || '/static/fonts/ZapfChanceryC.otf';
const cameraNear = .2;
@@ -33,22 +36,21 @@ class MazeObject {
};
let o = {};
let mazeGeometries = [], areas = [];
let areas = [], mazeMeshes = [];
this.mazeObject = function(def, room, step = 0) {
let offsetZ = 0, e;
def.len = def.len || 0;
if (step == 0) {
e = o.door.geometry.clone();
e = o.door.clone();
e.rotateY(_tf.rotation.f);
mazeGeometries.push(e);
mazeMeshes.push(e);
}
for (let i = 0; i < def.len; i++) {
let t = o.tunnel.geometry.clone();
t.translate(0, 0, i * context.tubeSize + context.wallDepth / 2);
let t = o.tunnel.clone();
t.position.set(0, 0, i * context.tubeSize + context.wallDepth / 2);
def.matrix && t.applyMatrix4(def.matrix);
mazeGeometries.push(t);
mazeMeshes.push(t);
}
offsetZ = context.wallDepth + def.len * context.tubeSize - context.tubeSize / 2;
if (!def.len) offsetZ = -.275;
@@ -58,6 +60,14 @@ class MazeObject {
room.localToWorld(new Vector3(context.tubeSize / 2 - cameraNear, 0, offsetZ + cameraNear))
]
});
engine.phy.add(
{position: room.localToWorld(new Vector3(context.tubeSize / 2 - cameraNear, 0, offsetZ + cameraNear))},
'fixed', false, undefined, 'cuboid',{
width:offsetZ*10, height:10, depth:10
}
)
if (def.type == 'area') {
def.area.forEach(ar => {
areas.push({
@@ -75,23 +85,23 @@ class MazeObject {
// def.matrix && e.applyMatrix4(def.matrix);
// mazeGeometries.push(e);
} else {
e = [o.floor.geometry.clone(), o.door.geometry.clone(), o[def.r ? 'door' : 'wall'].geometry.clone(),
o[def.f ? 'door' : 'wall'].geometry.clone(), o[def.l ? 'door' : 'wall'].geometry.clone()];
e[0].translate(0, 0, offsetZ + context.wallSize);
e = [o.floor.clone(), o.door.clone(), o[def.r ? 'door' : 'wall'].clone(),
o[def.f ? 'door' : 'wall'].clone(), o[def.l ? 'door' : 'wall'].clone()];
e[0].position.set(0, 0, offsetZ + context.wallSize);
e[1].rotateY(_tf.rotation.b);
e[2].rotateY(_tf.rotation.r);
e[3].rotateY(_tf.rotation.f);
e[4].rotateY(_tf.rotation.l);
e[1].translate(0, 0, offsetZ + 0);
e[2].translate(-context.wallSize, 0, offsetZ + context.wallSize);
e[3].translate(0, 0, offsetZ + context.wallSize * 2);
e[4].translate(context.wallSize, 0, offsetZ + context.wallSize);
e[1].position.set(0, 0, offsetZ + 0);
e[2].position.set(-context.wallSize, 0, offsetZ + context.wallSize);
e[3].position.set(0, 0, offsetZ + context.wallSize * 2);
e[4].position.set(context.wallSize, 0, offsetZ + context.wallSize);
e.forEach(g => {
def.matrix && g.applyMatrix4(def.matrix);
mazeGeometries.push(g);
mazeMeshes.push(g);
});
areas.push({
a: [
@@ -119,7 +129,7 @@ class MazeObject {
mtx.makeRotationY(_tf.rotation[d]);
mtx.setPosition(_tf.pNext[d][0], 0, _tf.pNext[d][1] + offsetZ);
let rr = new Group();
scene.add(rr);
root.add(rr);
def[d].matrix = mtx.premultiply(def.matrix || new Matrix4());
rr.applyMatrix4(def[d].matrix);
rr.updateMatrixWorld();
@@ -132,14 +142,18 @@ class MazeObject {
['tunnel', 'wall', 'door', 'floor'].forEach(e => {
o[e] = mazeAsset.scene.getObjectByName(e);
o[e].frustumCulled = false;
o[e].scale.set(scale, scale, scale)
});
o.tunnel.material.depthWrite = false
this.mazeObject(def, room);
mazeGeometries.forEach(mg=>{
scene.add(new Mesh(mg, o.tunnel.material));
mazeMeshes.forEach(mesh=>{
//let mesh = new Mesh(mg, o.tunnel.material)
root.add(mesh);
engine.phy.add(mesh, 'dynamic')
})
console.log(o.tunnel)
//scene.add(new Mesh(BufferGeometryUtils.mergeGeometries(mazeGeometries, false), o.tunnel.material));
console.log(room);
//console.log(room);
}
}
}
@@ -23,7 +23,7 @@ class MazeQuizGame {
len,
objects:[
{
type: 'text', text: cq.s, position:[0,.4,len], rotation:[0,Math.PI, 0]
type: 'text', text: cq.s, position:[0,.44,len-0.2], rotation:[0,Math.PI, 0]
}
],
[lrv?'r':'l']:{
@@ -32,7 +32,7 @@ class MazeQuizGame {
len: lr,
objects:[
{
type: 'text', text: cq.h, position:[0,.4,lr], rotation:[0,Math.PI, 0]
type: 'text', text: cq.h, position:[0,.44,lr-0.2], rotation:[0,Math.PI, 0]
}
]
}
-2
View File
@@ -20,10 +20,8 @@ class Clickable {
raycaster.setFromCamera(mouse, camera);
let forExecute = [];
objects.forEach(o => {
console.log(1)
o.getWorldPosition(v);
if (camera.position.distanceTo(v) <= o._clickable.distance && o.visible) {
console.log(2)
const intersects = raycaster.intersectObject(o);
// intersects.forEach(i=>{
// forExecute.push({o, i})
+13 -11
View File
@@ -63,22 +63,24 @@ class Hero{
// //colliderBody.sleepSpeedLimit = 1.0;
// gameEngine.phy.world.addBody(colliderBody)
let bodyDesc = RAPIER.RigidBodyDesc.kinematicPositionBased().setTranslation(
// characterCollider.position.x,
// characterCollider.position.y,
// characterCollider.position.z
-1, 3, 1
)
let rigidBody = gameEngine.phy.world.createRigidBody(bodyDesc);
let dynamicCollider = RAPIER.ColliderDesc.ball(0.28);
gameEngine.phy.world.createCollider(dynamicCollider, rigidBody.handle);
let po = gameEngine.phy.add(this.model, 'kinematicPositionBased', false, undefined, 'ball', { radius: 0.28})
// let bodyDesc = RAPIER.RigidBodyDesc.kinematicPositionBased().setTranslation(
// // characterCollider.position.x,
// // characterCollider.position.y,
// // characterCollider.position.z
// -1, 3, 1
// )
// let rigidBody = gameEngine.phy.world.createRigidBody(bodyDesc);
// let dynamicCollider = RAPIER.ColliderDesc.ball(0.28);
// gameEngine.phy.world.createCollider(dynamicCollider, rigidBody.handle);
this.characterControls = new CharacterControls(this.model, this.mixer,
this.animationsMap, gameEngine.orbitControls, gameEngine.camera, 'idle',
new RAPIER.Ray(
{ x: 0, y: 0, z: 0 },
{ x: 0, y: -1, z: 0}
), rigidBody, this.pointerControls)
), po.rigidBody, this.pointerControls)
// this.characterCollider = characterCollider;
// this.colliderBody = colliderBody;
@@ -146,7 +148,7 @@ class Hero{
this.delta += dlt;
if (this.delta > 0.016){
this.characterControls.update(this.gameEngine.phy.world, this.delta, pc)
this.gameEngine.phy.world.step()
this.gameEngine.phy.step()
this.delta = 0;
}
}
+104
View File
@@ -0,0 +1,104 @@
import * as RAPIER from '@dimforge/rapier3d'
// export type PhysicsObject = {
// mesh: THREE.Mesh
// collider: Rapier.Collider
// rigidBody: Rapier.RigidBody
// fn?: Function
// autoAnimate: boolean
// }
class Physics{
constructor(){
}
init = async ()=>{
let gravity = { x: 0.0, y: -9.81, z: 0.0 };
let world = new RAPIER.World(gravity);
// Create Ground.
let bodyDesc = RAPIER.RigidBodyDesc.fixed();
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(100.0, 0.1, 100.0);
world.createCollider(colliderDesc, body.handle);
this.world = world;
this.physicsObjects = [];
return this;
}
add = (mesh, rigidBodyType, autoAnimate = true, postPhysicsFn, colliderType, colliderSettings) => {
const rigidBodyDesc = RAPIER.RigidBodyDesc[rigidBodyType]()
rigidBodyDesc.setTranslation(mesh.position.x, mesh.position.y, mesh.position.z)
// * Responsible for collision response
const rigidBody = this.world.createRigidBody(rigidBodyDesc)
let colliderDesc
switch (colliderType) {
case 'cuboid':
{
const { width, height, depth } = colliderSettings
colliderDesc = RAPIER.ColliderDesc.cuboid(width, height, depth)
}
break
case 'ball':
{
const { radius } = colliderSettings
colliderDesc = RAPIER.ColliderDesc.ball(radius)
}
break
case 'capsule':
{
const { halfHeight, radius } = colliderSettings
colliderDesc = RAPIER.ColliderDesc.capsule(halfHeight, radius)
}
break
default:
{
colliderDesc = RAPIER.ColliderDesc.trimesh(
mesh.geometry.attributes.position.array,
mesh.geometry.index?.array
)
}
break
}
if (!colliderDesc) {
console.error('Collider Mesh Error: convex mesh creation failed.')
}
// * Responsible for collision detection
const collider = this.world.createCollider(colliderDesc, rigidBody)
const physicsObject = { mesh, collider, rigidBody, fn: postPhysicsFn, autoAnimate }
this.physicsObjects.push(physicsObject)
return physicsObject
}
step(){
this.world.step()
for (let po of this.physicsObjects) {
const autoAnimate = po.autoAnimate
if (autoAnimate) {
const mesh = po.mesh
const collider = po.collider
mesh.position.copy(collider.translation())
mesh.quaternion.copy(collider.rotation() )
}
const fn = po.fn
fn && fn()
}
}
}
export { Physics }
+13 -14
View File
@@ -13,7 +13,7 @@ import { TransformControls } from 'three/addons/controls/TransformControls.js';
import { ARButton } from 'three/addons/webxr/ARButton.js';
import { XRButton } from 'three/addons/webxr/XRButton.js';
import { XRControllerModelFactory } from 'three/addons/webxr/XRControllerModelFactory.js';
import * as RAPIER from '@dimforge/rapier3d'
import { Physics } from './Physics.js';
import { Clickable } from './Clickable.js';
class GameEngine {
@@ -161,7 +161,7 @@ class GameEngine {
gameEngine.camera.updateProjectionMatrix();
})
this.initPhysics();
await this.initPhysics();
if (opts.ar) {
renderer.xr.enabled = true;
@@ -246,17 +246,17 @@ class GameEngine {
this.cameraYaw = yaw;
}
initPhysics() {
async initPhysics() {
//const world = new CANNON.World()
//world.gravity.set(0, -9.82, 0)
let gravity = { x: 0.0, y: -9.81, z: 0.0 };
let world = new RAPIER.World(gravity);
// let gravity = { x: 0.0, y: -9.81, z: 0.0 };
// let world = new RAPIER.World(gravity);
// Create Ground.
let bodyDesc = RAPIER.RigidBodyDesc.fixed();
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(100.0, 0.1, 100.0);
world.createCollider(colliderDesc, body.handle);
// // Create Ground.
// let bodyDesc = RAPIER.RigidBodyDesc.fixed();
// let body = world.createRigidBody(bodyDesc);
// let colliderDesc = RAPIER.ColliderDesc.cuboid(100.0, 0.1, 100.0);
// world.createCollider(colliderDesc, body.handle);
// const groundMaterial = new CANNON.Material('groundMaterial')
// const slipperyMaterial = new CANNON.Material('slipperyMaterial')
@@ -276,10 +276,9 @@ class GameEngine {
// planeBody.addShape(planeShape)
// planeBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2)
// world.addBody(planeBody)
this.phy = {
world,
//slipperyMaterial
}
this.phy = new Physics();
await this.phy.init();
}
handleXrAction(gameEngine, delta) {