new physics engine - rapier instead of cannon

This commit is contained in:
2025-08-29 16:03:48 +03:00
parent 7eb7eb068a
commit a6827f4ddb
7 changed files with 625 additions and 97 deletions
+107 -65
View File
@@ -1,7 +1,8 @@
import { AnimationMixer } from 'three';
import { PointerControls } from './PointerControls';
import { CharacterControls } from './CharacterControls';
import * as THREE from 'three';
import * as CANNON from 'cannon-es';
import * as RAPIER from '@dimforge/rapier3d'
class Hero{
@@ -16,7 +17,8 @@ class Hero{
this.gameEngine = gameEngine;
//this.gameEngine.orbitControls.object = this.model;
//this.gameEngine.orbitControls.target = this.model.position;
this.gameEngine.orbitControls.enabled = false;
//this.gameEngine.orbitControls.enabled = false;
//this.model.add(gameEngine.camera)
gameEngine.camera.position.set(0,17,-30)
@@ -24,66 +26,91 @@ class Hero{
this.heroCamera = new THREE.Object3D()
this.model.add(this.heroCamera)
this.heroCamera.applyMatrix4(gameEngine.camera.matrix)
this.heroCamera.applyMatrix4(gameEngine.camera.matrix)
this.mixer = new AnimationMixer(this.model);
gameEngine.mixers.push( this.mixer );
this.actionWalk = this.mixer.clipAction( this.object.animations.find(a=>a.name=='walk') );
this.actionIdle = this.mixer.clipAction( this.object.animations.find(a=>a.name=='idle') );
this.actionIdle.play();
this.activeAction = this.actionIdle;
this.animationsMap = {};
this.object.animations.forEach(a=>{
this.animationsMap[a.name] = this.mixer.clipAction(a);
})
// this.actionWalk = this.mixer.clipAction( this.object.animations.find(a=>a.name=='walk') );
// this.actionIdle = this.mixer.clipAction( this.object.animations.find(a=>a.name=='idle') );
// this.actionIdle.play();
// this.activeAction = this.actionIdle;
this.pointerControls = new PointerControls(gameEngine.camera, this.model, gameEngine.renderer.domElement);
gameEngine.hero = this;
// Character Collider
const characterCollider = new THREE.Object3D()
characterCollider.position.y = 3
gameEngine.activeObjects.add(characterCollider)
const colliderShape = new CANNON.Sphere(0.5)
const colliderBody = new CANNON.Body({ mass: 1, material: gameEngine.phy.slipperyMaterial })
colliderBody.addShape(colliderShape, new CANNON.Vec3(0, 0.5, 0))
colliderBody.addShape(colliderShape, new CANNON.Vec3(0, -0.5, 0))
colliderBody.position.set(
characterCollider.position.x,
characterCollider.position.y,
characterCollider.position.z
)
colliderBody.linearDamping = 0.95
colliderBody.angularFactor.set(0, 1, 0) // prevents rotation X,Z axis
//colliderBody.sleepSpeedLimit = 1.0;
gameEngine.phy.world.addBody(colliderBody)
// const characterCollider = new THREE.Object3D()
// characterCollider.position.y = 3
// gameEngine.activeObjects.add(characterCollider)
this.characterCollider = characterCollider;
this.colliderBody = colliderBody;
// const colliderShape = new CANNON.Sphere(0.5)
// const colliderBody = new CANNON.Body({ mass: 1, material: gameEngine.phy.slipperyMaterial })
// colliderBody.addShape(colliderShape, new CANNON.Vec3(0, 0.5, 0))
// colliderBody.addShape(colliderShape, new CANNON.Vec3(0, -0.5, 0))
// colliderBody.position.set(
// characterCollider.position.x,
// characterCollider.position.y,
// characterCollider.position.z
// )
// colliderBody.linearDamping = 0.95
// colliderBody.angularFactor.set(0, 1, 0) // prevents rotation X,Z axis
// //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);
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)
// this.characterCollider = characterCollider;
// this.colliderBody = colliderBody;
this.clock = new THREE.Clock()
this.delta = 0
this.inputVelocity = new THREE.Vector3()
this.velocity = new CANNON.Vec3()
this.quat = new THREE.Quaternion()
this.v = new THREE.Vector3()
this.rotation = new THREE.Euler()
this.targetQuaternion = new THREE.Quaternion()
this.distance = 0
this.canJump = true;
// this.inputVelocity = new THREE.Vector3()
// this.velocity = new CANNON.Vec3()
// this.quat = new THREE.Quaternion()
// this.v = new THREE.Vector3()
// this.rotation = new THREE.Euler()
// this.targetQuaternion = new THREE.Quaternion()
// this.distance = 0
// this.canJump = true;
this.contactNormal = new CANNON.Vec3()
this.upAxis = new CANNON.Vec3(0, 1, 0)
// this.contactNormal = new CANNON.Vec3()
// this.upAxis = new CANNON.Vec3(0, 1, 0)
colliderBody.addEventListener('collide', function (e) {
const contact = e.contact
if (contact.bi.id == this.colliderBody.id) {
contact.ni.negate(this.contactNormal)
} else {
this.contactNormal.copy(contact.ni)
}
if (this.contactNormal.dot(this.upAxis) > 0.5) {
if (!this.canJump) {
setAction(animationActions[1], true)
}
this.canJump = true
}
}.bind(this))
// colliderBody.addEventListener('collide', function (e) {
// const contact = e.contact
// if (contact.bi.id == this.colliderBody.id) {
// contact.ni.negate(this.contactNormal)
// } else {
// this.contactNormal.copy(contact.ni)
// }
// if (this.contactNormal.dot(this.upAxis) > 0.5) {
// if (!this.canJump) {
// setAction(animationActions[1], true)
// }
// this.canJump = true
// }
// }.bind(this))
this.ready = true;
@@ -93,27 +120,42 @@ class Hero{
this.pointerControls.controls.lock();
}
setAction(toAction, loop){
if (toAction != this.activeAction) {
let lastAction = this.activeAction;
this.activeAction = toAction
lastAction.fadeOut(0.1)
this.activeAction.reset()
this.activeAction.fadeIn(0.1)
this.activeAction.play()
if (!loop) {
this.activeAction.clampWhenFinished = true
this.activeAction.loop = THREE.LoopOnce
}
}
}
// setAction(toAction, loop){
// if (toAction != this.activeAction) {
// let lastAction = this.activeAction;
// this.activeAction = toAction
// lastAction.fadeOut(0.1)
// this.activeAction.reset()
// this.activeAction.fadeIn(0.1)
// this.activeAction.play()
// if (!loop) {
// this.activeAction.clampWhenFinished = true
// this.activeAction.loop = THREE.LoopOnce
// }
// }
// }
update(){
//return
if (this.gameEngine.renderer.xr.isPresenting) return;
if (this.ready) {
let pc = this.pointerControls;
pc.update();
let dlt = this.clock.getDelta();
this.delta += dlt;
if (this.delta > 0.016){
this.characterControls.update(this.gameEngine.phy.world, this.delta, pc)
this.gameEngine.phy.world.step()
this.delta = 0;
}
}
return;
let { inputVelocity, velocity, quat, v, targetQuaternion, clock, rotation } = this;
let pc = this.pointerControls;
pc.update();
// let pc = this.pointerControls;
// pc.update();
if (this.ready) {
if (this.canJump) {
//walking