微信跳一跳小游戏实战开发(二) - 开发前物理引擎的学习 - ammo.js
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接上一篇。
把例子的代码拷贝过来之后,先让代码起通。因为对ammojs不熟悉,所以要理解和学习一下ammojs。
之前有学习过2D的物理引擎,物理引擎通常会比较相似。
THREE.JS的话,因为我已经是非常熟悉了,所以这里的相关代码比较容易理解。
代码拷贝过来跑通之后,开始理清代码的主要逻辑,并打好注释如下:
<script src="/js/lib/threejs/three.min.js"></script> <script src="/js/lib/threejs/ammo.js"></script> <script src="/js/lib/threejs/OrbitControls.js"></script> <script src="/js/lib/threejs/Detector.js"></script> <script src="/js/lib/threejs/stats.min.js"></script> <script> var game_div = document.getElementById('js-game'); // Detects webgl // 检测浏览器是否支持webgl if (!Detector.webgl) { Detector.addGetWebGLMessage({ parent: game_div }); } // Heightfield parameters // 这里terrain开头的是表示那个波浪形的地形的配置参数 var terrainWidthExtents = 100; //宽 var terrainDepthExtents = 100; //深 var terrainWidth = 128; //对宽的网格进行细分 var terrainDepth = 128; //网格细分等级 var terrainHalfWidth = terrainWidth / 2; var terrainHalfDepth = terrainDepth / 2; var terrainMaxHeight = 8; //这里是调节地形波浪的峰值 var terrainMinHeight = -2; //这里是地形波浪的谷值 // Graphics variables // three.js中的变量 var container, stats; var camera, controls, scene, renderer; var terrainMesh, texture; var clock = new THREE.Clock(); // Physics variables // 物理引擎的变量 var collisionConfiguration; // new ammo.btDefaultCollisionConfiguration() var dispatcher; //new Ammo.btCollisionDispatcher(collisionConfiguration); var broadphase; //暂时不知道啥作用 var solver; //负责解算 // 最后上面这四个对象创建一个 Ammojs的物理世界 var physicsWorld; //new Ammo.btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration); var terrainBody; var dynamicObjects = []; //把three.js创建的3D对象放在这个数组里边,每次render之前,把Object3D对象的位置和朝向信息从物理刚体对象里边拷贝过来。 var transformAux1 = new Ammo.btTransform(); var heightData = null; var ammoHeightData = null; var time = 0; var objectTimePeriod = 3; //3秒的间隔 var timeNextSpawn = time + objectTimePeriod; //物品生成的时间间隔 var maxNumObjects = 30; //这里是设置最大的物品生成数量 // - Main code - init(); animate(); function init() { // 用于生成波浪形的高程数据 heightData = generateHeight(terrainWidth, terrainDepth, terrainMinHeight, terrainMaxHeight); initGraphics(); initPhysics(); } // 这个函数里边主要是对three.js的变量进行初始化 // 场景创建,渲染器,摄像头,地面模型等 // 这里我轻车熟路所以打少一点注释 function initGraphics() { container = game_div; renderer = new THREE.WebGLRenderer(); renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(window.innerWidth, window.innerHeight); renderer.shadowMap.enabled = true; container.innerHTML = ""; container.appendChild(renderer.domElement); stats = new Stats(); //这里是网页左上角显示帧率系统状态等的插件 stats.domElement.style.position = 'absolute'; stats.domElement.style.top = '0px'; container.appendChild(stats.domElement); // THREEJS有几种的相机 PerspectiveCamera这个是透视摄像机 // 跳一跳里边很明显是用的 OrthographicCamera(正交相机) 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(new THREE.Vector3(0, 0, 0)); controls = new THREE.OrbitControls(camera); //相机控制器 //创建一个平面的模型 var geometry = new THREE.PlaneBufferGeometry(terrainWidthExtents, terrainDepthExtents, terrainWidth - 1, terrainDepth - 1); geometry.rotateX(-Math.PI / 2); //然后对这个平面模型的点的高度进行调节 假如这里高度不调节,那么将会显示成一个平面 var vertices = geometry.attributes.position.array; for (var i = 0, j = 0, l = vertices.length; i < l; i++ , j += 3) { // j + 1 because it is the y component that we modify vertices[j + 1] = heightData[i]; } //调节完这个平面的点的高度之后,对这个BufferGeometry的顶点法线重新计算一下 geometry.computeVertexNormals(); var groundMaterial = new THREE.MeshPhongMaterial({ color: 0xC7C7C7 }); terrainMesh = new THREE.Mesh(geometry, groundMaterial); terrainMesh.receiveShadow = true; terrainMesh.castShadow = true; scene.add(terrainMesh); var 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; }); // 径向光 var light = new THREE.DirectionalLight(0xffffff, 1); light.position.set(100, 100, 50); light.castShadow = true; //产生阴影 var dLight = 200; var 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, false); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); } function initPhysics() { // Physics configuration // 创建和配置物理世界 collisionConfiguration = new Ammo.btDefaultCollisionConfiguration(); dispatcher = new Ammo.btCollisionDispatcher(collisionConfiguration); broadphase = new Ammo.btDbvtBroadphase(); solver = new Ammo.btSequentialImpulseConstraintSolver(); physicsWorld = new Ammo.btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration); physicsWorld.setGravity(new Ammo.btVector3(0, -6, 0)); //设置重力系数 // Create the terrain body // 创建 var groundShape = this.createTerrainShape(heightData); var groundTransform = new Ammo.btTransform(); groundTransform.setIdentity(); // Shifts the terrain, since bullet re-centers it on its bounding box. groundTransform.setOrigin(new Ammo.btVector3(0, (terrainMaxHeight + terrainMinHeight) / 2, 0)); var groundMass = 0; //质量 质量设置成0就可以不会掉落了 var groundLocalInertia = new Ammo.btVector3(0, 0, 0); //惯性 var groundMotionState = new Ammo.btDefaultMotionState(groundTransform); //运动状态 大概是动量 var groundBody = new Ammo.btRigidBody(new Ammo.btRigidBodyConstructionInfo(groundMass, groundMotionState, groundShape, groundLocalInertia)); physicsWorld.addRigidBody(groundBody); } //用户产生波浪形的高程数据 function generateHeight(width, depth, minHeight, maxHeight) { // Generates the height data (a sinus wave) var size = width * depth; var data = new Float32Array(size); var hRange = maxHeight - minHeight; var w2 = width / 2; var d2 = depth / 2; var phaseMult = 12; var p = 0; for (var j = 0; j < depth; j++) { for (var i = 0; i < width; i++) { var radius = Math.sqrt( Math.pow((i - w2) / w2, 2.0) + Math.pow((j - d2) / d2, 2.0)); var height = (Math.sin(radius * phaseMult) + 1) * 0.5 * hRange + minHeight; data[p] = height; p++; } } return data; } function createTerrainShape() { // This parameter is not really used, since we are using PHY_FLOAT height data type and hence it is ignored var heightScale = 1; // Up axis = 0 for X, 1 for Y, 2 for Z. Normally 1 = Y is used. var upAxis = 1; // hdt, height data type. "PHY_FLOAT" is used. Possible values are "PHY_FLOAT", "PHY_UCHAR", "PHY_SHORT" var hdt = "PHY_FLOAT"; // Set this to your needs (inverts the triangles) var flipQuadEdges = false; // Creates height data buffer in Ammo heap ammoHeightData = Ammo._malloc(4 * terrainWidth * terrainDepth); // Copy the javascript height data array to the Ammo one. var p = 0; var p2 = 0; for (var j = 0; j < terrainDepth; j++) { for (var i = 0; i < terrainWidth; i++) { // write 32-bit float data to memory Ammo.HEAPF32[ammoHeightData + p2 >> 2] = heightData[p]; p++; // 4 bytes/float p2 += 4; } } // Creates the heightfield physics shape var heightFieldShape = new Ammo.btHeightfieldTerrainShape( terrainWidth, terrainDepth, ammoHeightData, heightScale, terrainMinHeight, terrainMaxHeight, upAxis, hdt, flipQuadEdges ); // Set horizontal scale var scaleX = terrainWidthExtents / (terrainWidth - 1); var scaleZ = terrainDepthExtents / (terrainDepth - 1); heightFieldShape.setLocalScaling(new Ammo.btVector3(scaleX, 1, scaleZ)); heightFieldShape.setMargin(0.05); return heightFieldShape; } // 随机生成一个物品从场景的高处掉落 function generateObject() { var numTypes = 4; var objectType = Math.ceil(Math.random() * numTypes); var threeObject = null; var shape = null; var objectSize = 3; var margin = 0.05; switch (objectType) { case 1: // Sphere var radius = 1 + Math.random() * objectSize; threeObject = new THREE.Mesh(new THREE.SphereGeometry(radius, 20, 20), createObjectMaterial()); shape = new Ammo.btSphereShape(radius); shape.setMargin(margin); break; case 2: // Box var sx = 1 + Math.random() * objectSize; var sy = 1 + Math.random() * objectSize; var sz = 1 + Math.random() * objectSize; threeObject = new THREE.Mesh(new THREE.BoxGeometry(sx, sy, sz, 1, 1, 1), createObjectMaterial()); shape = new Ammo.btBoxShape(new Ammo.btVector3(sx * 0.5, sy * 0.5, sz * 0.5)); shape.setMargin(margin); break; case 3: // Cylinder var radius = 1 + Math.random() * objectSize; var height = 1 + Math.random() * objectSize; threeObject = new THREE.Mesh(new THREE.CylinderGeometry(radius, radius, height, 20, 1), createObjectMaterial()); shape = new Ammo.btCylinderShape(new Ammo.btVector3(radius, height * 0.5, radius)); shape.setMargin(margin); break; default: // Cone var radius = 1 + Math.random() * objectSize; var height = 2 + Math.random() * objectSize; threeObject = new THREE.Mesh(new THREE.CylinderGeometry(0, radius, height, 20, 2), createObjectMaterial()); shape = new Ammo.btConeShape(radius, height); break; } //设置物体的坐标 threeObject.position.set((Math.random() - 0.5) * terrainWidth * 0.6, terrainMaxHeight + objectSize + 2, (Math.random() - 0.5) * terrainDepth * 0.6); //质量 var mass = objectSize * 5; var localInertia = new Ammo.btVector3(0, 0, 0); //惯性 shape.calculateLocalInertia(mass, localInertia); //应该是把shape对象里边的一些参数计算一下,比方说计算一下质量的倒数,惯性的倒数 在需要的时候不用每一次的计算了 var transform = new Ammo.btTransform(); transform.setIdentity(); var pos = threeObject.position; transform.setOrigin(new Ammo.btVector3(pos.x, pos.y, pos.z)); var motionState = new Ammo.btDefaultMotionState(transform); var rbInfo = new Ammo.btRigidBodyConstructionInfo(mass, motionState, shape, localInertia); var body = new Ammo.btRigidBody(rbInfo); threeObject.userData.physicsBody = body; //把ammo创建的刚体放在three.js3D对象的userData里边 threeObject.receiveShadow = true; threeObject.castShadow = true; scene.add(threeObject); // dynamicObjects.push(threeObject); //放入数组中 physicsWorld.addRigidBody(body); //将物体加入物理世界中进行模拟 } function createObjectMaterial() { var c = Math.floor(Math.random() * (1 << 24)); return new THREE.MeshPhongMaterial({ color: c }); } function animate() { requestAnimationFrame(animate); render(); stats.update(); //这个是更新网页左上角那个显示帧率等信息的stats对象 } function render() { var deltaTime = clock.getDelta(); // deltaTime 大概是16-17毫秒 但是是以秒为单位的 if (dynamicObjects.length < maxNumObjects && time > timeNextSpawn) { //当数量没超过最大设置数量 同时 时间间隔大于3秒 generateObject(); //创建一个对象 timeNextSpawn = time + objectTimePeriod; //设置下一次的添加时间 } updatePhysics(deltaTime); //进行物理场景模拟 同时把模拟数据同步到three.js的场景中 renderer.render(scene, camera); //渲染器把场景渲染到画布上 time += deltaTime; } function updatePhysics(deltaTime) { //进行仿真模拟 // 参数10应该是运算时插入的中间帧 physicsWorld.stepSimulation(deltaTime, 10); // Update objects for (var i = 0, il = dynamicObjects.length; i < il; i++) { var objThree = dynamicObjects[i]; var objPhys = objThree.userData.physicsBody; var ms = objPhys.getMotionState(); if (ms) { ms.getWorldTransform(transformAux1); var p = transformAux1.getOrigin(); //物体的原点 var q = transformAux1.getRotation(); //物体的朝向 objThree.position.set(p.x(), p.y(), p.z()); //更新物体的位置 objThree.quaternion.set(q.x(), q.y(), q.z(), q.w()); //四元数组可以设置物体的朝向 } } } </script>
下一步就是修改代码,然后把代码整理成自己想要的形势。详见下一篇。
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