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Examples : Bouncing Dice

Description

This example demonstrates,

  • Using a CANNON.Trimesh as a container object.
  • Creating a rolling die with physics properties, and 6 textures for each side.
  • Simulating bouncing the dice off the floor on button click.
  • Soft shadows.
  • Using a custom CANNON.Material
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The problem to solve in this example was how to collide each dice CANNON.Box shape with the containers CANNON.Trimesh shape.

CANNON.Trimesh can't collide with CANNON.Box shapes, but can collide with CANNON.Sphere and CANNON.Plane. See Supported Cannon.js Shape Collisions

So, to solve this, each dice uses a compound shape of a CANNON.Box and CANNON.Sphere.

Compound Box Sphere

Each Dice will collide with each other using their CANNON.Box.

They will also collide with the bouncer object, which is a CANNON.Cylinder.

When a die bounces and hits the container wall, it will use its CANNON.Sphere, since it can collide with a CANNON.Trimesh.

./dist/client/index.html

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<!DOCTYPE html>
<html lang="en">
  <head>
    <meta charset="utf-8" />
    <meta name="viewport" content="width=device-width, initial-scale=1" />
    <title>Three.js TypeScript Tutorials by Sean Bradley : https://sbcode.net/threejs</title>
    <style>
      body {
        overflow: hidden;
        margin: 0px;
      }

      #bounceButton {
        height: 50px;
        width: 200px;
        margin: -25px -100px;
        position: absolute;
        bottom: 10%;
        left: 50%;
        font-size: 32px;
      }
    </style>
  </head>

  <body>
    <button id="bounceButton">Bounce</button>
    <script type="module" src="bundle.js"></script>
  </body>
</html>

./src/client/client.ts

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import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import Stats from 'three/examples/jsm/libs/stats.module'
import * as CANNON from 'cannon-es'
import CannonUtils from './utils/cannonUtils'
// import CannonDebugRenderer from './utils/cannonDebugRenderer'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
import { RGBELoader } from 'three/examples/jsm/loaders/RGBELoader'
import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry'
import JEASINGS from 'jeasings'

class Dice {
  mesh: THREE.Mesh
  static textureLoader = new THREE.TextureLoader()

  body: CANNON.Body

  constructor(scene: THREE.Scene, world: CANNON.World, position: CANNON.Vec3) {
    const materials = [
      new THREE.MeshStandardMaterial({
        map: Dice.textureLoader.load('img/dice-1.png'),
      }),
      new THREE.MeshStandardMaterial({
        map: Dice.textureLoader.load('img/dice-2.png'),
      }),
      new THREE.MeshStandardMaterial({
        map: Dice.textureLoader.load('img/dice-3.png'),
      }),
      new THREE.MeshStandardMaterial({
        map: Dice.textureLoader.load('img/dice-4.png'),
      }),
      new THREE.MeshStandardMaterial({
        map: Dice.textureLoader.load('img/dice-5.png'),
      }),
      new THREE.MeshStandardMaterial({
        map: Dice.textureLoader.load('img/dice-6.png'),
      }),
    ]
    this.mesh = new THREE.Mesh(new RoundedBoxGeometry(1, 1, 1, 1, 0.2), materials)
    this.mesh.castShadow = true
    scene.add(this.mesh)

    this.body = new CANNON.Body({ mass: 1, material: diceMaterial })
    this.body.addShape(new CANNON.Box(new CANNON.Vec3(0.5, 0.5, 0.5)))
    this.body.addShape(new CANNON.Sphere(0.5))
    this.body.position.copy(position)
    world.addBody(this.body)
  }

  update() {
    this.mesh.position.set(this.body.position.x, this.body.position.y, this.body.position.z)
    this.mesh.quaternion.set(this.body.quaternion.x, this.body.quaternion.y, this.body.quaternion.z, this.body.quaternion.w)
  }
}

class Floor {
  body: CANNON.Body
  constructor(scene: THREE.Scene, world: CANNON.World) {
    const geometry = new THREE.PlaneGeometry(25, 25)
    const mesh = new THREE.Mesh(geometry, new THREE.MeshStandardMaterial())
    mesh.rotateX(-Math.PI / 2)
    mesh.receiveShadow = true
    scene.add(mesh)

    const shape = new CANNON.Plane()
    this.body = new CANNON.Body({ mass: 0 })
    this.body.addShape(shape)
    this.body.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2)
    world.addBody(this.body)
  }
}

class Bouncer {
  mesh: THREE.Mesh
  body: CANNON.Body
  constructor(scene: THREE.Scene, world: CANNON.World) {
    const geometry = new THREE.CylinderGeometry(5, 5, 0.5, 32)
    this.mesh = new THREE.Mesh(geometry, new THREE.MeshStandardMaterial())
    this.mesh.position.y = 0.25
    this.mesh.castShadow = true
    this.mesh.receiveShadow = true
    scene.add(this.mesh)

    const shape = new CANNON.Cylinder(5, 5, 0.5, 8)
    this.body = new CANNON.Body({ mass: 0, material: bouncerMaterial })
    this.body.addShape(shape)
    this.body.position.x = this.mesh.position.x
    this.body.position.y = this.mesh.position.y
    this.body.position.z = this.mesh.position.z
    world.addBody(this.body)
  }
  update() {
    this.mesh.position.set(this.body.position.x, this.body.position.y, this.body.position.z)
    this.mesh.quaternion.set(this.body.quaternion.x, this.body.quaternion.y, this.body.quaternion.z, this.body.quaternion.w)
  }
}

class Cover {
  constructor(scene: THREE.Scene, world: CANNON.World) {
    const loader = new GLTFLoader()
    loader.load(
      'models/cover.glb',
      function (gltf) {
        gltf.scene.traverse(function (child) {
          if ((child as THREE.Mesh).isMesh) {
            if (child.name === 'Cover') {
              ;(child as THREE.Mesh).material = new THREE.MeshPhysicalMaterial({
                metalness: 0,
                roughness: 0.01,
                transmission: 0.99,
                ior: 1.2,
              })
              scene.add(child)

              const body = new CANNON.Body({ mass: 0 })
              const shape = CannonUtils.CreateTrimesh((child as THREE.Mesh).geometry)
              body.addShape(shape)
              world.addBody(body)
            }
          }
        })
      },
      (xhr) => {
        console.log((xhr.loaded / xhr.total) * 100 + '% loaded')
      },
      (error) => {
        console.log(error)
      }
    )
  }
}

const scene = new THREE.Scene()

const light = new THREE.DirectionalLight()
light.position.set(10, 5, 2)
light.castShadow = true
light.shadow.mapSize.width = 256
light.shadow.mapSize.height = 256
light.shadow.camera.near = 0.5
light.shadow.camera.far = 25
light.shadow.camera.left = -10
light.shadow.camera.right = 10
light.shadow.camera.top = 10
light.shadow.camera.bottom = -10
light.shadow.radius = 5
light.shadow.blurSamples = 25

scene.add(light)

new RGBELoader().load('img/kloppenheim_06_puresky_1k.hdr', function (texture) {
  texture.mapping = THREE.EquirectangularReflectionMapping
  scene.environment = texture
})

const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)
camera.position.set(5, 7, 7)

const renderer = new THREE.WebGLRenderer()
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.VSMShadowMap
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)

const controls = new OrbitControls(camera, renderer.domElement)
controls.target.set(0, 2, 0)

const world = new CANNON.World()
world.gravity.set(0, -30, 0)

const diceMaterial = new CANNON.Material('diceMaterial')
const bouncerMaterial = new CANNON.Material('bouncerMaterial')
const contactMaterial = new CANNON.ContactMaterial(diceMaterial, bouncerMaterial, {
  friction: 1,
  restitution: 0.5,
})
world.addContactMaterial(contactMaterial)

const dice = [
  new Dice(scene, world, new CANNON.Vec3(1, 2, 0)),
  new Dice(scene, world, new CANNON.Vec3(0, 2, 1)),
  new Dice(scene, world, new CANNON.Vec3(-1, 2, 0)),
  new Dice(scene, world, new CANNON.Vec3(0, 2, -1)),
  new Dice(scene, world, new CANNON.Vec3(1.5, 4, 0)),
  new Dice(scene, world, new CANNON.Vec3(0, 4, 1.5)),
  new Dice(scene, world, new CANNON.Vec3(-1.5, 4, 0)),
  new Dice(scene, world, new CANNON.Vec3(0, 4, -1.5)),
]

new Floor(scene, world)

const bouncer = new Bouncer(scene, world)

new Cover(scene, world)

window.addEventListener('resize', onWindowResize, false)
function onWindowResize() {
  camera.aspect = window.innerWidth / window.innerHeight
  camera.updateProjectionMatrix()
  renderer.setSize(window.innerWidth, window.innerHeight)
}

const stats = new Stats()
document.body.appendChild(stats.dom)

const bounceButton = document.getElementById('bounceButton') as HTMLInputElement
bounceButton.addEventListener(
  'click',
  function () {
    for (const d of dice) {
      d.body.position.y < 1.25 && d.body.applyImpulse(new CANNON.Vec3(0, 30, 0))
    }

    new JEASINGS.JEasing(bouncer.body.position)
      .to(
        {
          y: 1,
        },
        1
      )
      .start()
      .onComplete(() => {
        new JEASINGS.JEasing(bouncer.body.position)
          .to(
            {
              y: 0.25,
            },
            30
          )
          .start()
      })
  },
  false
)

// const cannonDebugRenderer = new CannonDebugRenderer(scene, world)

function animate() {
  requestAnimationFrame(animate)

  controls.update()

  for (const d of dice) {
    d.update()
  }
  bouncer.update()

  // cannonDebugRenderer.update()

  world.fixedStep()

  JEASINGS.update()

  render()

  stats.update()
}

function render() {
  renderer.render(scene, camera)
}

animate()

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