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267 | import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
import { OBJLoader } from 'three/examples/jsm/loaders/OBJLoader'
import Stats from 'three/examples/jsm/libs/stats.module'
import * as CANNON from 'cannon-es'
import CannonDebugRenderer from './utils/cannonDebugRenderer'
const scene = new THREE.Scene()
const light1 = new THREE.SpotLight(0xffffff, 300)
light1.position.set(10, 10, -10)
light1.angle = Math.PI / 4
light1.penumbra = 0.5
light1.castShadow = true
light1.shadow.mapSize.width = 2048
light1.shadow.mapSize.height = 2048
light1.shadow.camera.near = 10
light1.shadow.camera.far = 30
light1.shadow.bias = 0.001
scene.add(light1)
const light2 = new THREE.SpotLight(0xffffff, 300)
light2.position.set(-10, 10, -10)
light2.angle = Math.PI / 4
light2.penumbra = 0.5
light2.castShadow = true
light2.shadow.mapSize.width = 2048
light2.shadow.mapSize.height = 2048
light2.shadow.camera.near = 10
light2.shadow.camera.far = 30
light2.shadow.bias = 0.001
scene.add(light2)
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
)
camera.position.set(-2, 6, 4)
const renderer = new THREE.WebGLRenderer()
renderer.shadowMap.enabled = true
//renderer.outputEncoding = THREE.sRGBEncoding
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
const world = new CANNON.World()
world.gravity.set(0, -9.82, 0)
const material = new THREE.MeshStandardMaterial({
color: 0xffffff,
roughness: 0.05,
metalness: 0.54,
flatShading: true,
})
const handMaterial = new THREE.MeshStandardMaterial({
color: 0xffffff,
roughness: 0.05,
metalness: 0.54,
flatShading: true,
transparent: true,
opacity: 0.9,
})
const pmremGenerator = new THREE.PMREMGenerator(renderer)
const envTexture = new THREE.TextureLoader().load(
'img/pano-equirectangular.jpg',
() => {
material.envMap = pmremGenerator.fromEquirectangular(envTexture).texture
}
)
let hand: THREE.Group
let bowl: THREE.Mesh
let fingerBody: CANNON.Body
const gltfLoader = new GLTFLoader()
gltfLoader.load(
'models/right-hand-bent.glb',
function (gltf) {
hand = gltf.scene
hand.children[0].position.set(0.95, 4, 0.85)
hand.children[0].receiveShadow = true
hand.children[0].castShadow = true
;(hand.children[0] as THREE.Mesh).material = handMaterial
scene.add(gltf.scene)
fingerBody = new CANNON.Body({ mass: 0 })
fingerBody.addShape(new CANNON.Sphere(0.25))
fingerBody.addShape(
new CANNON.Sphere(0.25),
new CANNON.Vec3(0.05, 0.5, 0.1)
)
fingerBody.addShape(
new CANNON.Sphere(0.25),
new CANNON.Vec3(0.1, 1.0, 0.2)
)
fingerBody.position.set(0, 0, 0)
world.addBody(fingerBody)
const objLoader = new OBJLoader()
objLoader.load(
'models/bowl.obj',
function (obj) {
bowl = obj.children[0] as THREE.Mesh
bowl.receiveShadow = true
bowl.material = material
scene.add(bowl)
// using the raycaster to generate a cannon height field based on
// the loaded bowl geometry
const raycaster = new THREE.Raycaster()
const down = new THREE.Vector3(0, -1, 0)
const matrix: number[][] = []
for (let x = -10; x <= 10; x++) {
matrix.push([])
for (let z = -10; z <= 10; z++) {
raycaster.set(new THREE.Vector3(x, 10, z), down)
const intersects = raycaster.intersectObject(
bowl,
false
)
if (intersects.length > 0) {
matrix[x + 10][z + 10] = intersects[0].point.y
} else {
matrix[x + 10][z + 10] = 0
}
}
}
let bowlBody = new CANNON.Body({ mass: 0 })
var bowlShape = new CANNON.Heightfield(matrix)
bowlBody.quaternion.setFromAxisAngle(
new CANNON.Vec3(1, 0, 0),
-Math.PI / 2
)
bowlBody.addShape(bowlShape, new CANNON.Vec3())
bowlBody.position.x = -10
bowlBody.position.z = 10
world.addBody(bowlBody)
renderer.domElement.addEventListener(
'mousemove',
onMouseMove,
false
)
},
(xhr) => {
console.log((xhr.loaded / xhr.total) * 100 + '% loaded')
},
(error) => {
console.log(error)
}
)
},
(xhr) => {
console.log((xhr.loaded / xhr.total) * 100 + '% loaded')
},
(error) => {
console.log(error)
}
)
const ballCount = 100
const sphereMesh: THREE.Mesh[] = new Array()
const sphereBody: CANNON.Body[] = new Array()
for (let i = 0; i < ballCount; i++) {
const sphereGeometry = new THREE.SphereGeometry(0.5, 8, 8)
sphereMesh.push(new THREE.Mesh(sphereGeometry, material))
sphereMesh[i].position.x = Math.random() * 10 - 5
sphereMesh[i].position.y = i / 4 + 4
sphereMesh[i].position.z = Math.random() * 10 - 5
sphereMesh[i].castShadow = true
sphereMesh[i].receiveShadow = true
scene.add(sphereMesh[i])
const sphereShape = new CANNON.Sphere(0.5)
sphereBody.push(new CANNON.Body({ mass: 0.1 }))
sphereBody[i].addShape(sphereShape)
sphereBody[i].position.x = sphereMesh[i].position.x
sphereBody[i].position.y = sphereMesh[i].position.y
sphereBody[i].position.z = sphereMesh[i].position.z
world.addBody(sphereBody[i])
}
window.addEventListener('resize', onWindowResize, false)
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
render()
}
const raycaster = new THREE.Raycaster()
let fingerTo = new THREE.Vector3()
function onMouseMove(event: MouseEvent) {
const mouse = {
x: (event.clientX / renderer.domElement.clientWidth) * 2 - 1,
y: -(event.clientY / renderer.domElement.clientHeight) * 2 + 1,
}
raycaster.setFromCamera(mouse, camera)
const intersects = raycaster.intersectObject(bowl, false)
if (intersects.length > 0) {
fingerTo.copy(intersects[0].point)
}
}
const stats = new Stats()
document.body.appendChild(stats.dom)
const clock = new THREE.Clock()
let delta
const cannonDebugRenderer = new CannonDebugRenderer(scene, world)
function animate() {
requestAnimationFrame(animate)
controls.update()
delta = clock.getDelta()
if (delta > 0.1) delta = 0.1
world.step(delta)
if (hand) {
hand.position.copy(fingerTo)
fingerBody.position.set(
hand.position.x,
hand.position.y + 0.66,
hand.position.z
)
for (let i = 0; i < ballCount; i++) {
sphereMesh[i].position.set(
sphereBody[i].position.x,
sphereBody[i].position.y,
sphereBody[i].position.z
)
sphereMesh[i].quaternion.set(
sphereBody[i].quaternion.x,
sphereBody[i].quaternion.y,
sphereBody[i].quaternion.z,
sphereBody[i].quaternion.w
)
}
}
//un-commment next line to see the cannon debug renderer shapes
//cannonDebugRenderer.update()
render()
stats.update()
}
function render() {
renderer.render(scene, camera)
}
animate()
|