Cannonjs 中的 Demo 框架

在这里插入图片描述
上一文中提到了 Cannonjs 中的 Demo 框架,是否是必须的呢?

个人觉得它不是必须的,Demo 框架本身只是方便了使用者将Cannonjs应用于Threejs。

Demo 框架提供了 Scene PerspectiveCamera WebGLRenderer TrackballControls 等一些列在Threejs中所需的基本配置,同时也包括 dat.GUIStats

个人认为Demo 框架中最重要的一部分是它能够为Cannonjs中的刚体进行可视化,方法包括 addVisual(body)addVisuals(bodies)shape2mesh(body) 。其中 addVisual(body)addVisuals(bodies) 都是对 shape2mesh(body) 的引用

	.
	.
	.
CANNON.Demo.prototype.addVisual = function(body){
    var s = this.settings;
    // What geometry should be used?
    var mesh;
    if(body instanceof CANNON.Body){
        mesh = this.shape2mesh(body); // 这里对 shape2mesh(body) 方法进行了使用
    }
    if(mesh) {
        // Add body
        this.bodies.push(body);
        this.visuals.push(mesh);
        body.visualref = mesh;
        body.visualref.visualId = this.bodies.length - 1;
        //mesh.useQuaternion = true;
        this.scene.add(mesh);
    }
};
 
CANNON.Demo.prototype.addVisuals = function(bodies){
    for (var i = 0; i < bodies.length; i++) {
        this.addVisual(bodies[i]);
    }
};
	.
	.
	.

所以这里着重介绍 shape2mesh(body)

shape2mesh(body)

该方法可以为

  • Sphere — 球体
  • Particle — 颗粒 / 微粒
  • Plane — 平面
  • Box — 盒子 / 立方体
  • ConvexPolyhedron — 凸多面体
  • Heightfiled — 高度场
  • Trimesh — 三角网格

进行可视化

若想创建自己的 Threejs + Cannonjs 世界却苦于不知如何进行可视化,该方法进行必要修改后可直接在自己的程序中进行使用

此处查看源码

下面的 addVisual(body, material) 方法便是在 shape2mesh(body) 的基础上进行的一些修改

function addVisual(body, material) {

    // Materials
    var material = material || new THREE.MeshPhongMaterial({
        color: 0xff0000
    });

    let shape = body.shapes[0]; 
    // 注:这里默认body中只有一个shape,若body中有多个shape,请使用for循环进行遍历
    let mesh;

    switch (shape.type) {
        case CANNON.Shape.types.SPHERE:
            var sphere_geometry = new THREE.SphereGeometry(shape.radius, 30, 30);
            mesh = new THREE.Mesh(sphere_geometry, material);
            break;

        case CANNON.Shape.types.PARTICLE:
            mesh = new THREE.Mesh(this.particleGeo, this.particleMaterial);
            var s = this.settings;
            mesh.scale.set(s.particleSize, s.particleSize, s.particleSize);
            break;

        case CANNON.Shape.types.BOX:
            var box_geometry = new THREE.BoxGeometry(shape.halfExtents.x * 2,
                shape.halfExtents.y * 2,
                shape.halfExtents.z * 2);
            mesh = new THREE.Mesh(box_geometry, material);
            break;

        case CANNON.Shape.types.CONVEXPOLYHEDRON:
            var geo = new THREE.Geometry();

            // Add vertices
            for (var i = 0; i < shape.vertices.length; i++) {
                var v = shape.vertices[i];
                geo.vertices.push(new THREE.Vector3(v.x, v.y, v.z));
            }

            for (var i = 0; i < shape.faces.length; i++) {
                var face = shape.faces[i];

                // add triangles
                var a = face[0];
                for (var j = 1; j < face.length - 1; j++) {
                    var b = face[j];
                    var c = face[j + 1];
                    geo.faces.push(new THREE.Face3(a, b, c));
                }
            }
            geo.computeBoundingSphere();
            geo.computeFaceNormals();
            mesh = new THREE.Mesh(geo, material);
            break;

        case CANNON.Shape.types.TRIMESH:
            var geometry = new THREE.Geometry();

            var v0 = new CANNON.Vec3();
            var v1 = new CANNON.Vec3();
            var v2 = new CANNON.Vec3();
            for (var i = 0; i < shape.indices.length / 3; i++) {
                shape.getTriangleVertices(i, v0, v1, v2);
                geometry.vertices.push(
                    new THREE.Vector3(v0.x, v0.y, v0.z),
                    new THREE.Vector3(v1.x, v1.y, v1.z),
                    new THREE.Vector3(v2.x, v2.y, v2.z)
                );
                var j = geometry.vertices.length - 3;
                geometry.faces.push(new THREE.Face3(j, j + 1, j + 2));
            }
            geometry.computeBoundingSphere();
            geometry.computeFaceNormals();
            mesh = new THREE.Mesh(geometry, material);
            break;

        default:
            throw "Visual type not recognized: " + shape.type;
    }

    mesh.receiveShadow = true;
    mesh.castShadow = true;
    if (mesh.children) {
        for (var i = 0; i < mesh.children.length; i++) {
            mesh.children[i].castShadow = true;
            mesh.children[i].receiveShadow = true;
            if (mesh.children[i]) {
                for (var j = 0; j < mesh.children[i].length; j++) {
                    mesh.children[i].children[j].castShadow = true;
                    mesh.children[i].children[j].receiveShadow = true;
                }
            }
        }
    }

    mesh.receiveShadow = true;
    mesh.castShadow = true;

    scene.add(mesh);

    return mesh;
}

在这里插入图片描述

  • 0
    点赞
  • 4
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值