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esengine/thirdparty/rapier.js/testbed3d/src/demos/convexPolyhedron.ts

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2025-12-03 16:24:08 +08:00
import type {Testbed} from "../Testbed";
import seedrandom from "seedrandom";
type RAPIER_API = typeof import("@dimforge/rapier3d");
function generateTriMesh(nsubdivs: number, wx: number, wy: number, wz: number) {
let vertices = [];
let indices = [];
let elementWidth = 1.0 / nsubdivs;
let rng = seedrandom("trimesh");
let i, j;
for (i = 0; i <= nsubdivs; ++i) {
for (j = 0; j <= nsubdivs; ++j) {
let x = (j * elementWidth - 0.5) * wx;
let y = rng() * wy;
let z = (i * elementWidth - 0.5) * wz;
vertices.push(x, y, z);
}
}
for (i = 0; i < nsubdivs; ++i) {
for (j = 0; j < nsubdivs; ++j) {
let i1 = (i + 0) * (nsubdivs + 1) + (j + 0);
let i2 = (i + 0) * (nsubdivs + 1) + (j + 1);
let i3 = (i + 1) * (nsubdivs + 1) + (j + 0);
let i4 = (i + 1) * (nsubdivs + 1) + (j + 1);
indices.push(i1, i3, i2);
indices.push(i3, i4, i2);
}
}
return {
vertices: new Float32Array(vertices),
indices: new Uint32Array(indices),
};
}
export function initWorld(RAPIER: RAPIER_API, testbed: Testbed) {
let gravity = new RAPIER.Vector3(0.0, -9.81, 0.0);
let world = new RAPIER.World(gravity);
// Create Ground.
let bodyDesc = RAPIER.RigidBodyDesc.fixed();
let body = world.createRigidBody(bodyDesc);
let trimesh = generateTriMesh(20, 40.0, 4.0, 40.0);
let colliderDesc = RAPIER.ColliderDesc.trimesh(
trimesh.vertices,
trimesh.indices,
);
world.createCollider(colliderDesc, body);
/*
* Create the polyhedra
*/
let num = 5;
let scale = 2.0;
let border_rad = 0.1;
let shift = border_rad * 2.0 + scale;
let centerx = shift * (num / 2);
let centery = shift / 2.0;
let centerz = shift * (num / 2);
let rng = seedrandom("convexPolyhedron");
let i, j, k, l;
for (j = 0; j < 15; ++j) {
for (i = 0; i < num; ++i) {
for (k = 0; k < num; ++k) {
let x = i * shift - centerx;
let y = j * shift + centery + 3.0;
let z = k * shift - centerz;
let vertices = [];
for (l = 0; l < 10; ++l) {
vertices.push(rng() * scale, rng() * scale, rng() * scale);
}
let v = new Float32Array(vertices);
// Build the rigid body.
bodyDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(
x,
y,
z,
);
body = world.createRigidBody(bodyDesc);
colliderDesc = RAPIER.ColliderDesc.roundConvexHull(
v,
border_rad,
);
world.createCollider(colliderDesc, body);
}
}
}
testbed.setWorld(world);
let cameraPosition = {
eye: {
x: -88.48024008669711,
y: 46.911325612198354,
z: 83.56055570254844,
},
target: {x: 0.0, y: 0.0, z: 0.0},
};
testbed.lookAt(cameraPosition);
}