* feat(platform-common): 添加WASM加载器和环境检测API * feat(rapier2d): 新增Rapier2D WASM绑定包 * feat(physics-rapier2d): 添加跨平台WASM加载器 * feat(asset-system): 添加运行时资产目录和bundle格式 * feat(asset-system-editor): 新增编辑器资产管理包 * feat(editor-core): 添加构建系统和模块管理 * feat(editor-app): 重构浏览器预览使用import maps * feat(platform-web): 添加BrowserRuntime和资产读取 * feat(engine): 添加材质系统和着色器管理 * feat(material): 新增材质系统和着色器编辑器 * feat(tilemap): 增强tilemap编辑器和动画系统 * feat(modules): 添加module.json配置 * feat(core): 添加module.json和类型定义更新 * chore: 更新依赖和构建配置 * refactor(plugins): 更新插件模板使用ModuleManifest * chore: 添加第三方依赖库 * chore: 移除BehaviourTree-ai和ecs-astar子模块 * docs: 更新README和文档主题样式 * fix: 修复Rust文档测试和添加rapier2d WASM绑定 * fix(tilemap-editor): 修复画布高DPI屏幕分辨率适配问题 * feat(ui): 添加UI屏幕适配系统(CanvasScaler/SafeArea) * fix(ecs-engine-bindgen): 添加缺失的ecs-framework-math依赖 * fix: 添加缺失的包依赖修复CI构建 * fix: 修复CodeQL检测到的代码问题 * fix: 修复构建错误和缺失依赖 * fix: 修复类型检查错误 * fix(material-system): 修复tsconfig配置支持TypeScript项目引用 * fix(editor-core): 修复Rollup构建配置添加tauri external * fix: 修复CodeQL检测到的代码问题 * fix: 修复CodeQL检测到的代码问题
69 lines
2.2 KiB
TypeScript
69 lines
2.2 KiB
TypeScript
import type {Testbed} from "../Testbed";
|
|
import {
|
|
Vector3,
|
|
Object3D,
|
|
Mesh,
|
|
BufferGeometry,
|
|
BufferAttribute,
|
|
TriangleStripDrawMode,
|
|
} from "three";
|
|
import {GLTFLoader} from "three/examples/jsm/loaders/GLTFLoader";
|
|
type RAPIER_API = typeof import("@dimforge/rapier3d");
|
|
|
|
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 groundBody = world.createRigidBody(bodyDesc);
|
|
let colliderDesc = RAPIER.ColliderDesc.cuboid(5.0, 0.1, 5.0);
|
|
world.createCollider(colliderDesc, groundBody);
|
|
|
|
// Adding the 3d model
|
|
|
|
let loader = new GLTFLoader();
|
|
|
|
loader.load("./suzanne_blender_monkey.glb", (gltf) => {
|
|
gltf.scene.position.set(0, 1.2, 0);
|
|
gltf.scene.scale.set(3, 3, 3);
|
|
testbed.graphics.scene.add(gltf.scene);
|
|
testbed.parameters.debugRender = true;
|
|
gltf.scene.updateMatrixWorld(true); // ensure world matrix is up to date
|
|
|
|
const v = new Vector3();
|
|
const positions: number[] = [];
|
|
|
|
gltf.scene.traverse((child: Object3D) => {
|
|
if ((child as Mesh).isMesh && (child as Mesh).geometry) {
|
|
const mesh = child as Mesh;
|
|
const geometry = mesh.geometry as BufferGeometry;
|
|
const positionAttribute = geometry.getAttribute(
|
|
"position",
|
|
) as BufferAttribute;
|
|
|
|
for (let i = 0, l = positionAttribute.count; i < l; i++) {
|
|
v.fromBufferAttribute(positionAttribute, i);
|
|
v.applyMatrix4(mesh.matrixWorld);
|
|
positions.push(v.x, v.y, v.z);
|
|
}
|
|
}
|
|
});
|
|
|
|
const rigidBodyDesc = RAPIER.RigidBodyDesc.fixed();
|
|
const rigidBody = world.createRigidBody(rigidBodyDesc);
|
|
|
|
const colliderDesc = RAPIER.ColliderDesc.convexHull(
|
|
new Float32Array(positions),
|
|
);
|
|
world.createCollider(colliderDesc, rigidBody);
|
|
});
|
|
|
|
testbed.setWorld(world);
|
|
let cameraPosition = {
|
|
eye: {x: 10.0, y: 5.0, z: 10.0},
|
|
target: {x: 0.0, y: 0.0, z: 0.0},
|
|
};
|
|
testbed.lookAt(cameraPosition);
|
|
}
|