Files
esengine/thirdparty/rapier.js/testbed3d/src/demos/glbtoConvexHull.ts
YHH 63f006ab62 feat: 添加跨平台运行时、资产系统和UI适配功能 (#256)
* 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
2025-12-03 22:15:22 +08:00

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);
}