Files
esengine/thirdparty/rapier.js/testbed3d/src/demos/keva.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

140 lines
4.1 KiB
TypeScript

import type RAPIER from "@dimforge/rapier3d";
import type {Testbed} from "../Testbed";
type RAPIER_API = typeof import("@dimforge/rapier3d");
function buildBlock(
RAPIER: RAPIER_API,
world: RAPIER.World,
halfExtents: RAPIER.Vector,
shift: RAPIER.Vector,
numx: number,
numy: number,
numz: number,
) {
let half_extents_zyx = {
x: halfExtents.z,
y: halfExtents.y,
z: halfExtents.x,
};
let dimensions = [halfExtents, half_extents_zyx];
let blockWidth = 2.0 * halfExtents.z * numx;
let blockHeight = 2.0 * halfExtents.y * numy;
let spacing = (halfExtents.z * numx - halfExtents.x) / (numz - 1.0);
let i;
let j;
let k;
for (i = 0; i < numy; ++i) {
[numx, numz] = [numz, numx];
let dim = dimensions[i % 2];
let y = dim.y * i * 2.0;
for (j = 0; j < numx; ++j) {
let x = i % 2 == 0 ? spacing * j * 2.0 : dim.x * j * 2.0;
for (k = 0; k < numz; ++k) {
let z = i % 2 == 0 ? dim.z * k * 2.0 : spacing * k * 2.0;
// Build the rigid body.
let bodyDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(
x + dim.x + shift.x,
y + dim.y + shift.y,
z + dim.z + shift.z,
);
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(
dim.x,
dim.y,
dim.z,
);
world.createCollider(colliderDesc, body);
}
}
}
// Close the top.
let dim = {x: halfExtents.z, y: halfExtents.x, z: halfExtents.y};
for (i = 0; i < blockWidth / (dim.x * 2.0); ++i) {
for (j = 0; j < blockWidth / (dim.z * 2.0); ++j) {
// Build the rigid body.
let bodyDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(
i * dim.x * 2.0 + dim.x + shift.x,
dim.y + shift.y + blockHeight,
j * dim.z * 2.0 + dim.z + shift.z,
);
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(dim.x, dim.y, dim.z);
world.createCollider(colliderDesc, body);
}
}
}
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 groundSize = 50.0;
let groundHeight = 0.1;
let bodyDesc = RAPIER.RigidBodyDesc.fixed().setTranslation(
0.0,
-groundHeight,
0.0,
);
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(
groundSize,
groundHeight,
groundSize,
);
world.createCollider(colliderDesc, body);
// Keva tower.
let halfExtents = new RAPIER.Vector3(0.1, 0.5, 2.0);
let blockHeight = 0.0;
// These should only be set to odd values otherwise
// the blocks won't align in the nicest way.
let numyArr = [0, 3, 5, 5, 7, 9];
let numBlocksBuilt = 0;
let i;
for (i = 5; i >= 1; --i) {
let numx = i;
let numy = numyArr[i];
let numz = numx * 3 + 1;
let blockWidth = numx * halfExtents.z * 2.0;
buildBlock(
RAPIER,
world,
halfExtents,
new RAPIER.Vector3(
-blockWidth / 2.0,
blockHeight,
-blockWidth / 2.0,
),
numx,
numy,
numz,
);
blockHeight += numy * halfExtents.y * 2.0 + halfExtents.x * 2.0;
numBlocksBuilt += numx * numy * numz;
}
testbed.setWorld(world);
let cameraPosition = {
eye: {
x: -70.38553832116718,
y: 17.893810295517365,
z: 29.34767842147597,
},
target: {
x: 0.5890869353464383,
y: 3.132044603021203,
z: -0.2899937806661885,
},
};
testbed.lookAt(cameraPosition);
}