-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathShooting.html
248 lines (175 loc) · 5.96 KB
/
Shooting.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
<!DOCTYPE html>
<html lang="en">
<head>
<title>Physijs + THREE.js = Shooting Demo</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
</style>
</head>
<body>
<script src="js/three.js"></script>
<script type="text/javascript" src="js/physi.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script>
'use strict';
Physijs.scripts.worker = 'js/physijs_worker.js';
Physijs.scripts.ammo = 'ammo.js';
var initScene, render, renderer, scene, camera, box, floor;
var container;
var camera, scene, controls, renderer;
var mouseX = 0, mouseY = 0;
var mouseCoords = new THREE.Vector2();
var raycaster = new THREE.Raycaster();
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var clock = new THREE.Clock();
var ballMaterial = new THREE.MeshPhongMaterial( { color: 0x202020 } );
var pos = new THREE.Vector3();
var quat = new THREE.Quaternion();
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 10000 );
camera.position.z = 20;
camera.position.y = 5;
controls = new THREE.OrbitControls( camera );
// scene
//scene = new THREE.Scene();
scene = new Physijs.Scene;
scene.setGravity(new THREE.Vector3( 0, -10, 0 ));
var mat = new THREE.MeshPhongMaterial({ color:0xffffff});
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
console.log( item, loaded, total );
};
var loader = new THREE.ImageLoader( manager );
var crateTexture = new THREE.Texture();
var floorTexture = new THREE.Texture();
loader.load( 'textures/crate.jpg', function ( image ) {
crateTexture.image = image;
crateTexture.needsUpdate = true;
mat.map = crateTexture;
// Add a wall of dynamic boxes
var geom = new THREE.CubeGeometry( 1, 1, 1 );
var y = 1;
for(var j=1;j<=7;++j) {
for(var i=-5;i<=5;++i) {
box = new Physijs.BoxMesh(geom, mat);
box.castShadow = true;
box.position.x = i;
box.position.y = y+0.5;
scene.add( box);
}
y++;
}
} );
loader.load( 'textures/floor.jpg', function ( image ) {
floorTexture.image = image;
floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping;
floorTexture.repeat.set( 10, 10 );
floorTexture.needsUpdate = true;
//floor
floor = new Physijs.BoxMesh(
new THREE.CubeGeometry( 20, 0.1, 20 ),
new THREE.MeshPhongMaterial({ color:0xffffff, map:floorTexture}),
0 //mass
);
floor.receiveShadow = true;
floor.position.set(0,0,0);
scene.add( floor );
} );
var ambientLight = new THREE.AmbientLight( 0x707070 );
scene.add( ambientLight );
var light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( -10, 18, 5 );
light.castShadow = true;
var d = 14;
light.shadow.camera.left = -d;
light.shadow.camera.right = d;
light.shadow.camera.top = d;
light.shadow.camera.bottom = -d;
light.shadow.camera.near = 2;
light.shadow.camera.far = 50;
light.shadow.mapSize.x = 1024;
light.shadow.mapSize.y = 1024;
scene.add( light );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
container.appendChild( renderer.domElement );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
window.addEventListener( 'resize', onWindowResize, false );
window.addEventListener( 'mousedown', onMouseDown, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onMouseDown(event) {
mouseCoords.set(
( event.clientX / window.innerWidth ) * 2 - 1,
- ( event.clientY / window.innerHeight ) * 2 + 1
);
raycaster.setFromCamera( mouseCoords, camera );
// Creates a ball and throws it
var ballMass = 35;
var ballRadius = 0.4;
var ball = new Physijs.SphereMesh(
new THREE.SphereGeometry( ballRadius, 10, 10 ),
ballMaterial,
ballMass
);
ball.castShadow = true;
ball.receiveShadow = true;
ball.position.copy(raycaster.ray.direction);
ball.position.add(raycaster.ray.origin);
scene.add(ball);
pos.copy( raycaster.ray.direction );
pos.multiplyScalar( 80 );
ball.setLinearVelocity( new THREE.Vector3( pos.x, pos.y, pos.z ) );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var deltaTime = clock.getDelta();
controls.update(deltaTime);
scene.simulate(); // run physics
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>