mirror of
https://github.com/zhigang1992/DefinitelyTyped.git
synced 2026-04-22 11:57:33 +08:00
171 lines
5.1 KiB
TypeScript
171 lines
5.1 KiB
TypeScript
/// <reference path="../../stats/stats.d.ts" />
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/// <reference path="../physijs.d.ts" />
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Physijs.scripts.worker = '../physijs_worker.js';
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Physijs.scripts.ammo = 'examples/js/ammo.js';
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var initScene, render, _boxes = [], spawnBox,
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renderer, render_stats, physics_stats, scene, ground_material, ground, light, camera;
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initScene = function() {
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.shadowMapEnabled = true;
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renderer.shadowMapSoft = true;
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document.getElementById( 'viewport' ).appendChild( renderer.domElement );
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render_stats = new Stats();
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render_stats.domElement.style.position = 'absolute';
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render_stats.domElement.style.top = '0px';
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render_stats.domElement.style.zIndex = 100;
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document.getElementById( 'viewport' ).appendChild( render_stats.domElement );
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physics_stats = new Stats();
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physics_stats.domElement.style.position = 'absolute';
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physics_stats.domElement.style.top = '50px';
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physics_stats.domElement.style.zIndex = 100;
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document.getElementById( 'viewport' ).appendChild( physics_stats.domElement );
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scene = new Physijs.Scene;
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scene.setGravity(new THREE.Vector3( 0, -30, 0 ));
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scene.addEventListener(
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'update',
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function() {
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scene.simulate( undefined, 1 );
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physics_stats.update();
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}
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);
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camera = new THREE.PerspectiveCamera(
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35,
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window.innerWidth / window.innerHeight,
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1,
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1000
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);
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camera.position.set( 60, 50, 60 );
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camera.lookAt( scene.position );
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scene.add( camera );
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// Light
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light = new THREE.DirectionalLight( 0xFFFFFF );
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light.position.set( 20, 40, -15 );
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light.target.position.copy( scene.position );
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light.castShadow = true;
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light.shadowCameraLeft = -60;
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light.shadowCameraTop = -60;
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light.shadowCameraRight = 60;
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light.shadowCameraBottom = 60;
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light.shadowCameraNear = 20;
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light.shadowCameraFar = 200;
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light.shadowBias = -.0001
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light.shadowMapWidth = light.shadowMapHeight = 2048;
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light.shadowDarkness = .7;
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scene.add( light );
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// Ground
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ground_material = Physijs.createMaterial(
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new THREE.MeshLambertMaterial({ map: THREE.ImageUtils.loadTexture( 'images/rocks.jpg' ) }),
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.8, // high friction
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.3 // low restitution
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);
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ground_material.map.wrapS = ground_material.map.wrapT = THREE.RepeatWrapping;
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ground_material.map.repeat.set( 3, 3 );
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ground = new Physijs.BoxMesh(
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new THREE.BoxGeometry(100, 1, 100),
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ground_material,
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0 // mass
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);
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ground.receiveShadow = true;
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scene.add( ground );
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spawnBox();
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requestAnimationFrame( render );
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scene.simulate();
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};
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spawnBox = (function() {
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var box_geometry = new THREE.BoxGeometry( 4, 4, 4 ),
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handleCollision = function( collided_with, linearVelocity, angularVelocity ) {
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var target = <any>this;
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target.collisions = 0;
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switch (++target.collisions) {
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case 1:
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target.material.color.setHex(0xcc8855);
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break;
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case 2:
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target.material.color.setHex(0xbb9955);
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break;
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case 3:
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target.material.color.setHex(0xaaaa55);
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break;
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case 4:
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target.material.color.setHex(0x99bb55);
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break;
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case 5:
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target.material.color.setHex(0x88cc55);
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break;
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case 6:
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target.material.color.setHex(0x77dd55);
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break;
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}
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},
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createBox = function() {
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var box, material;
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material = Physijs.createMaterial(
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new THREE.MeshLambertMaterial({ map: THREE.ImageUtils.loadTexture( 'images/plywood.jpg' ) }),
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.6, // medium friction
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.3 // low restitution
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);
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material.map.wrapS = material.map.wrapT = THREE.RepeatWrapping;
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material.map.repeat.set( .5, .5 );
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//material = new THREE.MeshLambertMaterial({ map: THREE.ImageUtils.loadTexture( 'images/rocks.jpg' ) });
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box = new Physijs.BoxMesh(
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box_geometry,
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material
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);
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box.collisions = 0;
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box.position.set(
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Math.random() * 15 - 7.5,
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25,
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Math.random() * 15 - 7.5
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);
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box.rotation.set(
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Math.random() * Math.PI,
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Math.random() * Math.PI,
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Math.random() * Math.PI
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);
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box.castShadow = true;
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box.addEventListener( 'collision', handleCollision );
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box.addEventListener( 'ready', spawnBox );
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scene.add( box );
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};
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return function() {
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setTimeout( createBox, 1000 );
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};
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})();
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render = function() {
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requestAnimationFrame( render );
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renderer.render( scene, camera );
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render_stats.update();
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};
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window.onload = initScene; |