Files
DefinitelyTyped/physijs/tests/collisions.ts
2014-08-30 17:59:33 +09:00

171 lines
5.1 KiB
TypeScript

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