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cube.tsx
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import React, { useCallback, useEffect, useState } from 'react';
import { Renderer, TextureLoader } from 'expo-three';
import { ExpoWebGLRenderingContext, GLView } from 'expo-gl';
import CANNON, { Body, Box, Material, Plane, Vec3 } from 'cannon';
import { Pressable, StyleSheet, Text, View } from 'react-native';
import Slider from '@react-native-community/slider';
const START_POS = new CANNON.Vec3(0, -15, 7);
var getVelocity = (x:number =0,y:number=0,z:number=0) => new CANNON.Vec3(x, y, z);
var getAngularVelocity = () => new CANNON.Vec3(Math.random() * 2, Math.random() * 2, Math.random() * 2);
const round = (num:number)=>(Math.round(num * 100) / 100).toFixed(2);
const numOfCubes = 3
import {
Scene,
Mesh,
MeshBasicMaterial,
PerspectiveCamera,
BoxGeometry,
DoubleSide,
PlaneGeometry,
DirectionalLight,
AxesHelper,
Color,
CameraHelper,
HemisphereLight,
MeshPhongMaterial,
Fog,
} from "three";
function createCamera(gl: ExpoWebGLRenderingContext) {
const camera = new PerspectiveCamera(
100,
gl.drawingBufferWidth / gl.drawingBufferHeight,
0.1,
1000
);
//gl.canvas.width = gl.drawingBufferWidth;
//gl.canvas.height = gl.drawingBufferHeight;
camera.position.set(1, -15, 17);
camera.quaternion.x = 0.1;
camera.quaternion.z = 0.0;
camera.quaternion.y = 0.0;
return camera
}
function createCubes(loader : TextureLoader, numOfCubes : number) {
const geometry = new BoxGeometry(3, 3, 3);
const cubeMaterials = [
new MeshBasicMaterial({
// color: 0xff0000,
map: loader.load(require('./assets/dice-six-faces-one.png')),
transparent: false, opacity: 1, side: DoubleSide, reflectivity: 0
}),
new MeshBasicMaterial({
// color: 0xff0000,
map: loader.load(require('./assets/dice-six-faces-two.png')),
transparent: true, opacity: 1, side: DoubleSide, reflectivity: 0
}),
new MeshBasicMaterial({
// color: 0xff0000,
map: loader.load(require('./assets/dice-six-faces-three.png')),
transparent: true, opacity: 1, side: DoubleSide, reflectivity: 0
}),
new MeshBasicMaterial({
// color: 0xff0000,
map: loader.load(require('./assets/dice-six-faces-four.png')),
transparent: true, opacity: 1, side: DoubleSide, reflectivity: 0
}),
new MeshBasicMaterial({
// color: 0xff0000,
map: loader.load(require('./assets/dice-six-faces-five.png')),
transparent: true, opacity: 1, side: DoubleSide, reflectivity: 0
}),
new MeshBasicMaterial({
// color: 0xff0000,
map: loader.load(require('./assets/dice-six-faces-six.png')),
transparent: true, opacity: 1, side: DoubleSide, reflectivity: 1
})];
const cubes = [];
for (let i = 1; i <= numOfCubes; i++) {
var cube = new Mesh(geometry, cubeMaterials);
cube.castShadow = true;
cubes.push(cube);
}
return cubes
}
function createVCubes(cubeMaterial : CANNON.Material, numOfCubes : number) : Array<CANNON.Body> {
const cubeShape = new Box(new CANNON.Vec3(1, 1, 1));
const vCubes = [];
const pos = [-1, 1]
for (let i = 1; i <= numOfCubes; i++) {
var vCube = new Body({
mass: 10, // kg
position: new CANNON.Vec3(i * pos[(i-1)%2] * 5, -16, 7), // m
shape: cubeShape,
material: cubeMaterial,
linearDamping: 0.1,
velocity: getVelocity(0,3,5),
angularVelocity: getAngularVelocity(),
});
vCubes.push(vCube);
}
return vCubes
}
function createLights() {
const dirLight = new DirectionalLight(0xffffff);
const hemiLight = new HemisphereLight(0xffffff, 0x444444);
hemiLight.position.set(0, 20, 0);
dirLight.position.set(0, -5, 10);
dirLight.castShadow = true;
dirLight.shadow.camera.top = 20;
dirLight.shadow.camera.bottom = - 20;
dirLight.shadow.camera.left = - 20;
dirLight.shadow.camera.right = 20;
//dirLight.shadow.camera.near = 0.1;
dirLight.shadow.camera.far = 50;
return [hemiLight, dirLight]
}
function Cube(props: any) {
const [loader] = useState(new TextureLoader())
const [vCubeState, setStateCubes] = useState<CANNON.Body[]>([])
const [stateCamera, setStateCamera] = useState<PerspectiveCamera | undefined>(undefined);
const [reload, setReload] = useState<number>(0);
const [camPosition, setCamPosition] = useState<any>({x:0,y:0,z:0});
const updateCameraPosition = useCallback((field: "x" | "y" | "z", value: number) => {
if (stateCamera) {
stateCamera.position[field] = value;
setReload(prev => prev + 1);
}
}, [stateCamera]);
useEffect(() => {
if (stateCamera) {
setCamPosition({ x: round(stateCamera.position.x), y: round(stateCamera.position.y), z: round(stateCamera.position.z) })
}
}, [stateCamera, reload]);
const onContextCreate = async (gl: any) => {
const scene = new Scene();
const camera = createCamera(gl)
setStateCamera(camera);
const renderer = new Renderer({ gl });
renderer.shadowMap.enabled = true;
// set size of buffer to be equal to drawing buffer width
renderer.setSize(gl.drawingBufferWidth, gl.drawingBufferHeight);
var cubes = createCubes(loader, numOfCubes)
// add cube to scene
for (let i = 0; i < cubes.length; i++) {
scene.add(cubes[i]);
}
scene.background = new Color(0xa0a0a0);
scene.fog = new Fog(0xa0a0a0, 10, 50);
// Add visual ground:
const visGround = new PlaneGeometry(100, 100);
const visGrMatereal = new MeshPhongMaterial({
// color: 0x999999
map: loader.load(require('./assets/background.png'))
});
const plane = new Mesh(visGround, visGrMatereal);
plane.receiveShadow = true;
var [hemiLight, dirLight] = createLights()
scene.add(hemiLight);
scene.add(dirLight);
scene.add(plane);
// var shadowHelper = new CameraHelper(dirLight.shadow.camera);
// scene.add(shadowHelper);
// const axesHelper = new AxesHelper(15);
// axesHelper.setColors(new Color("green"), new Color("blue"), new Color("red"))
// scene.add(axesHelper);
// ****** virtual world for gravity and movement
// Add virtual world with gravity
const world = new CANNON.World();
world.gravity.set(0, 0, -9.82);
world.broadphase = new CANNON.NaiveBroadphase();
// Create a ground
var groundMaterial = new Material("ground");
var groundShape = new Plane();
var groundBody = new Body({ mass: 0, material: groundMaterial, shape: groundShape });
groundBody.position.z = -0.5;
world.addBody(groundBody);
// create virtual cubes
const cubeMaterial = new CANNON.Material("cube");
var vCubes = createVCubes(cubeMaterial, numOfCubes)
for (let i = 0; i < vCubes.length; i++) {
world.addBody(vCubes[i]);
}
setStateCubes(vCubes);
// Create contact material behaviour
var cube_ground_mat = new CANNON.ContactMaterial(groundMaterial, cubeMaterial, { friction: 0.1, restitution: 0.7 });
world.addContactMaterial(cube_ground_mat);
const render = () => {
requestAnimationFrame(render);
// progress in the "world"
world.step(1 / 30);
// update opengl cube with virtual cube
for (let i = 0; i < vCubes.length; i++) {
cubes[i].position.copy(vCubes[i].position as any);
cubes[i].quaternion.copy(vCubes[i].quaternion as any);
}
renderer.render(scene, camera);
gl.endFrameEXP();
};
// call render
render();
console.log(vCubes[0])
console.log(vCubes[1])
console.log(vCubes[2])
// }
// catch (error) {
// console.log("--------"+error)
// }
};
return (
<View style={styles.main}>
{/* <View style={styles.slidersWrapper}>
<View style={styles.sliderWrapper}>
<Text>X : {camPosition.x}</Text><Slider style={styles.slider} minimumValue={-10} maximumValue={10}
value={stateCamera?.position.x}
onValueChange={(value) => updateCameraPosition("x", value)} />
</View>
<View style={styles.sliderWrapper}>
<Text>Y: {camPosition.y}</Text><Slider style={styles.slider} minimumValue={-10} maximumValue={10}
onValueChange={(value) => updateCameraPosition("y", value)}
value={stateCamera?.position.y}
/>
</View>
<View style={styles.sliderWrapper}>
<Text>Z: {camPosition.z}</Text><Slider style={styles.slider} minimumValue={0} maximumValue={30}
onValueChange={(value) => updateCameraPosition("z", value)}
value={stateCamera?.position.z}
/>
</View>
</View> */}
<Pressable
style={{
width: window.innerWidth - 80,
height: window.innerHeight - 40,
//paddingBottom: 150,
//top: 40
}}
onPress={() => {
for (let i = 0; i < vCubeState.length; i++) {
//var ex = Math.random() < 0.5 ? -1 : 1;
var res = (Math.random() * 12) + 2
var angVel = Math.random() * 10
const pos = [-1, 1]
vCubeState[i].position = new CANNON.Vec3((i+1) * pos[i%2] * 5, -16, 7)
vCubeState[i].velocity = getVelocity(0,3,5);
vCubeState[i].angularVelocity = new CANNON.Vec3(angVel,angVel,angVel);
}
}} >
<GLView style={{
width: "100%",
height: "100%",
top: 40,
}}
onContextCreate={onContextCreate}
/>
</Pressable>
</View >
)
}
const styles = StyleSheet.create({
main: {
flex: 1,
alignItems: "center"
},
slidersWrapper: {
flex: 1,
flexDirection: "row",
height: 35,
width: "100%"
},
sliderWrapper: {
flex: 1,
flexDirection: "row",
height: 15,
width: 100,
},
slider: {
width: 80,
},
button: {
alignItems: 'center',
justifyContent: 'center',
paddingVertical: 12,
paddingHorizontal: 32,
borderRadius: 4,
elevation: 3,
backgroundColor: 'gray',
fontSize: 24,
width: 150,
margin: 3,
},
});
export default Cube;