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* Add types for RapierPhysics * Add to OTHER_FILES * Add example * Update patch
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import * as THREE from 'three'; | ||
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; | ||
import { RapierPhysics } from 'three/addons/physics/RapierPhysics.js'; | ||
import Stats from 'three/addons/libs/stats.module.js'; | ||
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let camera, scene, renderer, stats; | ||
let physics, position; | ||
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let boxes, spheres; | ||
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init(); | ||
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async function init() { | ||
physics = await RapierPhysics(); | ||
position = new THREE.Vector3(); | ||
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// | ||
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camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 100); | ||
camera.position.set(-1, 1.5, 2); | ||
camera.lookAt(0, 0.5, 0); | ||
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scene = new THREE.Scene(); | ||
scene.background = new THREE.Color(0x666666); | ||
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const hemiLight = new THREE.HemisphereLight(); | ||
hemiLight.intensity = 0.3; | ||
scene.add(hemiLight); | ||
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const dirLight = new THREE.DirectionalLight(); | ||
dirLight.position.set(5, 5, 5); | ||
dirLight.castShadow = true; | ||
dirLight.shadow.camera.zoom = 2; | ||
scene.add(dirLight); | ||
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const floor = new THREE.Mesh(new THREE.BoxGeometry(10, 5, 10), new THREE.ShadowMaterial({ color: 0x444444 })); | ||
floor.position.y = -2.5; | ||
floor.receiveShadow = true; | ||
scene.add(floor); | ||
physics.addMesh(floor); | ||
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// | ||
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const material = new THREE.MeshLambertMaterial(); | ||
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const matrix = new THREE.Matrix4(); | ||
const color = new THREE.Color(); | ||
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// Boxes | ||
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const geometryBox = new THREE.BoxGeometry(0.075, 0.075, 0.075); | ||
boxes = new THREE.InstancedMesh(geometryBox, material, 400); | ||
boxes.instanceMatrix.setUsage(THREE.DynamicDrawUsage); // will be updated every frame | ||
boxes.castShadow = true; | ||
boxes.receiveShadow = true; | ||
scene.add(boxes); | ||
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for (let i = 0; i < boxes.count; i++) { | ||
matrix.setPosition(Math.random() - 0.5, Math.random() * 2, Math.random() - 0.5); | ||
boxes.setMatrixAt(i, matrix); | ||
boxes.setColorAt(i, color.setHex(0xffffff * Math.random())); | ||
} | ||
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physics.addMesh(boxes, 1); | ||
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// Spheres | ||
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const geometrySphere = new THREE.IcosahedronGeometry(0.05, 4); | ||
spheres = new THREE.InstancedMesh(geometrySphere, material, 400); | ||
spheres.instanceMatrix.setUsage(THREE.DynamicDrawUsage); // will be updated every frame | ||
spheres.castShadow = true; | ||
spheres.receiveShadow = true; | ||
scene.add(spheres); | ||
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for (let i = 0; i < spheres.count; i++) { | ||
matrix.setPosition(Math.random() - 0.5, Math.random() * 2, Math.random() - 0.5); | ||
spheres.setMatrixAt(i, matrix); | ||
spheres.setColorAt(i, color.setHex(0xffffff * Math.random())); | ||
} | ||
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physics.addMesh(spheres, 1); | ||
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// | ||
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renderer = new THREE.WebGLRenderer({ antialias: true }); | ||
renderer.setPixelRatio(window.devicePixelRatio); | ||
renderer.setSize(window.innerWidth, window.innerHeight); | ||
renderer.shadowMap.enabled = true; | ||
document.body.appendChild(renderer.domElement); | ||
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stats = new Stats(); | ||
document.body.appendChild(stats.dom); | ||
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// | ||
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const controls = new OrbitControls(camera, renderer.domElement); | ||
controls.target.y = 0.5; | ||
controls.update(); | ||
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animate(); | ||
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setInterval(() => { | ||
let index = Math.floor(Math.random() * boxes.count); | ||
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position.set(0, Math.random() + 1, 0); | ||
physics.setMeshPosition(boxes, position, index); | ||
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// | ||
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index = Math.floor(Math.random() * spheres.count); | ||
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position.set(0, Math.random() + 1, 0); | ||
physics.setMeshPosition(spheres, position, index); | ||
}, 1000 / 60); | ||
} | ||
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function animate() { | ||
requestAnimationFrame(animate); | ||
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renderer.render(scene, camera); | ||
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stats.update(); | ||
} |
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Original file line number | Diff line number | Diff line change |
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import { Mesh } from '../../../src/Three'; | ||
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type Vector = { x: number; y: number; z: number }; | ||
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export interface RapierPhysicsObject { | ||
addMesh: (mesh: Mesh, mass?: number, restitution?: number) => void; | ||
setMeshPosition: (mesh: Mesh, position: Vector, index?: number) => void; | ||
setMeshVelocity: (mesh: Mesh, velocity: Vector, index?: number) => void; | ||
} | ||
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export function RapierPhysics(): Promise<RapierPhysicsObject>; |