我一直在尝试以我自己的风格重写 Physi.js 示例之一,但我似乎无法让它真正使用重力。渲染循环不断触发,就像它应该的那样,但似乎没有任何改变。
我已经上传了我在这里的内容:http: //kemp59f.info/up/down/index.htm
这是 Physi.js 示例:http ://chandlerprall.github.com/Physijs/examples/body.html
这是我的代码:
var ground = {},
box = {},
boxes = [],
ground = {},
projector,
renderer,
scene,
light,
camera,
render,
gravity;
// Set things up for Physijs
Physijs.scripts.worker = 'physi.js_worker.js';
Physijs.scripts.ammo = 'ammo.js';
// Projector
projector = new THREE.Projector;
// Renderer
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize( 1000, 600 );
renderer.shadowMapEnabled = true;
renderer.shadowMapSoft = true;
// Scene
scene = new Physijs.Scene;
// Camera
camera = new THREE.PerspectiveCamera( 35, ( 1000 / 600 ), 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 = -0.0001;
light.shadowMapWidth = light.shadowMapHeight = 2048;
light.shadowDarkness = 0.7;
scene.add( light );
// Ground
ground.material = new THREE.MeshLambertMaterial({
color: 0xDDDDDD
});
ground.material = Physijs.createMaterial( ground.material, 0.8, 0.4 );
ground.geometry = new THREE.CubeGeometry( 100, 1, 100 );
ground.mesh = new Physijs.BoxMesh( ground.geometry, ground.material, 0 );
ground.mesh.receiveShadow = true;
scene.add( ground.mesh );
// Box
box.material = new THREE.MeshLambertMaterial({
color: 0x00FF00
});
box.material = Physijs.createMaterial( box.material, 0.4, 0.6 );
box.geometry = new THREE.CubeGeometry( 4, 4, 4 );
// Draw 10 boxes
for( var i = 0; i < 10; i++ ){
var pos = {},
rot = {};
pos.x = Math.random() * 50 - 25;
pos.y = 10 + Math.random() * 5;
pos.z = Math.random() * 50 - 25;
rot.x = Math.random() * Math.PI * 2;
rot.y = Math.random() * Math.PI * 2;
rot.z = Math.random() * Math.PI * 2;
box.mesh = new Physijs.BoxMesh( box.geometry, box.material );
box.mesh.position.set( pos.x, pos.y, pos.z );
box.mesh.rotation.set( rot.x, rot.y, rot.z );
box.mesh.castShadow = true;
scene.add( box.mesh );
boxes.push( box.mesh );
};
// Render method
render = function(){
scene.simulate( null, 50 );
renderer.render( scene, camera );
requestAnimationFrame( render );
};
// Render this shit
$( function(){
$('#viewport').append( renderer.domElement );
render();
});