Files
three.js/examples/webgl_collisions_reaction.html
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HTML

<html>
<head>
<title>Collision reaction</title>
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<style type="text/css">
body {
font-family: Monospace;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
#oldie {
background-color: #ddd !important
}
#info {
position: absolute;
top: 30px;
left: 10px;
width: 800px;
color: #000000;
padding: 5px;
font-family: Monospace;
font-size: 13px;
text-align: left;
z-index: 100;
}
#options {
position: absolute;
top: 10px;
left: 10px;
width: 800px;
color: #000000;
padding: 5px;
font-family: Monospace;
font-size: 13px;
text-align: left;
z-index: 100;
}
</style>
<script type="text/javascript" src="lib/Three.js">
</script>
<script type="text/javascript" src="lib/RequestAnimationFrame.js">
</script>
<script type="text/javascript" src="src/Physics.js">
</script>
<script type="text/javascript" src="src/PhysicsUtils.js">
</script>
<script type="text/javascript">
var scene, camera, renderer, info, mouse2d, sun, loader, sphere, debugNormal;
var range = 400;
var speed = 1;
var sphereSize = 4;
var cubes = [];
function init(){
container = document.createElement('div');
document.body.appendChild(container);
info = document.getElementById("info");
camera = new THREE.Camera(40, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.y = 120;
camera.position.x = 300;
camera.position.z = 0;
mouse2d = new THREE.Vector3(0, 0, 1);
loader = new THREE.Loader(true);
scene = new THREE.Scene();
sphere = new THREE.Mesh(new Sphere(sphereSize, 10, 10), new THREE.MeshLambertMaterial({
color: 0xff0000
}));
scene.addObject(sphere);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
var ambientLight = new THREE.AmbientLight(0xdddddd);
scene.addLight(ambientLight);
sun = new THREE.DirectionalLight(0xffffff);
sun.position = new THREE.Vector3(1, -1, 1).normalize();
scene.addLight(sun);
createObstacles();
var geometry = new THREE.Geometry();
geometry.vertices.push( new THREE.Vertex( new THREE.Vector3(0, 0, 0) ) );
geometry.vertices.push( new THREE.Vertex( new THREE.Vector3(10, 0, 0) ) );
debugNormal = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0xff0000 } ) );
scene.addObject( debugNormal );
container.onmousemove = onDocumentMouseMove;
animate();
}
function createObstacles(){
createCube(100, 50, 10, new THREE.Vector3( 20, 0, 100), Math.PI / 4);
camera.target = createCube(100, 50, 10, new THREE.Vector3(-20, 0, 200), -Math.PI / 4);
createCube(100, 50, 10, new THREE.Vector3( 20, 0, 300), Math.PI / 4);
}
function createCube(sx, sy, sz, p, ry){
var cube = new THREE.Mesh(new Cube(sx, sy, sz, 1, 1, 1), new THREE.MeshLambertMaterial({
color: 0x003300//, wireframe: true
}));
cube.position = p;
cube.rotation.y = ry;
scene.addObject(cube);
Physics.colliders.push( PhysicsUtils.MeshOBB(cube) );
cubes.push(cube);
return cube;
}
function onDocumentMouseMove(event){
event.preventDefault();
mouse2d.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse2d.y = -(event.clientY / window.innerHeight) * 2 + 1;
mouse2d.z = 1;
}
function animate(){
requestAnimationFrame(animate);
for (var i = 0; i < cubes.length; i++) {
cubes[i].materials[0].color = new THREE.Color(0x003300);
}
var ray = new Ray( sphere.position, new THREE.Vector3(0,0,1) );
//debugNormal.position = sphere.position;
var c = Physics.rayCastNearest(ray);
if (!c || c.distance > speed) {
sphere.position.z += speed;
}
if(c && c.normal) {
info.innerHTML = vts(c.normal);
var poi = ray.origin.clone().addSelf( ray.direction.clone().multiplyScalar( c.distance ) );
debugNormal.geometry.vertices[0].position = poi.clone().addSelf( new THREE.Vector3(2,2,2) );
debugNormal.geometry.vertices[1].position = poi.clone().addSelf( c.normal.clone() );
}
if(sphere.position.z > range) sphere.position = new THREE.Vector3(0,0,0);
camera.position.x = Math.cos(mouse2d.x * Math.PI) * 300;
camera.position.y = Math.cos(mouse2d.y * Math.PI) * 300;
camera.position.z = 200 + Math.sin(mouse2d.x * Math.PI) * 300 + Math.sin(mouse2d.y * Math.PI) * 300;
renderer.render(scene, camera);
}
function vts(v){
if (!v)
return "undefined<br>";
else
return v.x + " , " + v.y + " , " + v.z + "<br>";
}
</script>
</head>
<body onload="init();">
<div id="info">
</div>
<div id="options">
</div>
</body>
</html>