import { Mesh, BoxGeometry, MeshBasicMaterial } from 'three';
import { Ammo } from '@enable3d/ammo-wasm';
import { MeshBVH } from 'three-mesh-bvh';
// 初始化AmmoNty WASM模块
Ammo().then((Ammo) => {
// 创建一个物理世界
const collisionConfiguration = new Ammo.btSoftBodyRigidBodyCollisionConfiguration();
const dispatcher = new Ammo.btCollisionDispatcher(collisionConfiguration);
const overlappingPairCache = new Ammo.btDbvtBroadphase();
const solver = new Ammo.btSequentialImpulseConstraintSolver();
const softBodySolver = new Ammo.btDefaultSoftBodySolver();
const world = new Ammo.btSoftRigidDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration, softBodySolver);
world.setGravity(new Ammo.btVector3(0, -9.81, 0));
// 创建几何体和网格
const geometry = new BoxGeometry(1, 1, 1);
const material = new MeshBasicMaterial({ color: 0x00ff00 });
const mesh = new Mesh(geometry, material);
// 将网格添加到物理世界中
const meshShape = new Ammo.btBoxShape(new Ammo.btVector3(0.5, 0.5, 0.5));
const meshBody = createRigidBody(0, mesh.position, meshShape);
world.addRigidBody(meshBody);
// 创建BVH加速结构
const bvh = new MeshBVH(mesh);
// 执行碰撞检测
function detectCollisions() {
bvh.update();
world.performDiscreteCollisionDetection();
}
// 更新物理状态
function updatePhysics() {
detectCollisions();
const numManifolds = dispatcher.getNumManifolds();
for (let i = 0; i < numManifolds; i++) {
const contactManifold = dispatcher.getManifoldByIndexInternal(i);
if (contactManifold.getNumContacts() > 0) {
console.log('Collision detected!');
}
}
world.stepSimulation(1 / 60, 10);
meshBody.getMotionState().getWorldTransform(meshBody.transform);
mesh.position.set(
meshBody.transform.getOrigin().x(),
meshBody.transform.getOrigin().y(),
meshBody.transform.getOrigin().z(),
);
mesh.qua
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