import * as THREE from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import { Ammo } from './ammo-es.js';
// 设置场景、相机和渲染器
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// 创建物理世界
const collisionConfiguration = new Ammo.btSoftBodyRigidBodyCollisionConfiguration();
const dispatcher = new Ammo.btCollisionDispatcher(collisionConfiguration);
const broadphase = new Ammo.btDbvtBroadphase();
const solver = new Ammo.btSequentialImpulseConstraintSolver();
const softBodySolver = new Ammo.btDefaultSoftBodySolver();
const world = new Ammo.btSoftRigidDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration, softBodySolver);
world.setGravity(new Ammo.btVector3(0, -9.81, 0));
// 创建一个球体并添加物理属性
const sphereGeometry = new THREE.SphereGeometry(1, 20, 20);
const sphereMaterial = new THREE.MeshPhongMaterial({ color: 0xffffff });
const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
const sphereMass = 10;
const sphereShape = new Ammo.btSphereShape(1);
const sphereLocalInertia = new Ammo.btVector3(0, 0, 0);
sphereShape.calculateLocalInertia(sphereMass, sphereLocalInertia);
const sphereMotionState = new Ammo.btDefaultMotionState(
new Ammo.btTransform(new Ammo.btQuaternion(0, 0, 0, 1), new Ammo.btVector3(0, 10, 0))
);
const sphereRigidBody = new Ammo.btRigidBody(
new Ammo.btRigidBodyConstructionInfo(sphereMass, sphereMotionState, sphereShape, sphereLocalInertia)
);
sphereRigidBody.setRestitution(1); // 弹性
world.addRigidBody(sphereRigidBody);
// 创建投篮棒并添加物理属性
const cylinderGeometry = new THREE.CylinderGeometry(0.5, 0.5, 2, 32);
const cylinderMaterial = new THREE.MeshPhongMaterial({ color: 0x00ff00 });
const cylinder = new THREE.Mesh(cylinderGeometry, cylinderMaterial);
const cylinderMass = 0.1;
const cylinderShape = new Ammo.btCylinderShape(new Ammo.btVector3(1, 1, 1));
const cylinderLocalInertia = new Ammo.btVector3(0, 0, 0);
cylinderShape.calculateLocalInertia(cylinderMass, cylinderLocalInertia);
const cylinderMotionState = new Ammo.btDefaultMotionState(
new Ammo.btTransform(
new Ammo.btQuaternion(0, 0, 0, 1),
new Ammo.btVector3(5, 10, 0)
)
);
const cylinderRigidBody = new