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Picking.html
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Picking.html
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<!DOCTYPE html>
<html>
<!--
https://playground.babylonjs.com/#NLLNMD#6
-->
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Babylon.js sample code</title>
<!-- Babylon.js -->
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.6.2/dat.gui.min.js"></script>
<script src="https://assets.babylonjs.com/generated/Assets.js"></script>
<script src="https://preview.babylonjs.com/ammo.js"></script>
<script src="https://preview.babylonjs.com/cannon.js"></script>
<script src="https://preview.babylonjs.com/Oimo.js"></script>
<script src="https://preview.babylonjs.com/earcut.min.js"></script>
<script src="https://preview.babylonjs.com/babylon.js"></script>
<script src="https://preview.babylonjs.com/materialsLibrary/babylonjs.materials.min.js"></script>
<script src="https://preview.babylonjs.com/proceduralTexturesLibrary/babylonjs.proceduralTextures.min.js"></script>
<script src="https://preview.babylonjs.com/postProcessesLibrary/babylonjs.postProcess.min.js"></script>
<script src="https://preview.babylonjs.com/loaders/babylonjs.loaders.js"></script>
<script src="https://preview.babylonjs.com/serializers/babylonjs.serializers.min.js"></script>
<script src="https://preview.babylonjs.com/gui/babylon.gui.min.js"></script>
<script src="https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js"></script>
<style>
html, body {
overflow: hidden;
width: 100%;
height: 100%;
margin: 0;
padding: 0;
}
#renderCanvas {
width: 100%;
height: 100%;
touch-action: none;
}
</style>
</head>
<body>
<canvas id="renderCanvas"></canvas>
<script>
var canvas = document.getElementById("renderCanvas");
var startRenderLoop = function (engine, canvas) {
engine.runRenderLoop(function () {
if (sceneToRender && sceneToRender.activeCamera) {
sceneToRender.render();
}
});
}
var engine = null;
var scene = null;
var sceneToRender = null;
var createDefaultEngine = function() { return new BABYLON.Engine(canvas, true, { preserveDrawingBuffer: true, stencil: true, disableWebGL2Support: false}); };
var createScene = async function () {
var mouseSphere;
// This creates a basic Babylon Scene object (non-mesh)
var scene = new BABYLON.Scene(engine);
var camera = new BABYLON.ArcRotateCamera("camera", BABYLON.Tools.ToRadians(90), BABYLON.Tools.ToRadians(65), 20, BABYLON.Vector3.Zero(), scene);
// This attaches the camera to the canvas
camera.attachControl(canvas, true);
// This creates a light, aiming 0,1,0 - to the sky (non-mesh)
var light = new BABYLON.DirectionalLight("sun", new BABYLON.Vector3(-1, -1, -1), scene);
light.position = new BABYLON.Vector3(0,-10,20);
// Enable physics
await Ammo();
scene.enablePhysics(new BABYLON.Vector3(0,-10,0), new BABYLON.AmmoJSPlugin());
// Our built-in 'ground' shape
var ground = BABYLON.MeshBuilder.CreateGround("ground", {width: 20, height: 20, depth: 0.1}, scene);
let groundMaterial = new BABYLON.StandardMaterial("Ground Material", scene);
ground.material = groundMaterial;
ground.receiveShadows = true;
//create our crate box
const box1 = BABYLON.MeshBuilder.CreateBox("box1");
box1.position.y = 6;
//make crate material
box1.material = new BABYLON.StandardMaterial("Box Material", scene);
box1.material.diffuseTexture = new BABYLON.Texture("./textures/crate.jpg", scene);
const box2 = box1.createInstance("box2");
box2.position.y = 3;
//make shadow generator
var shadowGenerator = new BABYLON.ShadowGenerator(1024, light);
shadowGenerator.useBlurExponentialShadowMap = true;
shadowGenerator.addShadowCaster(box1);
shadowGenerator.addShadowCaster(box2);
shadowGenerator.setDarkness(0.5);
//create physics objects from ground mesh
ground.physicsImpostor = new BABYLON.PhysicsImpostor(ground,
BABYLON.PhysicsImpostor.BoxImpostor, { mass: 0, friction: 0.5, restitution: 0.5 }, scene
);
//box1 is static
box1.physicsImpostor = new BABYLON.PhysicsImpostor(box1,
BABYLON.PhysicsImpostor.BoxImpostor, { mass: 0, friction: 0.5, restitution: 0.5 }, scene
);
//box2 is dynamic
box2.physicsImpostor = new BABYLON.PhysicsImpostor( box2,
BABYLON.PhysicsImpostor.BoxImpostor, { mass: 1, friction: 0.5, restitution: 0.5 }, scene
);
var distanceJoint = new BABYLON.DistanceJoint({ maxDistance: 3 });
box1.physicsImpostor.addJoint(box2.physicsImpostor, distanceJoint);
let jointPoints = [ box1.position, box2.position];
let line = BABYLON.MeshBuilder.CreateLines("line", {points: jointPoints, updatable: true});
line.color = new BABYLON.Color3(1,0,0);
//picking related logic
mouseSphere = BABYLON.MeshBuilder.CreateSphere("sphere", {diameter: 0.2, segments:10});
mouseSphere.physicsImpostor = new BABYLON.PhysicsImpostor( mouseSphere,
BABYLON.PhysicsImpostor.SphereImpostor, { mass: 0}, scene
);
mouseSphere.receiveShadows = true;
mouseSphere.isVisible = false;
//distance constraint line
const myPoints = [
new BABYLON.Vector3(0, 0, 0),
new BABYLON.Vector3(0, 0, 0)
]
const options = {
points: myPoints,
updatable: true
}
let lines = BABYLON.MeshBuilder.CreateLines("lines", options);
lines.color = new BABYLON.Color3(0,1,0);
mouseJoint = null;
//mouse down event
scene.onPointerDown = function castRay()
{
mouseSphere.isVisible = false;
var pickResult = scene.pick(scene.pointerX, scene.pointerY);
if (pickResult.hit)
{
//pickResult.pickedPoint
//console.log("picked" + pickResult.pickedMesh);
//var distanceJoint = new BABYLON.DistanceJoint({ maxDistance: 3 });
//box1.physicsImpostor.addJoint(box2.physicsImpostor, distanceJoint);
if(pickResult.pickedMesh.name!="ground")
{
mouseSphere.position = pickResult.pickedPoint;
mouseSphere.isVisible = true;
mouseJoint = new BABYLON.DistanceJoint({ maxDistance: 3 });
//mouseJoint.physicsImpostor = pickResult.pickedMesh.physicsImpostor;
pickResult.pickedMesh.physicsImpostor.addJoint(mouseSphere.physicsImpostor, mouseJoint);
//const myPoints = [ box1.position, box2.position];
//const lines = BABYLON.MeshBuilder.CreateLines("lines", {points: myPoints});
setTimeout(function () {
camera.detachControl(canvas);
}, 0);
}
}
}
scene.onPointerMove = function OnMouseMove()
{
if( mouseSphere.isVisible )
{
var pickResult = scene.pick(scene.pointerX, scene.pointerY);
if(pickResult.hit)
{
mouseSphere.position = pickResult.pickedPoint;
myPoints[0] = box2.position;
myPoints[1] = pickResult.pickedPoint;
lines = BABYLON.MeshBuilder.CreateLines("lines", {points: myPoints, instance: lines});
lines.isVisible = true;
//update the joint line
jointPoints[1] = box2.position;
line = BABYLON.MeshBuilder.CreateLines("line", {points: jointPoints, instance: line});
}
}
}
//mouse up event
scene.onPointerUp = function OnMouseUp()
{
mouseSphere.isVisible = false;
camera.attachControl(canvas, true);
lines.isVisible = false;
if(mouseJoint != null)
{
scene.getPhysicsEngine().removeJoint(box2.physicsImpostor, mouseSphere.physicsImpostor, mouseJoint);
mouseJoint = null;
}
}
box2.physicsImpostor.registerAfterPhysicsStep ( () =>
{
//update the joint line
jointPoints[1] = box2.position;
line = BABYLON.MeshBuilder.CreateLines("line", {points: jointPoints, instance: line});
});
return scene;
};
window.initFunction = async function() {
var asyncEngineCreation = async function() {
try {
return createDefaultEngine();
} catch(e) {
console.log("the available createEngine function failed. Creating the default engine instead");
return createDefaultEngine();
}
}
window.engine = await asyncEngineCreation();
if (!engine) throw 'engine should not be null.';
startRenderLoop(engine, canvas);
window.scene = createScene();};
initFunction().then(() => {scene.then(returnedScene => { sceneToRender = returnedScene; });
});
// Resize
window.addEventListener("resize", function () {
engine.resize();
});
</script>
</body>
</html>