DefinitelyTyped/physijs/tests/compound.ts
2014-08-30 17:59:33 +09:00

239 lines
6.7 KiB
TypeScript

/// <reference path="../../stats/stats.d.ts" />
/// <reference path="../physijs.d.ts" />
Physijs.scripts.worker = '../physijs_worker.js';
Physijs.scripts.ammo = 'examples/js/ammo.js';
var initScene, render, renderer, render_stats, physics_stats, scene, ground, light, camera, spawnChair,
ground_material, chair_material;
initScene = function() {
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMapEnabled = true;
renderer.shadowMapSoft = true;
document.getElementById( 'viewport' ).appendChild( renderer.domElement );
render_stats = new Stats();
render_stats.domElement.style.position = 'absolute';
render_stats.domElement.style.top = '0px';
render_stats.domElement.style.zIndex = 100;
document.getElementById( 'viewport' ).appendChild( render_stats.domElement );
physics_stats = new Stats();
physics_stats.domElement.style.position = 'absolute';
physics_stats.domElement.style.top = '50px';
physics_stats.domElement.style.zIndex = 100;
document.getElementById( 'viewport' ).appendChild( physics_stats.domElement );
scene = new Physijs.Scene;
scene.setGravity(new THREE.Vector3( 0, -50, 0 ));
scene.addEventListener(
'update',
function() {
scene.simulate( undefined, 2 );
physics_stats.update();
}
);
camera = new THREE.PerspectiveCamera(
35,
window.innerWidth / window.innerHeight,
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 = -.0001
light.shadowMapWidth = light.shadowMapHeight = 2048;
light.shadowDarkness = .7;
scene.add( light );
// Materials
ground_material = Physijs.createMaterial(
new THREE.MeshLambertMaterial({ map: THREE.ImageUtils.loadTexture( 'images/rocks.jpg' ) }),
.8, // high friction
.4 // low restitution
);
ground_material.map.wrapS = ground_material.map.wrapT = THREE.RepeatWrapping;
ground_material.map.repeat.set( 3, 3 );
chair_material = Physijs.createMaterial(
new THREE.MeshLambertMaterial({ map: THREE.ImageUtils.loadTexture( 'images/wood.jpg' ) }),
.6, // medium friction
.2 // low restitution
);
chair_material.map.wrapS = chair_material.map.wrapT = THREE.RepeatWrapping;
chair_material.map.repeat.set( .25, .25 );
// Ground
ground = new Physijs.BoxMesh(
new THREE.BoxGeometry(100, 1, 100),
ground_material,
0 // mass
);;
ground.receiveShadow = true;
scene.add( ground );
spawnChair();
requestAnimationFrame( render );
scene.simulate();
};
spawnChair = (function() {
var buildBack, buildLegs, doSpawn;
buildBack = function() {
var back, _object;
back = new Physijs.BoxMesh(
new THREE.BoxGeometry( 5, 1, .5 ),
chair_material
);
back.position.y = 5;
back.position.z = -2.5;
back.castShadow = true;
back.receiveShadow = true;
// rungs - relative to back
_object = new Physijs.BoxMesh(
new THREE.BoxGeometry( 1, 5, .5 ),
chair_material
);
_object.position.y = -3;
_object.position.x = -2;
_object.castShadow = true;
_object.receiveShadow = true;
back.add( _object );
_object = new Physijs.BoxMesh(
new THREE.BoxGeometry( 1, 5, .5 ),
chair_material
);
_object.position.y = -3;
_object.castShadow = true;
_object.receiveShadow = true;
back.add( _object );
_object = new Physijs.BoxMesh(
new THREE.BoxGeometry( 1, 5, .5 ),
chair_material
);
_object.position.y = -3;
_object.position.x = 2;
_object.castShadow = true;
_object.receiveShadow = true;
back.add( _object );
return back;
};
buildLegs = function() {
var leg, _leg;
// back left
leg = new Physijs.BoxMesh(
new THREE.BoxGeometry( .5, 4, .5 ),
chair_material
);
leg.position.x = 2.25;
leg.position.z = -2.25;
leg.position.y = -2.5;
leg.castShadow = true;
leg.receiveShadow = true;
// back right - relative to back left leg
_leg = new Physijs.BoxMesh(
new THREE.BoxGeometry( .5, 4, .5 ),
chair_material
);
_leg.position.x = -4.5;
_leg.castShadow = true;
_leg.receiveShadow = true;
leg.add( _leg );
// front left - relative to back left leg
_leg = new Physijs.BoxMesh(
new THREE.BoxGeometry( .5, 4, .5 ),
chair_material
);
_leg.position.z = 4.5;
_leg.castShadow = true;
_leg.receiveShadow = true;
leg.add( _leg );
// front right - relative to back left leg
_leg = new Physijs.BoxMesh(
new THREE.BoxGeometry( .5, 4, .5 ),
chair_material
);
_leg.position.x = -4.5;
_leg.position.z = 4.5;
_leg.castShadow = true;
_leg.receiveShadow = true;
leg.add( _leg );
return leg;
};
doSpawn = function() {
var chair, back, legs;
// seat of the chair
chair = new Physijs.BoxMesh(
new THREE.BoxGeometry( 5, 1, 5 ),
chair_material
);
chair.castShadow = true;
chair.receiveShadow = true;
// back - relative to chair ( seat )
back = buildBack();
chair.add( back );
// legs - relative to chair ( seat )
legs = buildLegs();
chair.add( legs );
chair.position.y = 20;
chair.position.x = Math.random() * 50 - 25;
chair.position.z = Math.random() * 50 - 25;
chair.rotation.set(
Math.random() * Math.PI * 2,
Math.random() * Math.PI * 2,
Math.random() * Math.PI * 2
);
chair.addEventListener( 'ready', spawnChair );
scene.add( chair );
};
return function() {
setTimeout( doSpawn, 500 );
};
})();
render = function() {
requestAnimationFrame( render );
renderer.render( scene, camera );
render_stats.update();
};
window.onload = initScene;