用CANNON.js大的Raycastvehicle制作一个物理小车,请用代码示例
时间: 2023-12-03 19:44:05 浏览: 182
can通讯-小车控制实例
好的,以下是一个基于CANNON.js的RaycastVehicle物理小车示例代码:
```javascript
// 初始化物理引擎世界
var world = new CANNON.World();
world.gravity.set(0, -9.82, 0);
var fixedTimeStep = 1.0 / 60.0;
var maxSubSteps = 3;
// 创建车辆底盘刚体
var chassisShape = new CANNON.Box(new CANNON.Vec3(1, 0.5, 2));
var chassisBody = new CANNON.Body({ mass: 150 });
chassisBody.addShape(chassisShape);
chassisBody.position.set(0, 2, 0);
world.addBody(chassisBody);
// 创建车轮刚体
var wheelShape = new CANNON.Sphere(0.5);
var wheelBody1 = new CANNON.Body({ mass: 50 });
wheelBody1.addShape(wheelShape);
wheelBody1.position.set(1, 1, 1);
world.addBody(wheelBody1);
var wheelBody2 = new CANNON.Body({ mass: 50 });
wheelBody2.addShape(wheelShape);
wheelBody2.position.set(-1, 1, 1);
world.addBody(wheelBody2);
var wheelBody3 = new CANNON.Body({ mass: 50 });
wheelBody3.addShape(wheelShape);
wheelBody3.position.set(1, 1, -1);
world.addBody(wheelBody3);
var wheelBody4 = new CANNON.Body({ mass: 50 });
wheelBody4.addShape(wheelShape);
wheelBody4.position.set(-1, 1, -1);
world.addBody(wheelBody4);
// 创建车轮约束
var options = {
radius: 0.5,
directionLocal: new CANNON.Vec3(0, -1, 0),
suspensionStiffness: 30,
suspensionRestLength: 0.5,
frictionSlip: 5,
dampingRelaxation: 2.3,
dampingCompression: 4.4,
maxSuspensionForce: 100000,
rollInfluence: 0.01,
axleLocal: new CANNON.Vec3(1, 0, 0),
chassisConnectionPointLocal: new CANNON.Vec3(1, 0, 1),
useCustomSlidingRotationalSpeed: true,
customSlidingRotationalSpeed: -30,
};
var vehicle = new CANNON.RaycastVehicle({
chassisBody: chassisBody,
indexForwardAxis: 2,
indexRightAxis: 0,
indexUpAxis: 1,
});
vehicle.addWheel(options);
vehicle.addWheel(options);
vehicle.addWheel(options);
vehicle.addWheel(options);
// 添加约束到世界
world.addConstraint(vehicle.constraints[0]);
world.addConstraint(vehicle.constraints[1]);
world.addConstraint(vehicle.constraints[2]);
world.addConstraint(vehicle.constraints[3]);
// 更新车辆状态
function updateVehicle() {
var wheelBodies = [wheelBody1, wheelBody2, wheelBody3, wheelBody4];
for (var i = 0; i < vehicle.wheelInfos.length; i++) {
vehicle.updateWheelTransform(i);
var t = vehicle.wheelInfos[i].worldTransform;
wheelBodies[i].position.copy(t.position);
wheelBodies[i].quaternion.copy(t.quaternion);
}
}
// 更新物理引擎世界
function updatePhysics() {
world.step(fixedTimeStep, 1, maxSubSteps);
updateVehicle();
}
// 渲染循环
function render() {
requestAnimationFrame(render);
updatePhysics();
// 在这里进行渲染
}
// 启动渲染循环
render();
```
这个例子创建了一个车辆底盘刚体和四个车轮刚体,然后使用RaycastVehicle约束将它们连接起来。在每帧渲染循环中,调用 `updatePhysics()` 方法来更新物理引擎世界和车辆状态,然后在渲染函数中进行渲染。你可以根据自己的需要修改这个代码,例如改变车轮的形状、调整约束参数等等。
阅读全文