Ammo.castObject( volumeSoftBody, Ammo.btCollisionObject ).getCollisionShape().setMargin( margin );是什么意思
时间: 2024-03-19 10:40:43 浏览: 26
这段代码是使用 Ammo.js 库中的函数设置软体物体的碰撞体积形状的边缘缓冲区大小。
具体来说,Ammo.castObject() 函数用于将 Ammo.js 中的对象转换为特定类型的对象,此处将软体物体转换为碰撞对象。然后,使用 getCollisionShape() 方法获得碰撞对象的碰撞体积形状,最后用 setMargin() 方法设置碰撞体积形状的边缘缓冲区大小。
这段代码的作用是为软体物体的碰撞检测提供更加精确的结果,防止碰撞误判。
相关问题
ammo.js 软体模拟例子
你可以使用 ammo.js 实现软体模拟。以下是一个简单的例子,展示了如何使用 ammo.js 创建一个软体模拟:
```javascript
// 引入 ammo.js
import * as Ammo from 'ammo.js';
// 创建 ammo.js 的世界
const collisionConfiguration = new Ammo.btDefaultCollisionConfiguration();
const dispatcher = new Ammo.btCollisionDispatcher(collisionConfiguration);
const broadphase = new Ammo.btDbvtBroadphase();
const solver = new Ammo.btSequentialImpulseConstraintSolver();
const world = new Ammo.btSoftRigidDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
world.setGravity(new Ammo.btVector3(0, -9.8, 0));
// 创建地面
const groundShape = new Ammo.btBoxShape(new Ammo.btVector3(50, 1, 50));
const groundTransform = new Ammo.btTransform();
groundTransform.setIdentity();
groundTransform.setOrigin(new Ammo.btVector3(0, -1, 0));
const groundMass = 0;
const groundLocalInertia = new Ammo.btVector3(0, 0, 0);
const groundMotionState = new Ammo.btDefaultMotionState(groundTransform);
const groundRigidBodyInfo = new Ammo.btRigidBodyConstructionInfo(groundMass, groundMotionState, groundShape, groundLocalInertia);
const groundRigidBody = new Ammo.btRigidBody(groundRigidBodyInfo);
world.addRigidBody(groundRigidBody);
// 创建软体
const softBodyWorldInfo = new Ammo.btSoftBodyWorldInfo();
const softBodySolver = new Ammo.btDefaultSoftBodySolver();
softBodyWorldInfo.air_density = 1.2;
softBodyWorldInfo.water_density = 0;
softBodyWorldInfo.water_offset = 0;
softBodyWorldInfo.water_normal = new Ammo.btVector3(0, 0, 0);
softBodyWorldInfo.m_gravity.setValue(0, -9.8, 0);
softBodyWorldInfo.m_sparsesdf.Initialize();
const clothCorner00 = new Ammo.btVector3(-5, 5, 0);
const clothCorner01 = new Ammo.btVector3(5, 5, 0);
const clothCorner10 = new Ammo.btVector3(-5, -5, 0);
const clothCorner11 = new Ammo.btVector3(5, -5, 0);
const clothSoftBody = Ammo.btSoftBodyHelpers.CreatePatch(softBodyWorldInfo, clothCorner00, clothCorner01, clothCorner10, clothCorner11, 10, 10, 0, true);
clothSoftBody.getCollisionShape().setMargin(0.5);
clothSoftBody.setTotalMass(0.1, false);
world.addSoftBody(clothSoftBody);
// 更新模拟
function update() {
world.stepSimulation(1 / 60, 10);
// 更新软体的位置
const softBodyNodes = clothSoftBody.get_m_nodes();
const nodeCount = softBodyNodes.size();
for (let i = 0; i < nodeCount; i++) {
const node = softBodyNodes.at(i);
const position = node.get_m_x();
console.log(`Node ${i}: x=${position.x()}, y=${position.y()}, z=${position.z()}`);
}
}
// 每帧更新
function animate() {
requestAnimationFrame(animate);
update();
}
animate();
```
这个例子创建了一个简单的软体模拟,包括一个地面和一个布料。你可以根据自己的需求进行修改和扩展。注意,这个例子是使用 ES6 模块语法,你需要使用支持模块的构建工具或浏览器环境来运行它。
ammo.js使用案例
Ammo.js是一个JavaScript物理引擎,它可以用来创建真实的物理效果,例如碰撞检测、物体移动等等。以下是一个使用Ammo.js的简单案例:
```html
<!DOCTYPE html>
<html>
<head>
<title>Ammo.js Example</title>
<script src="ammo.js"></script>
</head>
<body>
<canvas id="canvas"></canvas>
<script>
// 初始化物理引擎
let collisionConfiguration = new Ammo.btDefaultCollisionConfiguration();
let dispatcher = new Ammo.btCollisionDispatcher(collisionConfiguration);
let overlappingPairCache = new Ammo.btDbvtBroadphase();
let solver = new Ammo.btSequentialImpulseConstraintSolver();
let dynamicsWorld = new Ammo.btDiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration);
dynamicsWorld.setGravity(new Ammo.btVector3(0, -10, 0));
// 创建地面
let groundShape = new Ammo.btBoxShape(new Ammo.btVector3(50, 1, 50));
let groundTransform = new Ammo.btTransform();
groundTransform.setIdentity();
groundTransform.setOrigin(new Ammo.btVector3(0, -11, 0));
let groundMass = 0;
let localInertia = new Ammo.btVector3(0, 0, 0);
let motionState = new Ammo.btDefaultMotionState(groundTransform);
let rbInfo = new Ammo.btRigidBodyConstructionInfo(groundMass, motionState, groundShape, localInertia);
let groundRigidBody = new Ammo.btRigidBody(rbInfo);
dynamicsWorld.addRigidBody(groundRigidBody);
// 创建一个球体
let sphereShape = new Ammo.btSphereShape(1);
let startTransform = new Ammo.btTransform();
startTransform.setIdentity();
startTransform.setOrigin(new Ammo.btVector3(0, 20, 0));
let mass = 1;
let isDynamic = true;
localInertia = new Ammo.btVector3(0, 0, 0);
sphereShape.calculateLocalInertia(mass, localInertia);
motionState = new Ammo.btDefaultMotionState(startTransform);
rbInfo = new Ammo.btRigidBodyConstructionInfo(mass, motionState, sphereShape, localInertia);
let sphereRigidBody = new Ammo.btRigidBody(rbInfo);
dynamicsWorld.addRigidBody(sphereRigidBody);
// 模拟物理世界
function render() {
requestAnimationFrame(render);
dynamicsWorld.stepSimulation(1 / 60, 10);
let sphereTransform = new Ammo.btTransform();
sphereRigidBody.getMotionState().getWorldTransform(sphereTransform);
let posX = sphereTransform.getOrigin().x();
let posY = sphereTransform.getOrigin().y();
let posZ = sphereTransform.getOrigin().z();
console.log("球的位置:x=" + posX + ", y=" + posY + ", z=" + posZ);
}
render();
</script>
</body>
</html>
```
这段代码创建了一个物理世界,其中包含一个平面作为地面和一个球体。随着时间的推移,球体会受到重力的作用而下落,当它碰到地面时会弹起。通过获取球体的位置,可以模拟物体的运动。
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