contact problem (deviceOrientation)

by jmchen

HTML

<div id="info">Contact Problem</div>
<div id='deviceInfo'> </div>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js">
    
</script>

CSS

#info {
    position: absolute;
    top: 0px;
    width: 100%;
    padding: 10px;
    text-align: center;
    color: #ffff00
}
#deviceInfo {
    position: absolute;
    bottom: 20px;
    width: 100%;
    padding: 10px;
    text-align: center;
    color: #ffff00
}
body {
    overflow: hidden;
}

JavaScript

// new contact problem:
// static XZ plane
// moving gravity vector (subject to deviceOrientation)
// add shadow map

var camera, scene, renderer,light;
var ball, plane;
var clock = new THREE.Clock();
var mouse = new THREE.Vector2();
var gravity = new THREE.Vector3 ();
var deviceInfo;

// class defintions here
var Ball = function () {
    // properties
    this.pos = new THREE.Vector3(0, 0, 0);
    this.vel = new THREE.Vector3();
    this.force = new THREE.Vector3();
    this.mesh = new THREE.Mesh(new THREE.SphereGeometry(10, 12, 12), new THREE.MeshPhongMaterial({
        color: 0xff1234,
        specular: 0x444444,
        shininess: 80
    }));
    scene.add(this.mesh);

    // methods
    this.update = function (dt) {
        this.vel.add(this.force.clone().multiplyScalar(dt));
        this.pos.add(this.vel.clone().multiplyScalar(dt));
        this.mesh.position.copy(this.pos);
    }
}

var Plane = function () {
    // properties
    this.pos = new THREE.Vector3(0, 10, 0); // object frame
    this.normal = new THREE.Vector3(0, 1, 0); // object frame
    this.mesh = new THREE.Mesh(new THREE.BoxGeometry(500, 20, 500), new THREE.MeshLambertMaterial({
        transparent: true,
        opacity: 0.5
    }));
    scene.add(this.mesh);

    // methods
    this.isPointOut = function (point) {
        // considering plane transformation
        var posW = this.pos.clone(); // in world frame
        var normalW = this.normal.clone();
        posW.applyMatrix4(this.mesh.matrixWorld);
        var tt = new THREE.Matrix4();
        normalW.applyMatrix4(tt.getInverse(this.mesh.matrixWorld).transpose());

        return true; // for infinite plane
        // for contact problem, this should check whether the ball
        // rolls out of boundary
    }
};


init();
animate();

function ProjVonU(v, u) { // v & u unchanged!
    var uhat = u.clone().normalize();
    return uhat.multiplyScalar(uhat.dot(v));
}

function Contact(ball, plane) {
	// plane is immbile
    // considering...