three.js testbed
with orbitControls, XZgrid, info
by omgazero
HTML
<div id="info">hw2 helper
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">
</script>
<script src="https://jyunming-chen.github.io/tutsplus/js/KeyboardState.js"></script>
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
JavaScript
class Ball {
constructor (mesh, rad = 2, color) {
this.pos = new THREE.Vector3()
this.vel = new THREE.Vector3()
this.force = new THREE.Vector3()
this.mesh = mesh;
this.radius = rad;
this.light = new THREE.PointLight (color, 1, 50);
scene.add (this.light)
scene.add (this.mesh) // add to scene when particle is created
console.log (color)
this.mesh.material.color.copy ( color.clone() );
}
update (dt) {
this.vel.add (this.force.clone().multiplyScalar (dt))
this.pos.add (this.vel.clone().multiplyScalar(dt))
this.collidingPlanes (planes)
// simple collision
/*
if (this.pos.z > 100 - this.radius) {
const CR = 0.9
this.pos.z = 100 - this.radius
this.vel.z = - CR * this.vel.z;
}
*/
this.mesh.position.copy (this.pos)
this.light.position.copy (this.pos)
this.light.position.y += 20
}
collidingPlanes (planes) {
const EPS = 1e-3
const CR = 0.96
for (let i = 0; i < planes.length; i++) {
let plane = planes[i]
let point = this.pos.clone().sub (plane.ptOnPl)
if ( point.dot(plane.normal) < EPS + this.radius) {
// position correction
this.pos.copy (plane.ptOnPl.clone().add (point.projectOnPlane(plane.normal)) )
this.pos.add (plane.normal.clone().multiplyScalar(this.radius))
// velocity update
this.vel.sub (plane.normal.clone().multiplyScalar ((1+CR)*this.vel.dot(plane.normal)))
//return; // assume particle collides with AT MOST one plane
}
}
}
}
class Plane {
constructor (localPointOnPlane, localNormal, mesh) {
this.localPtOnPl = localPointOnPlane.clone();
this.localNormal = localNormal.clone();
this.mesh = mesh; // the graphics representation
scene.add (mesh)
}
update () {
this.mesh.updateMatrixWorld() // important!
this.ptOnPl = this.mesh.localToWorld (this.localPtOnPl.clone());
let normalMat = new THREE.Matrix3().getNormalMatrix (this.mesh.matrixWorld);
...