Cannon js move physical body with animation - three.js

I'm trying to figure this out for a while now and I just can't find a solution.
I'm working with three JS and the Cannon Library.
I created a simple object/ mesh with a tween animation. With the Cannon Library I added a physical body to the mesh.
I put an animation an the mesh so it changes the rotation but the rotation of the physical body just doesn't change at all.
second position
First position
This is where I define the physics:
class Physics {
constructor() {
this.world = new CANNON.World();
this.stepSize = 0;
this.timeToGo = 0;
this.visualObjects = [];
this.physicalBodies = [];
}
addPair(visualObject, body) {
this.visualObjects.push(visualObject);
this.physicalBodies.push(body);
}
initialize(gravityX, gravityY, gravityZ, stepsize, addfloor) {
this.world.gravity.set(gravityX, gravityY, gravityZ);
this.world.broadphase = new CANNON.NaiveBroadphase();
his.stepSize = stepsize;
if (addfloor) {
var floor = new CANNON.Body({
shape: new CANNON.Plane(),
mass: 0
});
floor.quaternion.setFromAxisAngle(new CANNON.Vec3(1, -0, 0), -Math.PI / 2);
floor.position.y = -32;
this.world.addBody(floor);
}
}
update(delta) {
// Step physics world forward
this.timeToGo += delta;
while (this.timeToGo >= this.stepSize) {
this.world.step(this.stepSize);
this.timeToGo -= this.stepSize;
}
// Copy transformations
for (var i = 0; i < this.visualObjects.length; i++) {
this.visualObjects[i].position.copy(this.physicalBodies[i].position);
this.visualObjects[i].quaternion.copy(this.physicalBodies[i].quaternion);
}
}
getWorld() {
return this.world;
}
addStandPhysical(visualObject, mass){
var shapeAblage = new CANNON.Box(new CANNON.Vec3(0.5*2,0.5*8,0.5*40));
var shapeMittelstrebe = new CANNON.Box(new CANNON.Vec3(0.5*10,0.5*1,0.5*100));
var shapeAblage3 = new CANNON.Box(new CANNON.Vec3(0.5*2.5,0.5*1,0.5*15));
var shapeAblage4 = new CANNON.Box(new CANNON.Vec3(0.5*2.5,0.5*1,0.5*15));
var shapeFuss5 = new CANNON.Box(new CANNON.Vec3(0.5*2.5,0.5*1,0.5*15));
var shapeMittelding = new CANNON.Cylinder(2,2,25,32)
var body = new CANNON.Body({ mass: mass });
body.addShape(shapeAblage, new CANNON.Vec3(-1.25, 29, 41), new CANNON.Quaternion().setFromEuler( 0, 90*DEG_TO_RAD,90*DEG_TO_RAD, "XYZ")); //ablage1
body.addShape(shapeAblage, new CANNON.Vec3(-1.25, 29, -41), new CANNON.Quaternion().setFromEuler( 0, 90*DEG_TO_RAD,90*DEG_TO_RAD, "XYZ")); //ablage2
body.addShape(shapeAblage, new CANNON.Vec3(-1.25, -29, -41), new CANNON.Quaternion().setFromEuler( 0, 90*DEG_TO_RAD,90*DEG_TO_RAD, "XYZ")); //ablage3
body.addShape(shapeAblage, new CANNON.Vec3(-1.25, -29, 41), new CANNON.Quaternion().setFromEuler( 0, 90*DEG_TO_RAD,90*DEG_TO_RAD, "XYZ")); //ablage4
body.addShape(shapeMittelstrebe, new CANNON.Vec3( 1.75, 0, 0), new CANNON.Quaternion().setFromEuler(35* DEG_TO_RAD, 0, 0, "XYZ"));
body.addShape(shapeMittelstrebe, new CANNON.Vec3( -1.75, 0, 0), new CANNON.Quaternion().setFromEuler(-35* DEG_TO_RAD, 0, 0, "XYZ"));
body.position.copy(visualObject.position);
body.quaternion.copy(visualObject.quaternion);
this.world.addBody(body);
this.addPair(visualObject, body);
}
}
And this is basically my main:
function main() {
scene = new THREE.Scene();
physics = new Physics();
physics.initialize(0, -200, 0, 1 / 120, floor = false); //Hier mit der Stepsize vielleicht noch ein wenig experimentieren und herausfinden, was sie macht
physicsVisualDebugger = new THREE.CannonDebugRenderer(scene, physics.getWorld());
var stand = new Stand();
physics.addStandPhysical(stand,3);
scene.add(stand);
var clock = new THREE.Clock();
function mainLoop() {
stats.begin();
var delta = clock.getDelta();
physics.update(delta);
physicsVisualDebugger.update();
stand.animations.forEach(function (animation) {
animation.update(delta);
});
TWEEN.update();
renderer.render(scene, camera);
stats.end();
requestAnimationFrame(mainLoop);
}
}
So long question short: how do I get the physical Bodies to move with my animation of the meshes to the ground?

I consider but maybe I am wrong, that your two arrays
this.visualObjects, this.physicalBodies
have not the same length. So maybe the update loop do not copy right the positions and quaternions. Better use the loop this way:
world.bodies.forEach( function(body) { ... }
to get looped exact the bodies.

Related

Ammo Threejs Breakable objects debis set material after breaking in fragments

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After breaking in fragments lost original material and load some default material.
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I use code from threejs example with ammo:
Source code:
import * as THREE from "three";
import {ConvexObjectBreaker} from "../jsm/misc/ConvexObjectBreaker";
import {updatePhysics} from "./updater";
export class MagicPhysics {
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gravityConstant = 7.8;
collisionConfiguration;
dispatcher;
broadphase;
solver;
physicsWorld;
margin = 0.05;
convexBreaker = new ConvexObjectBreaker();
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rigidBodies = [];
pos = new THREE.Vector3();
quat = new THREE.Quaternion();
transformAux1;
tempBtVec3_1;
objectsToRemove = [];
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ammoTmpPos;
ammoTmpQuat;
tmpTrans;
numObjectsToRemove = 0;
impactPoint = new THREE.Vector3();
impactNormal = new THREE.Vector3();
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kMoveDirection = {left: 0, right: 0, forward: 0, back: 0};
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moveDirection = {left: 0, right: 0, forward: 0, back: 0};
tmpPos = new THREE.Vector3();
tmpQuat = new THREE.Quaternion();
constructor(options) {
console.log("MagicPhysics =>", options)
this.updatePhysics = updatePhysics.bind(this);
this.config = options.config;
}
initPhysics() {
// Physics configuration
this.collisionConfiguration = new Ammo.btDefaultCollisionConfiguration();
this.dispatcher = new Ammo.btCollisionDispatcher(this.collisionConfiguration);
this.broadphase = new Ammo.btDbvtBroadphase();
const solver = new Ammo.btSequentialImpulseConstraintSolver();
this.physicsWorld = new Ammo.btDiscreteDynamicsWorld(
this.dispatcher,
this.broadphase,
solver,
this.collisionConfiguration
);
this.physicsWorld.setGravity(new Ammo.btVector3(0, -this.gravityConstant, 0));
this.transformAux1 = new Ammo.btTransform();
this.tempBtVec3_1 = new Ammo.btVector3(0, 0, 0);
}
createRigidBody(object, physicsShape, mass, pos, quat, vel, angVel) {
if(pos) {
object.position.copy(pos);
} else {
pos = object.position;
}
if(quat) {
object.quaternion.copy(quat);
} else {
quat = object.quaternion;
}
const transform = new Ammo.btTransform();
transform.setIdentity();
transform.setOrigin(new Ammo.btVector3(pos.x, pos.y, pos.z));
transform.setRotation(
new Ammo.btQuaternion(quat.x, quat.y, quat.z, quat.w)
);
const motionState = new Ammo.btDefaultMotionState(transform);
const localInertia = new Ammo.btVector3(0, 0, 0);
physicsShape.calculateLocalInertia(mass, localInertia);
const rbInfo = new Ammo.btRigidBodyConstructionInfo(
mass,
motionState,
physicsShape,
localInertia
);
const body = new Ammo.btRigidBody(rbInfo);
body.setFriction(0.5);
if(vel) {
body.setLinearVelocity(new Ammo.btVector3(vel.x, vel.y, vel.z));
}
if(angVel) {
body.setAngularVelocity(
new Ammo.btVector3(angVel.x, angVel.y, angVel.z)
);
}
object.userData.physicsBody = body;
object.userData.collided = false;
this.scene.add(object);
if(mass > 0) {
this.rigidBodies.push(object);
// Disable deactivation
body.setActivationState(4);
}
this.physicsWorld.addRigidBody(body);
return body;
}
createConvexHullPhysicsShape(coords) {
const shape = new Ammo.btConvexHullShape();
for(let i = 0, il = coords.length;i < il;i += 3) {
this.tempBtVec3_1.setValue(coords[i], coords[i + 1], coords[i + 2]);
const lastOne = i >= il - 3;
shape.addPoint(this.tempBtVec3_1, lastOne);
}
return shape;
}
createParalellepipedWithPhysics(sx, sy, sz, mass, pos, quat, material) {
const object = new THREE.Mesh(
new THREE.BoxGeometry(sx, sy, sz, 1, 1, 1),
material
);
const shape = new Ammo.btBoxShape(
new Ammo.btVector3(sx * 0.5, sy * 0.5, sz * 0.5)
);
shape.setMargin(this.margin);
this.createRigidBody(object, shape, mass, pos, quat);
return object;
}
createDebrisFromBreakableObject(object) {
object.castShadow = true;
object.receiveShadow = true;
const shape = this.createConvexHullPhysicsShape(
object.geometry.attributes.position.array
);
shape.setMargin(this.margin);
const body = this.createRigidBody(
object,
shape,
object.userData.mass,
null,
null,
object.userData.velocity,
object.userData.angularVelocity
);
// Set pointer back to the three object only in the debris objects
const btVecUserData = new Ammo.btVector3(0, 0, 0);
btVecUserData.threeObject = object;
body.setUserPointer(btVecUserData);
}
removeDebris(object) {
this.scene.remove(object);
this.physicsWorld.removeRigidBody(object.userData.physicsBody);
}
}

THREE.JS Cannot read property 'matrixWorld' of undefined

When I create a sprite, OrbitControls works perfectly.
But when I switch to FirstPersonControls, everything freezes and the console gives this error:
Uncaught TypeError: Cannot read property 'matrixWorld' of undefined
at Sprite.raycast (three.js:26051)
at intersectObject (three.js:44583)
at Raycaster.intersectObjects (three.js:44658)
at animate (mainview.php?project_id=46&tipo=1:936)
Raycasting code:
if (firstorbit) {
if (l % 5 == 0) {
var vector = new THREE.Vector3(0, -1, 0);
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vector.sub(camera.position);
var raycasterGround = new THREE.Raycaster(camera.position, vector);
var intersectsGround = raycasterGround.intersectObjects(scene.children, true);
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if (intersectsGround[0].distance < 1.21) {
camera.position.y = (camera.position.y + (1.21 - intersectsGround[0].distance));
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if (intersectsGround[0].distance > 1.36 && intersectsGround[0].distance < 1.45) {
camera.position.y = (camera.position.y - (intersectsGround[0].distance - 1.215));
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}
if (l % 3 == 0) {
var vector1 = new THREE.Vector3(0, 0, -1);
vector1 = camera.localToWorld(vector1);
vector1.sub(camera.position);
var raycasterFront = new THREE.Raycaster(camera.position, vector1);
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if (intersectsFront.length > 0) {
if (intersectsFront[0].distance < 0.3) {
controls.moveForward = false;
controls.w = false;
} else {
controls.w = true;
}
} else controls.w = true;
}
}
Raycasting code that I use on mouse click to measure something:
function getIntersections( event ) {
var vectorMouse = new THREE.Vector2();
vectorMouse.set(
mouse.x,
mouse.y );
var raycasterClick = new THREE.Raycaster();
raycasterClick.setFromCamera( vectorMouse, camera );
var intersectsClick = raycasterClick.intersectObjects( scene.children,true );
return intersectsClick;
}
I am not sure if the problem is with the sprite or with my raycasting code. But when I remove the sprite, everything works perfectly. And when I remove the Raycasting code, everything also works perfectly.

Add a texture on a sphere by Urhosharp

I'm using Xamarin.Forms + Urhosharp, I've got a problem to set texture from an image on a sphere. The problem is that texture.Load or texture.SetData always returns false. I did try different methods like SetData, Load, resize texture and image (to a power of 2 number) and ... but none of them worked. Here is my code:
private async void CreateScene()
{
Input.SubscribeToTouchEnd(OnTouched);
_scene = new Scene();
_octree = _scene.CreateComponent<Octree>();
_plotNode = _scene.CreateChild();
var baseNode = _plotNode.CreateChild().CreateChild();
var plane = baseNode.CreateComponent<StaticModel>();
plane.Model = CoreAssets.Models.Sphere;
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_camera = cameraNode.CreateComponent<Camera>();
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cameraNode.Rotation = new Quaternion(-0.121f, 0.878f, -0.305f, -0.35f);
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light.Range = 100;
light.Brightness = 1.3f;
int size = 3;
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imageStream.CopyTo(ms);
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throw new Exception();
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To Create a material from a 2D Texture, you can use Material.FromImage .
Refer following documentation for more detail.
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https://developer.xamarin.com/api/type/Urho.Material/
https://developer.xamarin.com/api/member/Urho.Material.FromImage/p/System.String/
private async void CreateScene()
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_scene = new Scene();
_octree = _scene.CreateComponent<Octree>();
_plotNode = _scene.CreateChild();
var baseNode = _plotNode.CreateChild().CreateChild();
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plane.Model = CoreAssets.Models.Sphere;
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i dont have the code here so i hope you can understand, i'l edit and add the code when i get home.
I have built a class move that once initialized adds a jquery event (keyDown) to the rendered dom element.
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The camera does move, but for some reason it flickers a bit, like little jumps.
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when i did this in anouter app but via a javascript keydown event from the main script (no special class) it worked fine..
any idea why would it do this ?
edit: code
main script :
<script>
var moveMec = null;
var loopProg = null;
var renderer = null;
var scene = null;
var camera = null;
var mesh = null;
var earth = null;
var sun = null;
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function() {
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renderer.setSize(container.offsetWidth,container.offsetHeight);
container.appendChild(renderer.domElement)
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camera = new THREE.PerspectiveCamera( 45,
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sun = new Sun({x:-10,y:0,z:20});
scene.add(earth.getEarth);
scene.add(sun.sunLight);
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loopProg = new loopProgram();
loopProg.add(function(){earth.update()});
//loopProg.add(function(){renderer.render( scene, camera );});
loopProg.solarLoop();
}
);
</script>
move script :
var moveMechanics = function (camera,domElement,speed)
{
moveMechanics.camera = camera;
moveMechanics.speed = speed != undefined ? speed : 0.01;
moveMechanics.domElement = domElement;
$(document).keydown(function(event)
{
switch(event.which)
{
case KeyEvent.DOM_VK_W:
camera.position.z -= moveMechanics.speed;
break;
case KeyEvent.DOM_VK_S:
camera.position.z += moveMechanics.speed;
break;
case KeyEvent.DOM_VK_D:
camera.position.x += moveMechanics.speed;
break;
case KeyEvent.DOM_VK_A:
camera.position.x -= moveMechanics.speed;
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});
}
loop code :
function loopProgram()
{
this.functionsToRun = new Array();
this.solarLoop= function()
{
jQuery.each(loopProg.functionsToRun, function(index,value)
{
value ? value() : null;
});
requestAnimationFrame(loopProg.solarLoop);
}
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this.functionsToRun[this.functionsToRun.length] = func;
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How can I make a similar script for custom marker with Google Maps 3? Just like this with v.2 :
var iconBlue = new GIcon();
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iconBlue.shadow = '';
iconBlue.iconSize = new GSize(32, 32);
iconBlue.shadowSize = new GSize(22, 20);
iconBlue.iconAnchor = new GPoint(3, 16);
iconBlue.infoWindowAnchor = new GPoint(15, 15);
var iconRed = new GIcon();
iconRed.image = 'images/cell3.png';
iconRed.shadow = '';
iconRed.iconSize = new GSize(32, 32);
iconRed.shadowSize = new GSize(22, 20);
iconRed.iconAnchor = new GPoint(15, 2);
iconRed.infoWindowAnchor = new GPoint(15, 15);
var iconGreen = new GIcon();
iconGreen.image = 'images/cell2.png';
iconGreen.shadow = '';
iconGreen.iconSize = new GSize(32, 32);
iconGreen.shadowSize = new GSize(22, 20);
iconGreen.iconAnchor = new GPoint(-9, 2);
iconGreen.infoWindowAnchor = new GPoint(20, 15);
var customIcons = [];
customIcons["60"] = iconBlue;
customIcons["240"] = iconRed;
customIcons["350"] = iconGreen;
I wrote the following in Version 3 and the marker is not shown.
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I've recently just did this icon stuff myself. And I initially used the same type of code you used, but that didn't work. Apparently new GIcon() was not functioning properly.
There is a very simple way to change icon though and it doesn't use variables.
This is what I did.
Declare markerVariable as a global variable.
When you create new markers, one of the lines should say icon : ...
Here is a sample of my code. Of course, you will have to change certain lines to have it working for your program (and you can't use marker with labels unless you change certain functions).
Lastly, icon : ... can be a link or location on your computer.
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["http://www.google.com/intl/en_us/mapfiles/ms/micons/yellow-dot.png"],
["http://www.google.com/intl/en_us/mapfiles/ms/micons/green-dot.png"],
["http://www.google.com/intl/en_us/mapfiles/ms/micons/blue-dot.png"],
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["http://www.google.com/intl/en_us/mapfiles/ms/micons/ltblue-dot.png"]
];
function getMarkers() {
for (i = 0; i < locations.length; i++) {
marker[i] = new MarkerWithLabel({
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map: map,
icon: new google.maps.MarkerImage(iconArray[i]),
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//labelContent: locations[i][3],
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}
function initialize() {
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}
Translated version of Mike Williams' v2 "category" example

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