PhysicsBox
ts
import { Physics, Rigidbody } from '@orillusion/physics';
import { AtmosphericComponent, DirectLight, KelvinUtil, CameraUtil, HoverCameraController, View3D, Scene3D, Object3D, LitMaterial, Engine3D, BoxGeometry, MeshRenderer, ColliderComponent, BoxColliderShape, Vector3, PlaneGeometry, Color, SphereColliderShape, SphereGeometry } from '@orillusion/core';
import dat from 'dat.gui';
import { Stats } from '@orillusion/stats';
class Sample_PhysicsBox {
private scene: Scene3D;
private materials: LitMaterial[];
private Ori: dat.GUI | undefined;
async run() {
Engine3D.setting.shadow.autoUpdate = true;
Engine3D.setting.shadow.updateFrameRate = 1;
Engine3D.setting.shadow.shadowSize = 4096;
Engine3D.setting.shadow.shadowBound = 50;
Engine3D.setting.shadow.shadowBias = 0.002;
await Physics.init();
await Engine3D.init({ renderLoop: () => this.loop() });
let scene = new Scene3D();
scene.exposure = 1;
scene.addComponent(Stats);
// init sky
let atmosphericSky: AtmosphericComponent;
atmosphericSky = scene.addComponent(AtmosphericComponent);
// init Camera3D
let camera = CameraUtil.createCamera3DObject(scene);
camera.perspective(60, Engine3D.aspect, 1, 5000);
// init Camera Controller
let hoverCtrl = camera.object3D.addComponent(HoverCameraController);
hoverCtrl.setCamera(-30, -15, 50);
// init View3D
let view = new View3D();
view.scene = scene;
view.camera = camera;
// create direction light
let lightObj3D = new Object3D();
lightObj3D.x = 0;
lightObj3D.y = 30;
lightObj3D.z = -40;
lightObj3D.rotationX = 35;
lightObj3D.rotationY = 160;
lightObj3D.rotationZ = 0;
let light = lightObj3D.addComponent(DirectLight);
light.lightColor = KelvinUtil.color_temperature_to_rgb(5355);
light.castShadow = true;
light.intensity = 4;
scene.addChild(light.object3D);
// relative light to sky
atmosphericSky.relativeTransform = light.transform;
this.scene = scene;
let gui = new dat.GUI();
let DirLight = gui.addFolder('Light');
DirLight.add(light, 'enable');
DirLight.add(light.transform, 'rotationX', 0.0, 360.0, 0.01);
DirLight.add(light.transform, 'rotationY', 0.0, 360.0, 0.01);
DirLight.add(light.transform, 'rotationZ', 0.0, 360.0, 0.01);
DirLight.add(light, 'intensity', 0.0, 10.0, 0.01);
DirLight.add(light, 'indirect', 0.0, 10.0, 0.01);
DirLight.add(light, 'castShadow');
DirLight.open();
await this.initScene(this.scene);
var button_add = {
'Add Ball': () => {
this.createSphere();
}
};
gui.add(button_add, 'Add Ball');
Engine3D.startRenderView(view);
}
initMaterials() {
this.materials = [];
for (let i = 0; i < 20; i++) {
var mat = new LitMaterial();
mat.baseColor = new Color(Math.random() * 1.0, Math.random() * 1.0, Math.random() * 1.0, 1.0);
mat.metallic = Math.min(Math.random() * 0.1 + 0.2, 1.0);
mat.roughness = Math.min(Math.random() * 0.5, 1.0);
this.materials.push(mat);
}
}
async initScene(scene: Scene3D) {
/******** load hdr sky *******/
let envMap = await Engine3D.res.loadHDRTextureCube('https://cdn.orillusion.com/hdri/daytime.hdr');
scene.envMap = envMap;
//
this.initMaterials();
this.createGround();
this.createWallBoxes();
this.createSphere();
return true;
}
// Create a large ball and let it fall freely from the air
createSphere() {
var sphereGeo = new SphereGeometry(2, 32, 32);
var sphere = new Object3D();
var meshRenderer = sphere.addComponent(MeshRenderer);
meshRenderer.geometry = sphereGeo;
var material = new LitMaterial();
material.baseMap = Engine3D.res.grayTexture;
meshRenderer.castShadow = true;
meshRenderer.receiveShadow = true;
meshRenderer.material = material;
sphere.x = 0;
sphere.y = 40;
sphere.z = 0;
let collider = sphere.addComponent(ColliderComponent);
collider.shape = new SphereColliderShape(sphereGeo.radius);
sphere.addComponent(Rigidbody).mass = 0.5;
this.scene.addChild(sphere);
}
// make floor
createGround() {
let floorMat = new LitMaterial();
floorMat.baseMap = Engine3D.res.grayTexture;
floorMat.roughness = 0.85;
floorMat.metallic = 0.01;
let floor = new Object3D();
let meshRenderer = floor.addComponent(MeshRenderer);
meshRenderer.castShadow = true;
meshRenderer.receiveShadow = true;
meshRenderer.geometry = new PlaneGeometry(500, 500, 1, 1);
meshRenderer.material = floorMat;
let collider = floor.addComponent(ColliderComponent);
collider.shape = new BoxColliderShape();
collider.shape.size = new Vector3(500 / 2, 0.5, 500 / 2);
let rigidbody = floor.addComponent(Rigidbody);
rigidbody.mass = 0;
this.scene.addChild(floor);
}
// Create some boxes and arrange them like a wall
createWallBoxes() {
let numBricksLength = 10;
let numBricksHeight = 14;
let materialIndex = 0;
for (let i = 0; i < numBricksHeight; i++) {
for (let j = 0; j < numBricksLength; j++) {
let geo = new BoxGeometry(1, 1, 1);
const element = new Object3D();
let renderer = element.addComponent(MeshRenderer);
renderer.geometry = geo;
renderer.material = this.materials[materialIndex % this.materials.length];
renderer.castShadow = true;
renderer.receiveShadow = true;
element.x = j - 4;
element.y = i;
let collider = element.addComponent(ColliderComponent);
collider.shape = new BoxColliderShape();
collider.shape.size = new Vector3(1, 1, 1);
element.addComponent(Rigidbody);
this.scene.addChild(element);
materialIndex++;
}
}
}
loop() {
Physics.update();
}
}
new Sample_PhysicsBox().run();