// Cloned by Kline on 25 Oct 2022 from World "Ammo physics demo" by Starter user
// Please leave this clone trail here.
// Three.js physics World using ammo.js
// Port of "ammo / instancing" from Three.js examples
// https://threejs.org/examples/?q=ammo#physics_ammo_instancing
let camera, scene, renderer;
let physics, position;
let boxes, spheres;
init();
async function init()
{
physics = await AmmoPhysics();
position = new THREE.Vector3();
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( - 1, 1.5, 2 );
camera.lookAt( 0, 0.5, 0 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x666666 );
const hemiLight = new THREE.HemisphereLight();
hemiLight.intensity = 0.35;
scene.add( hemiLight );
const dirLight = new THREE.DirectionalLight();
dirLight.position.set( 5, 5, 5 );
dirLight.castShadow = true;
dirLight.shadow.camera.zoom = 2;
scene.add( dirLight );
const floor = new THREE.Mesh (
new THREE.BoxGeometry( 10, 5, 10 ),
new THREE.ShadowMaterial( { color: 0x111111 } )
);
floor.position.y = - 2.5;
floor.receiveShadow = true;
scene.add( floor );
physics.addMesh( floor );
const material = new THREE.MeshLambertMaterial();
const matrix = new THREE.Matrix4();
const color = new THREE.Color();
// Boxes
const geometryBox = new THREE.BoxGeometry( 0.1, 0.1, 0.1 );
boxes = new THREE.InstancedMesh( geometryBox, material, 100 );
boxes.castShadow = true;
boxes.receiveShadow = true;
scene.add( boxes );
for ( let i = 0; i < boxes.count; i ++ )
{
matrix.setPosition( Math.random() - 0.5, Math.random() * 2, Math.random() - 0.5 );
boxes.setMatrixAt( i, matrix );
boxes.setColorAt( i, color.setHex( 0xffffff * Math.random() ) );
}
physics.addMesh( boxes, 1 );
// Spheres
const geometrySphere = new THREE.IcosahedronGeometry( 0.075, 3 );
spheres = new THREE.InstancedMesh( geometrySphere, material, 100 );
spheres.castShadow = true;
spheres.receiveShadow = true;
scene.add( spheres );
for ( let i = 0; i < spheres.count; i ++ )
{
matrix.setPosition( Math.random() - 0.5, Math.random() * 2, Math.random() - 0.5 );
spheres.setMatrixAt( i, matrix );
spheres.setColorAt( i, color.setHex( 0xffffff * Math.random() ) );
}
physics.addMesh( spheres, 1 );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
renderer.outputEncoding = THREE.sRGBEncoding;
document.body.appendChild( renderer.domElement );
animate();
}
function animate()
{
requestAnimationFrame( animate );
let index = Math.floor( Math.random() * boxes.count );
position.set( 0, Math.random() + 1, 0 );
physics.setMeshPosition( boxes, position, index );
index = Math.floor( Math.random() * spheres.count );
position.set( 0, Math.random() + 1, 0 );
physics.setMeshPosition( spheres, position, index );
renderer.render( scene, camera );
}