Cesium-Examples/examples/cesiumEx/6.1.2、转动(旗子).html

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<!--********************************************************************
* by jiawanlong
*********************************************************************-->
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8" />
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<link rel="stylesheet" href="./../../libs/cesium/Cesium1.72/Widgets/widgets.css" />
<script type="text/javascript" src="./../../libs/cesium/Cesium1.72/Cesium.js"></script>
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<script src="./ammolibs/ammo/ammo.js"></script>
</head>
<body style="
margin: 0;
overflow: hidden;
background: #fff;
width: 100%;
height: 100%;
position: absolute;
top: 0;
">
<div id="cesiumContainer" style="margin: 0 auto; width: 100%; height: 100%"></div>
<!-- {/* 操作提示: Q 左摆动、 A 右摆动 */} -->
<script src="./ammolibs/three/three.min.js"></script>
<script src="./ammolibs/ammo/ex/ConvexObjectBreaker.js"></script>
<script src="./ammolibs/ammo/ex/QuickHull.js"></script>
<script src="./ammolibs/ammo/ex/geometries/ConvexGeometry.js"></script>
<script src="./ammolibs/meshVisualizer/CesiumMeshVisualizer.js"></script>
<script>
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Cesium.Ion.defaultAccessToken = 'eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJqdGkiOiJjM2EzNGJmNy02N2RmLTQ0MDMtYjI2MS1hZTJiMTIwZGYwMTYiLCJpZCI6MzA0MzEyLCJpYXQiOjE3NDc3MjM3MTV9.ePQNhuoVuDsi_z00lTm5W26wyW1Adcr1AWetGM6WSXI'
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const viewer = new Cesium.Viewer('cesiumContainer', {});
var homePosition = [114.40184, 30.46331, 50]; //初始位置
look(homePosition[0], homePosition[1], homePosition[2]);
viewer.scene.debugShowFramesPerSecond = true; //查看帧率
MeshVisualizer = Cesium.MeshVisualizer;
Mesh = Cesium.Mesh;
MeshMaterial = Cesium.MeshMaterial;
FramebufferTexture = Cesium.FramebufferTexture;
GeometryUtils = Cesium.GeometryUtils;
LOD = Cesium.LOD;
PlaneBufferGeometry = Cesium.PlaneBufferGeometry;
BasicMeshMaterial = Cesium.BasicMeshMaterial;
MeshPhongMaterial = Cesium.MeshPhongMaterial;
var center = Cesium.Cartesian3.fromDegrees(homePosition[0], homePosition[1], 10);
var modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(center);
var meshVisualizer = new MeshVisualizer({
modelMatrix: modelMatrix,
up: {
y: 1
},
referenceAxisParameter: {
length: 100,
width: 0.05,
headLength: 2,
headWidth: 0.1
}
});
viewer.scene.primitives.add(meshVisualizer);
meshVisualizer.showReference = true; //显示坐标轴
Ammo().then(function () {
// Physics variables
var gravityConstant = -9.8;
var collisionConfiguration;
var dispatcher;
var broadphase;
var solver;
var physicsWorld;
var rigidBodies = [];
var margin = 0.05;
var hinge;
var cloth;
var transformAux1 = new Ammo.btTransform();
var armMovement = 0;
function initPhysics() {
// Physics configuration
collisionConfiguration = new Ammo.btSoftBodyRigidBodyCollisionConfiguration();
dispatcher = new Ammo.btCollisionDispatcher(collisionConfiguration);
broadphase = new Ammo.btDbvtBroadphase();
solver = new Ammo.btSequentialImpulseConstraintSolver();
softBodySolver = new Ammo.btDefaultSoftBodySolver();
physicsWorld = new Ammo.btSoftRigidDynamicsWorld(dispatcher, broadphase, solver,
collisionConfiguration,
softBodySolver);
physicsWorld.setGravity(new Ammo.btVector3(0, gravityConstant, 0));
physicsWorld.getWorldInfo().set_m_gravity(new Ammo.btVector3(0, gravityConstant, 0));
}
function createRandomColor() {
return Cesium.Color.fromRandom({
alpha: 1
}) //fromRgba(Math.floor(Math.random() * (1 << 24)));
}
function createMaterial() {
return new MeshPhongMaterial({
defaultColor: createRandomColor(),
side: MeshMaterial.Sides.DOUBLE,
translucent: false
});
}
function createObjects() {
var pos = new Cesium.Cartesian3();
var quat = new Cesium.Quaternion();
// Ground
pos.x = 0, pos.y = -0.5, pos.z = 0;
quat.x = 0, quat.y = 0, quat.z = 0, quat.w = 1;
var ground = createParalellepiped(40, 1, 40, 0, pos, quat, new MeshPhongMaterial({
defaultColor: "rgb(125,125,125)",
side: MeshMaterial.Sides.DOUBLE,
translucent: false
}));
// Wall
var brickMass = 0.5;
var brickLength = 1.2;
var brickDepth = 0.6;
var brickHeight = brickLength * 0.5;
var numBricksLength = 6;
var numBricksHeight = 8;
var z0 = -numBricksLength * brickLength * 0.5;
pos.x = 0, pos.y = brickHeight * 0.5, pos.z = z0;
quat.x = 0, quat.y = 0, quat.z = 0, quat.w = 1;
for (var j = 0; j < numBricksHeight; j++) {
var oddRow = (j % 2) == 1;
pos.z = z0;
if (oddRow) {
pos.z -= 0.25 * brickLength;
}
var nRow = oddRow ? numBricksLength + 1 : numBricksLength;
for (var i = 0; i < nRow; i++) {
var brickLengthCurrent = brickLength;
var brickMassCurrent = brickMass;
if (oddRow && (i == 0 || i == nRow - 1)) {
brickLengthCurrent *= 0.5;
brickMassCurrent *= 0.5;
}
var brick = createParalellepiped(brickDepth, brickHeight, brickLengthCurrent,
brickMassCurrent, pos,
quat, createMaterial());
if (oddRow && (i == 0 || i == nRow - 2)) {
pos.z += 0.75 * brickLength;
} else {
pos.z += brickLength;
}
}
pos.y += brickHeight;
}
// The cloth
// Cloth graphic object
var clothWidth = 4;
var clothHeight = 3;
var clothNumSegmentsZ = clothWidth * 5;
var clothNumSegmentsY = clothHeight * 5;
var clothSegmentLengthZ = clothWidth / clothNumSegmentsZ;
var clothSegmentLengthY = clothHeight / clothNumSegmentsY;
var clothPos = new Cesium.Cartesian3(-3, 3, 2);
var clothGeometry = new PlaneBufferGeometry(clothWidth, clothHeight, clothNumSegmentsZ,
clothNumSegmentsY);
var clothMaterial = new MeshPhongMaterial({
defaultColor: "rgb(255,255,255)",
side: MeshMaterial.Sides.DOUBLE,
translucent: false
});
cloth = new Mesh(clothGeometry, clothMaterial);
GeometryUtils.rotateY(cloth.geometry, Math.PI * 0.5)
GeometryUtils.translate(cloth.geometry, clothPos.x, clothPos.y + clothHeight * 0.5, clothPos.z -
clothWidth * 0.5)
GeometryUtils.computeVertexNormals(cloth.geometry);
meshVisualizer.add(cloth);
// Cloth physic object
var softBodyHelpers = new Ammo.btSoftBodyHelpers();
var clothCorner00 = new Ammo.btVector3(clothPos.x, clothPos.y + clothHeight, clothPos.z);
var clothCorner01 = new Ammo.btVector3(clothPos.x, clothPos.y + clothHeight, clothPos.z -
clothWidth);
var clothCorner10 = new Ammo.btVector3(clothPos.x, clothPos.y, clothPos.z);
var clothCorner11 = new Ammo.btVector3(clothPos.x, clothPos.y, clothPos.z - clothWidth);
var clothSoftBody = softBodyHelpers.CreatePatch(physicsWorld.getWorldInfo(), clothCorner00,
clothCorner01,
clothCorner10, clothCorner11, clothNumSegmentsZ + 1, clothNumSegmentsY + 1, 0, true);
var sbConfig = clothSoftBody.get_m_cfg();
sbConfig.set_viterations(10);
sbConfig.set_piterations(10);
clothSoftBody.setTotalMass(0.9, false)
Ammo.castObject(clothSoftBody, Ammo.btCollisionObject).getCollisionShape().setMargin(margin * 3);
physicsWorld.addSoftBody(clothSoftBody, 1, -1);
cloth.physicsBody = clothSoftBody;
// Disable deactivation
clothSoftBody.setActivationState(4);
// The base
var armMass = 2;
var armLength = 3 + clothWidth;
var pylonHeight = clothPos.y + clothHeight;
var baseMaterial = new MeshPhongMaterial({
defaultColor: "rgb(255,255,0)",
side: MeshMaterial.Sides.DOUBLE,
translucent: false
});
pos.x = clothPos.x, pos.y = 0.1, pos.z = clothPos.z - armLength;
quat.x = 0, quat.y = 0, quat.z = 0, quat.w = 1;
var base = createParalellepiped(1, 0.2, 1, 0, pos, quat, baseMaterial);
pos.x = clothPos.x, pos.y = 0.5 * pylonHeight, pos.z = clothPos.z - armLength;
var pylon = createParalellepiped(0.4, pylonHeight, 0.4, 0, pos, quat, baseMaterial);
pos.x = clothPos.x, pos.y = pylonHeight + 0.2, pos.z = clothPos.z - 0.5 * armLength;
var arm = createParalellepiped(0.4, 0.4, armLength + 0.4, armMass, pos, quat, baseMaterial);
// Glue the cloth to the arm
var influence = 0.5;
clothSoftBody.appendAnchor(0, arm.physicsBody, false, influence);
clothSoftBody.appendAnchor(clothNumSegmentsZ, arm.physicsBody, false, influence);
// Hinge constraint to move the arm
var pivotA = new Ammo.btVector3(0, pylonHeight * 0.5, 0);
var pivotB = new Ammo.btVector3(0, -0.2, -armLength * 0.5);
var axis = new Ammo.btVector3(0, 1, 0);
hinge = new Ammo.btHingeConstraint(pylon.physicsBody, arm.physicsBody, pivotA, pivotB, axis, axis,
true);
physicsWorld.addConstraint(hinge, true);
}
function createParalellepiped(sx, sy, sz, mass, pos, quat, material) {
var threeObject = new Mesh(Cesium.BoxGeometry.fromDimensions({
dimensions: new Cesium.Cartesian3(sx, sy, sz),
vertexFormat: new Cesium.VertexFormat({
position: true,
st: true,
normal: true
})
}), material);
threeObject.quaternion = new Cesium.Quaternion();
threeObject.geometry.attributes.uv = threeObject.geometry.attributes.st;
threeObject.geometry.attributes.st = undefined;
var shape = new Ammo.btBoxShape(new Ammo.btVector3(sx * 0.5, sy * 0.5, sz * 0.5));
shape.setMargin(margin);
createRigidBody(threeObject, shape, mass, pos, quat);
return threeObject;
}
function createRigidBody(threeObject, physicsShape, mass, pos, quat) {
Cesium.Cartesian3.clone(pos, threeObject.position);
Cesium.Quaternion.clone(quat, threeObject.quaternion);
var 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));
var motionState = new Ammo.btDefaultMotionState(transform);
var localInertia = new Ammo.btVector3(0, 0, 0);
physicsShape.calculateLocalInertia(mass, localInertia);
var rbInfo = new Ammo.btRigidBodyConstructionInfo(mass, motionState, physicsShape, localInertia);
var body = new Ammo.btRigidBody(rbInfo);
threeObject.physicsBody = body;
meshVisualizer.add(threeObject);
if (mass > 0) {
rigidBodies.push(threeObject);
// Disable deactivation
body.setActivationState(4);
}
physicsWorld.addRigidBody(body);
}
//deltaTime单位是秒/s
function updatePhysics(deltaTime) {
// Hinge control
hinge.enableAngularMotor(true, 0.8 * armMovement, 50);
// Step world
physicsWorld.stepSimulation(deltaTime, 10);
// Update cloth
var softBody = cloth.physicsBody;
var clothPositions = cloth.geometry.attributes.position.values;
var numVerts = clothPositions.length / 3;
var nodes = softBody.get_m_nodes();
var indexFloat = 0;
for (var i = 0; i < numVerts; i++) {
var node = nodes.at(i);
var nodePos = node.get_m_x();
clothPositions[indexFloat++] = nodePos.x();
clothPositions[indexFloat++] = nodePos.y();
clothPositions[indexFloat++] = nodePos.z();
}
cloth.geometry.attributes.position.needsUpdate = true;
if (cloth.geometry.primitiveType == Cesium.PrimitiveType.TRIANGLES) {
// Cesium.GeometryPipeline.computeNormal(cloth.geometry);
GeometryUtils.computeVertexNormals(cloth.geometry);
}
// Update rigid bodies
for (var i = 0, il = rigidBodies.length; i < il; i++) {
var objGraph = rigidBodies[i];
var objPhys = objGraph.physicsBody;
var ms = objPhys.getMotionState();
if (ms) {
ms.getWorldTransform(transformAux1);
var p = transformAux1.getOrigin();
var q = transformAux1.getRotation();
objGraph.position.x = p.x();
objGraph.position.y = p.y();
objGraph.position.z = p.z();
objGraph.quaternion.x = q.x();
objGraph.quaternion.y = q.y();
objGraph.quaternion.z = q.z();
objGraph.quaternion.w = q.w();
//objGraph.needsUpdate = true;
objGraph.modelMatrixNeedsUpdate = true;
}
}
}
var start = false;
function initInput() {
top.window.addEventListener('keydown', function (event) {
if (!start) {
return;
}
switch (event.keyCode) {
case 81: // Q
armMovement = 1;
break;
case 65: // A
armMovement = -1;
break;
}
}, false);
top.window.addEventListener('keyup', function (event) {
armMovement = 0;
}, false);
}
var startTime = new Date();
function update(frameState) {
var deltaTime = (new Date() - startTime) / 1000.0;
updatePhysics(deltaTime);
startTime = new Date();
}
var init = false;
setTimeout(function () {
if (!init) {
initPhysics();
createObjects();
initInput();
init = true;
}
if (!start) {
meshVisualizer.beforeUpdate.addEventListener(update);
start = true;
} else {
meshVisualizer.beforeUpdate.removeEventListener(update);
start = false;
}
}, 1000 * 3);
});
function look(lon, lat, offset) {
var center = Cesium.Cartesian3.fromDegrees(lon, lat);
var transform = Cesium.Transforms.eastNorthUpToFixedFrame(center);
// View in east-north-up frame
var camera = viewer.camera;
camera.constrainedAxis = Cesium.Cartesian3.UNIT_Z;
camera.lookAtTransform(transform, new Cesium.Cartesian3(-offset, -offset, offset));
setTimeout(function () {
camera.lookAtTransform(Cesium.Matrix4.IDENTITY);
}, 100)
}
</script>
</body>
</html>