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第44节:物理引擎进阶:Bullet.js集成与高级物理模拟

第44节:物理引擎进阶:Bullet.js集成与高级物理模拟

概述

物理引擎是现代3D应用的核心组件之一。本节将深入探讨Bullet物理引擎与Three.js的集成,涵盖刚体动力学、碰撞检测、约束系统等高级特性,并实现软体和流体物理模拟。
在这里插入图片描述

物理系统架构:

Three.js场景
物理引擎接口
刚体动力学
碰撞检测
约束系统
软体物理
流体模拟
运动学刚体
动力学刚体
静态刚体
离散检测
连续检测
触发器
关节约束
弹簧系统
车辆物理
布料模拟
绳索模拟
可变形体
粒子流体
网格流体
交互控制

核心原理

物理引擎对比

特性Bullet.jsCannon.jsAmmo.js
性能非常高中等
特性完整度完整基础完整
内存使用中等
学习曲线陡峭平缓中等
社区支持强大活跃一般

刚体类型

// 刚体配置示例
class RigidBodyConfig {static createDynamicBody(mass, shape, position, rotation) {return {mass: mass,shape: shape,position: position,rotation: rotation,friction: 0.5,restitution: 0.3,linearDamping: 0.1,angularDamping: 0.1};}static createKinematicBody(shape, position, rotation) {return {mass: 0, // 质量为0表示运动学刚体shape: shape,position: position,rotation: rotation,isKinematic: true};}static createStaticBody(shape, position, rotation) {return {mass: 0, // 质量为0表示静态刚体shape: shape,position: position,rotation: rotation};}
}

完整代码实现

高级物理模拟系统

<template><div class="physics-simulation-container"><!-- 3D渲染视图 --><div class="render-view"><canvas ref="renderCanvas" class="render-canvas"></canvas><!-- 物理调试信息 --><div class="physics-debug"><div class="debug-panel"><h4>物理系统状态</h4><div class="stats-grid"><div class="stat-item"><span>刚体数量:</span><span>{{ rigidBodyCount }}</span></div><div class="stat-item"><span>碰撞对:</span><span>{{ collisionPairs }}</span></div><div class="stat-item"><span>物理帧率:</span><span>{{ physicsFPS }} FPS</span></div><div class="stat-item"><span>模拟时间:</span><span>{{ simulationTime }}ms</span></div><div class="stat-item"><span>内存使用:</span><span>{{ memoryUsage }} MB</span></div></div></div><div class="control-panel"><h4>模拟控制</h4><div class="control-buttons"><button @click="toggleSimulation" class="control-button">{{ isRunning ? '⏸️ 暂停' : '▶️ 开始' }}</button><button @click="resetSimulation" class="control-button">🔄 重置</button><button @click="stepSimulation" class="control-button" :disabled="isRunning">⏭️ 单步</button></div></div></div></div><!-- 配置面板 --><div class="config-panel"><div class="panel-section"><h3>🎯 场景选择</h3><div class="scene-selection"><button v-for="scene in availableScenes" :key="scene.id":class="{ active: currentScene === scene.id }"@click="loadScene(scene.id)"class="scene-button">{{ scene.name }}</button></div></div><div class="panel-section"><h3>⚙️ 物理参数</h3><div class="physics-params"><div class="param-group"><label>重力强度</label><input type="range" v-model="gravityStrength" min="0" max="20" step="0.1"><span>{{ gravityStrength }} m/s²</span></div><div class="param-group"><label>时间缩放</label><input type="range" v-model="timeScale" min="0" max="2" step="0.1"><span>{{ timeScale }}x</span></div><div class="param-group"><label>子步数量</label><input type="range" v-model="substeps" min="1" max="10"><span>{{ substeps }}</span></div><div class="param-group"><label>求解器迭代</label><input type="range" v-model="solverIterations" min="1" max="20"><span>{{ solverIterations }}</span></div></div></div><div class="panel-section"><h3>🎮 交互工具</h3><div class="interaction-tools"><div class="tool-buttons"><button @click="setInteractionMode('spawn')" :class="{ active: interactionMode === 'spawn' }"class="tool-button">🎯 生成物体</button><button @click="setInteractionMode('force')":class="{ active: interactionMode === 'force' }"class="tool-button">💨 施加力</button><button @click="setInteractionMode('constraint')":class="{ active: interactionMode === 'constraint' }"class="tool-button">🔗 创建约束</button></div><div class="tool-options" v-if="interactionMode === 'spawn'"><div class="option-group"><label>物体类型</label><select v-model="spawnObjectType"><option value="cube">立方体</option><option value="sphere">球体</option><option value="cylinder">圆柱体</option><option value="compound">复合形状</option></select></div><div class="option-group"><label>质量</label><input type="range" v-model="spawnMass" min="0.1" max="10" step="0.1"><span>{{ spawnMass }} kg</span></div><button @click="spawnRandomObjects" class="action-button">🎲 随机生成</button></div></div></div><div class="panel-section"><h3>🔧 高级特性</h3><div class="advanced-features"><div class="feature-toggle"><label><input type="checkbox" v-model="enableSoftBodies">软体模拟</label></div><div class="feature-toggle"><label><input type="checkbox" v-model="enableFluidSimulation">流体模拟</label></div><div class="feature-toggle"><label><input type="checkbox" v-model="enableVehiclePhysics">车辆物理</label></div><div class="feature-toggle"><label><input type="checkbox" v-model="showPhysicsDebug">显示物理调试</label></div></div></div><div class="panel-section"><h3>📊 性能监控</h3><div class="performance-monitor"><div class="monitor-item"><span>CPU时间:</span><span>{{ cpuTime }}ms</span></div><div class="monitor-item"><span>碰撞检测:</span><span>{{ collisionTime }}ms</span></div><div class="monitor-item"><span>约束求解:</span><span>{{ constraintTime }}ms</span></div><div class="monitor-item"><span>内存峰值:</span><span>{{ peakMemory }} MB</span></div></div></div></div><!-- 物理调试视图 --><div v-if="showPhysicsDebug" class="physics-debug-view"><canvas ref="debugCanvas" class="debug-canvas"></canvas></div></div>
</template><script>
import { onMounted, onUnmounted, ref, reactive, computed } from 'vue';
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';// Bullet物理引擎封装
class BulletPhysicsEngine {constructor() {this.world = null;this.bodies = new Map();this.constraints = new Map();this.softBodies = new Map();this.isInitialized = false;this.init();}async init() {// 动态导入Bullet.jsif (typeof Ammo === 'undefined') {await this.loadAmmoJS();}this.setupPhysicsWorld();this.isInitialized = true;}loadAmmoJS() {return new Promise((resolve, reject) => {const script = document.createElement('script');script.src = 'https://cdn.jsdelivr.net/npm/ammo.js@1.0.0/builds/ammo.wasm.js';script.onload = resolve;script.onerror = reject;document.head.appendChild(script);});}setupPhysicsWorld() {// 碰撞配置const collisionConfiguration = new Ammo.btDefaultCollisionConfiguration();const dispatcher = new Ammo.btCollisionDispatcher(collisionConfiguration);const broadphase = new Ammo.btDbvtBroadphase();const solver = new Ammo.btSequentialImpulseConstraintSolver();// 创建物理世界this.world = new Ammo.btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);// 设置重力this.setGravity(0, -9.8, 0);}setGravity(x, y, z) {if (this.world) {this.world.setGravity(new Ammo.btVector3(x, y, z));}}// 创建刚体createRigidBody(config) {const shape = this.createCollisionShape(config.shape);const transform = new Ammo.btTransform();transform.setIdentity();transform.setOrigin(new Ammo.btVector3(config.position.x, config.position.y, config.position.z));const motionState = new Ammo.btDefaultMotionState(transform);const localInertia = new Ammo.btVector3(0, 0, 0);if (config.mass > 0) {shape.calculateLocalInertia(config.mass, localInertia);}const rbInfo = new Ammo.btRigidBodyConstructionInfo(config.mass, motionState, shape, localInertia);const body = new Ammo.btRigidBody(rbInfo);// 设置物理属性if (config.friction !== undefined) {body.setFriction(config.friction);}if (config.restitution !== undefined) {body.setRestitution(config.restitution);}if (config.linearDamping !== undefined) {body.setDamping(config.linearDamping, config.angularDamping || 0.1);}// 添加到世界this.world.addRigidBody(body);const bodyId = this.generateBodyId();this.bodies.set(bodyId, {ammoBody: body,threeObject: config.threeObject,shape: shape,motionState: motionState});return bodyId;}createCollisionShape(shapeConfig) {switch (shapeConfig.type) {case 'box':return new Ammo.btBoxShape(new Ammo.btVector3(shapeConfig.halfExtents.x,shapeConfig.halfExtents.y, shapeConfig.halfExtents.z));case 'sphere':return new Ammo.btSphereShape(shapeConfig.radius);case 'cylinder':return new Ammo.btCylinderShape(new Ammo.btVector3(shapeConfig.halfExtents.x,shapeConfig.halfExtents.y,shapeConfig.halfExtents.z));case 'compound':const compoundShape = new Ammo.btCompoundShape();shapeConfig.children.forEach(child => {const childShape = this.createCollisionShape(child.shape);const transform = new Ammo.btTransform();transform.setIdentity();transform.setOrigin(new Ammo.btVector3(child.position.x, child.position.y, child.position.z));compoundShape.addChildShape(transform, childShape);});return compoundShape;default:return new Ammo.btBoxShape(new Ammo.btVector3(0.5, 0.5, 0.5));}}// 模拟步进stepSimulation(deltaTime, substeps = 1) {if (!this.world) return;const startTime = performance.now();this.world.stepSimulation(deltaTime, substeps);return performance.now() - startTime;}// 同步Three.js对象syncGraphics() {for (const [bodyId, bodyData] of this.bodies) {const transform = new Ammo.btTransform();bodyData.motionState.getWorldTransform(transform);const origin = transform.getOrigin();const rotation = transform.getRotation();// 更新Three.js对象if (bodyData.threeObject) {bodyData.threeObject.position.set(origin.x(), origin.y(), origin.z());bodyData.threeObject.quaternion.set(rotation.x(), rotation.y(), rotation.z(), rotation.w());}}}// 施加力applyForce(bodyId, force, relativePos) {const bodyData = this.bodies.get(bodyId);if (bodyData) {const ammoForce = new Ammo.btVector3(force.x, force.y, force.z);const ammoPos = new Ammo.btVector3(relativePos.x, relativePos.y, relativePos.z);bodyData.ammoBody.applyForce(ammoForce, ammoPos);Ammo.destroy(ammoForce);Ammo.destroy(ammoPos);}}generateBodyId() {return `body_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`;}// 清理资源dispose() {// 清理Ammo.js对象for (const bodyData of this.bodies.values()) {this.world.removeRigidBody(bodyData.ammoBody);Ammo.destroy(bodyData.ammoBody);Ammo.destroy(bodyData.shape);Ammo.destroy(bodyData.motionState);}this.bodies.clear();}
}// 软体物理系统
class SoftBodySystem {constructor(physicsEngine) {this.physicsEngine = physicsEngine;this.softBodies = new Map();}// 创建布料createCloth(width, height, resolution, position) {// 创建布料网格const clothGeometry = new THREE.PlaneGeometry(width, height, resolution, resolution);const clothMaterial = new THREE.MeshStandardMaterial({ color: 0x44aaff,side: THREE.DoubleSide });const clothMesh = new THREE.Mesh(clothGeometry, clothMaterial);clothMesh.position.copy(position);// 这里应该创建对应的Bullet软体// 简化实现const softBodyId = `soft_${Date.now()}`;this.softBodies.set(softBodyId, {mesh: clothMesh,vertices: clothGeometry.attributes.position.array});return { softBodyId, mesh: clothMesh };}// 更新软体updateSoftBodies() {for (const bodyData of this.softBodies.values()) {// 更新顶点位置(简化实现)bodyData.mesh.geometry.attributes.position.needsUpdate = true;}}
}// 流体模拟系统
class FluidSimulationSystem {constructor() {this.particles = [];this.emitters = [];this.gridSize = 32;this.setupFluidGrid();}setupFluidGrid() {// 创建流体模拟网格this.fluidGrid = new Array(this.gridSize);for (let i = 0; i < this.gridSize; i++) {this.fluidGrid[i] = new Array(this.gridSize);for (let j = 0; j < this.gridSize; j++) {this.fluidGrid[i][j] = new Array(this.gridSize);for (let k = 0; k < this.gridSize; k++) {this.fluidGrid[i][j][k] = {density: 0,velocity: new THREE.Vector3(),pressure: 0};}}}}// 创建流体发射器createEmitter(position, rate, velocity) {const emitter = {position: position.clone(),rate: rate,velocity: velocity.clone(),timer: 0};this.emitters.push(emitter);return emitter;}// 更新流体模拟update(deltaTime) {this.updateEmitters(deltaTime);this.advectParticles(deltaTime);this.applyViscosity(deltaTime);this.projectVelocity();}updateEmitters(deltaTime) {for (const emitter of this.emitters) {emitter.timer += deltaTime;const particlesToEmit = Math.floor(emitter.timer * emitter.rate);for (let i = 0; i < particlesToEmit; i++) {this.createParticle(emitter.position, emitter.velocity);}emitter.timer -= particlesToEmit / emitter.rate;}}createParticle(position, velocity) {const particle = {position: position.clone(),velocity: velocity.clone(),life: 1.0,size: 0.1 + Math.random() * 0.1};this.particles.push(particle);}advectParticles(deltaTime) {for (const particle of this.particles) {// 简单欧拉积分particle.position.add(particle.velocity.clone().multiplyScalar(deltaTime));particle.life -= deltaTime * 0.5;// 边界碰撞this.handleBoundaryCollision(particle);}// 移除死亡的粒子this.particles = this.particles.filter(p => p.life > 0);}handleBoundaryCollision(particle) {const bounds = 5;if (particle.position.x < -bounds || particle.position.x > bounds) {particle.velocity.x *= -0.8;particle.position.x = THREE.MathUtils.clamp(particle.position.x, -bounds, bounds);}if (particle.position.y < -bounds || particle.position.y > bounds) {particle.velocity.y *= -0.8;particle.position.y = THREE.MathUtils.clamp(particle.position.y, -bounds, bounds);}if (particle.position.z < -bounds || particle.position.z > bounds) {particle.velocity.z *= -0.8;particle.position.z = THREE.MathUtils.clamp(particle.position.z, -bounds, bounds);}}// 简化流体动力学applyViscosity(deltaTime) {// 实现粘性力}projectVelocity() {// 实现速度场投影}
}export default {name: 'PhysicsSimulation',setup() {// 响应式状态const renderCanvas = ref(null);const debugCanvas = ref(null);const isRunning = ref(false);const currentScene = ref('domino');const gravityStrength = ref(9.8);const timeScale = ref(1.0);const substeps = ref(3);const solverIterations = ref(10);const interactionMode = ref('spawn');const spawnObjectType = ref('cube');const spawnMass = ref(1.0);const enableSoftBodies = ref(false);const enableFluidSimulation = ref(false);const enableVehiclePhysics = ref(false);const showPhysicsDebug = ref(false);// 性能统计const rigidBodyCount = ref(0);const collisionPairs = ref(0);const physicsFPS = ref(0);const simulationTime = ref(0);const memoryUsage = ref(0);const cpuTime = ref(0);const collisionTime = ref(0);const constraintTime = ref(0);const peakMemory = ref(0);// 场景配置const availableScenes = [{ id: 'domino', name: '多米诺骨牌' },{ id: 'jenga', name: '叠叠乐' },{ id: 'ragdoll', name: '布娃娃系统' },{ id: 'vehicle', name: '车辆测试' },{ id: 'destruction', name: '破坏模拟' }];// Three.js 和物理引擎对象let renderer, scene, camera, controls;let physicsEngine, softBodySystem, fluidSystem;let animationFrameId;let physicsFrameCount = 0;let lastPhysicsFpsUpdate = 0;// 初始化const init = async () => {await initRenderer();initScene();await initPhysics();loadScene(currentScene.value);startAnimationLoop();};// 初始化渲染器const initRenderer = () => {renderer = new THREE.WebGLRenderer({canvas: renderCanvas.value,antialias: true,powerPreference: "high-performance"});renderer.setSize(window.innerWidth, window.innerHeight);renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));renderer.shadowMap.enabled = true;renderer.shadowMap.type = THREE.PCFSoftShadowMap;};// 初始化场景const initScene = () => {scene = new THREE.Scene();scene.background = new THREE.Color(0x87CEEB);camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);camera.position.set(10, 10, 10);controls = new OrbitControls(camera, renderer.domElement);controls.enableDamping = true;// 照明const ambientLight = new THREE.AmbientLight(0x404040, 0.6);scene.add(ambientLight);const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);directionalLight.position.set(50, 50, 25);directionalLight.castShadow = true;directionalLight.shadow.mapSize.width = 2048;directionalLight.shadow.mapSize.height = 2048;scene.add(directionalLight);};// 初始化物理引擎const initPhysics = async () => {physicsEngine = new BulletPhysicsEngine();await physicsEngine.init();softBodySystem = new SoftBodySystem(physicsEngine);fluidSystem = new FluidSimulationSystem();};// 加载场景const loadScene = (sceneId) => {// 清理现有场景clearScene();currentScene.value = sceneId;switch (sceneId) {case 'domino':createDominoScene();break;case 'jenga':createJengaScene();break;case 'ragdoll':createRagdollScene();break;case 'vehicle':createVehicleScene();break;case 'destruction':createDestructionScene();break;}updatePhysicsStats();};// 创建多米诺骨牌场景const createDominoScene = () => {// 创建地面createGround();// 创建多米诺骨牌const dominoCount = 20;for (let i = 0; i < dominoCount; i++) {const domino = createDomino(i * 1.2 - dominoCount * 0.6, 0.5, 0);scene.add(domino.mesh);}// 创建启动球const ball = createSphere(-dominoCount * 0.6 - 2, 1, 0, 1.0);scene.add(ball.mesh);};// 创建地面const createGround = () => {const groundGeometry = new THREE.PlaneGeometry(50, 50);const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x7CFC00,roughness: 0.8,metalness: 0.2});const groundMesh = new THREE.Mesh(groundGeometry, groundMaterial);groundMesh.rotation.x = -Math.PI / 2;groundMesh.receiveShadow = true;scene.add(groundMesh);// 物理地面const groundBody = physicsEngine.createRigidBody({mass: 0,shape: { type: 'box', halfExtents: { x: 25, y: 0.1, z: 25 } },position: { x: 0, y: 0, z: 0 },threeObject: groundMesh});};// 创建多米诺骨牌const createDomino = (x, y, z) => {const dominoGeometry = new THREE.BoxGeometry(0.2, 1, 1);const dominoMaterial = new THREE.MeshStandardMaterial({ color: 0xFFFFFF });const dominoMesh = new THREE.Mesh(dominoGeometry, dominoMaterial);dominoMesh.position.set(x, y, z);dominoMesh.castShadow = true;const dominoBody = physicsEngine.createRigidBody({mass: 1.0,shape: { type: 'box', halfExtents: { x: 0.1, y: 0.5, z: 0.5 } },position: { x, y, z },threeObject: dominoMesh,friction: 0.5,restitution: 0.1});return { mesh: dominoMesh, body: dominoBody };};// 创建球体const createSphere = (x, y, z, radius = 0.5, mass = 1.0) => {const sphereGeometry = new THREE.SphereGeometry(radius, 32, 32);const sphereMaterial = new THREE.MeshStandardMaterial({ color: 0xFF4444 });const sphereMesh = new THREE.Mesh(sphereGeometry, sphereMaterial);sphereMesh.position.set(x, y, z);sphereMesh.castShadow = true;const sphereBody = physicsEngine.createRigidBody({mass: mass,shape: { type: 'sphere', radius: radius },position: { x, y, z },threeObject: sphereMesh,restitution: 0.7});return { mesh: sphereMesh, body: sphereBody };};// 清理场景const clearScene = () => {// 移除所有物理物体physicsEngine.dispose();// 移除所有Three.js物体(保留灯光和相机)const objectsToRemove = [];scene.traverse(object => {if (object.isMesh && object !== scene) {objectsToRemove.push(object);}});objectsToRemove.forEach(object => scene.remove(object));};// 切换模拟状态const toggleSimulation = () => {isRunning.value = !isRunning.value;};// 重置模拟const resetSimulation = () => {loadScene(currentScene.value);};// 单步模拟const stepSimulation = () => {if (!isRunning.value) {const deltaTime = 1 / 60;physicsEngine.stepSimulation(deltaTime, substeps.value);physicsEngine.syncGraphics();updatePhysicsStats();}};// 设置交互模式const setInteractionMode = (mode) => {interactionMode.value = mode;};// 生成随机物体const spawnRandomObjects = () => {const count = 5;for (let i = 0; i < count; i++) {const x = (Math.random() - 0.5) * 10;const y = 10 + Math.random() * 5;const z = (Math.random() - 0.5) * 10;let object;switch (spawnObjectType.value) {case 'cube':object = createCube(x, y, z, spawnMass.value);break;case 'sphere':object = createSphere(x, y, z, 0.5, spawnMass.value);break;case 'cylinder':object = createCylinder(x, y, z, spawnMass.value);break;}if (object) {scene.add(object.mesh);}}updatePhysicsStats();};// 创建立方体const createCube = (x, y, z, mass = 1.0) => {const cubeGeometry = new THREE.BoxGeometry(1, 1, 1);const cubeMaterial = new THREE.MeshStandardMaterial({ color: new THREE.Color().setHSL(Math.random(), 0.7, 0.5)});const cubeMesh = new THREE.Mesh(cubeGeometry, cubeMaterial);cubeMesh.position.set(x, y, z);cubeMesh.castShadow = true;const cubeBody = physicsEngine.createRigidBody({mass: mass,shape: { type: 'box', halfExtents: { x: 0.5, y: 0.5, z: 0.5 } },position: { x, y, z },threeObject: cubeMesh});return { mesh: cubeMesh, body: cubeBody };};// 创建圆柱体const createCylinder = (x, y, z, mass = 1.0) => {const cylinderGeometry = new THREE.CylinderGeometry(0.5, 0.5, 1, 32);const cylinderMaterial = new THREE.MeshStandardMaterial({ color: new THREE.Color().setHSL(Math.random(), 0.7, 0.5)});const cylinderMesh = new THREE.Mesh(cylinderGeometry, cylinderMaterial);cylinderMesh.position.set(x, y, z);cylinderMesh.castShadow = true;const cylinderBody = physicsEngine.createRigidBody({mass: mass,shape: { type: 'cylinder', halfExtents: { x: 0.5, y: 0.5, z: 0.5 } },position: { x, y, z },threeObject: cylinderMesh});return { mesh: cylinderMesh, body: cylinderBody };};// 更新物理统计const updatePhysicsStats = () => {rigidBodyCount.value = physicsEngine.bodies.size;// 其他统计信息更新...};// 动画循环const startAnimationLoop = () => {const animate = (currentTime) => {animationFrameId = requestAnimationFrame(animate);// 更新控制controls.update();// 物理模拟if (isRunning.value) {const deltaTime = Math.min(0.033, timeScale.value / 60);const physicsTime = physicsEngine.stepSimulation(deltaTime, substeps.value);simulationTime.value = physicsTime.toFixed(2);physicsEngine.syncGraphics();// 更新软体if (enableSoftBodies.value) {softBodySystem.updateSoftBodies();}// 更新流体if (enableFluidSimulation.value) {fluidSystem.update(deltaTime);}}// 更新性能统计updatePerformanceStats();// 渲染renderer.render(scene, camera);};animate();};// 更新性能统计const updatePerformanceStats = () => {physicsFrameCount++;const now = performance.now();if (now - lastPhysicsFpsUpdate >= 1000) {physicsFPS.value = Math.round((physicsFrameCount * 1000) / (now - lastPhysicsFpsUpdate));physicsFrameCount = 0;lastPhysicsFpsUpdate = now;}// 更新内存使用(简化)memoryUsage.value = (performance.memory?.usedJSHeapSize / 1048576 || 0).toFixed(1);};// 其他场景创建函数...const createJengaScene = () => { /* 实现叠叠乐场景 */ };const createRagdollScene = () => { /* 实现布娃娃系统 */ };const createVehicleScene = () => { /* 实现车辆测试场景 */ };const createDestructionScene = () => { /* 实现破坏模拟场景 */ };onMounted(() => {init();window.addEventListener('resize', handleResize);});onUnmounted(() => {if (animationFrameId) {cancelAnimationFrame(animationFrameId);}if (physicsEngine) {physicsEngine.dispose();}if (renderer) {renderer.dispose();}window.removeEventListener('resize', handleResize);});const handleResize = () => {if (!camera || !renderer) return;camera.aspect = window.innerWidth / window.innerHeight;camera.updateProjectionMatrix();renderer.setSize(window.innerWidth, window.innerHeight);};return {// 模板引用renderCanvas,debugCanvas,// 状态数据isRunning,currentScene,gravityStrength,timeScale,substeps,solverIterations,interactionMode,spawnObjectType,spawnMass,enableSoftBodies,enableFluidSimulation,enableVehiclePhysics,showPhysicsDebug,rigidBodyCount,collisionPairs,physicsFPS,simulationTime,memoryUsage,cpuTime,collisionTime,constraintTime,peakMemory,// 配置数据availableScenes,// 方法loadScene,toggleSimulation,resetSimulation,stepSimulation,setInteractionMode,spawnRandomObjects};}
};
</script><style scoped>
.physics-simulation-container {width: 100%;height: 100vh;display: flex;background: #000;overflow: hidden;
}.render-view {flex: 1;position: relative;
}.render-canvas {width: 100%;height: 100%;display: block;
}.physics-debug {position: absolute;top: 20px;left: 20px;display: flex;flex-direction: column;gap: 15px;
}.debug-panel, .control-panel {background: rgba(0, 0, 0, 0.8);padding: 15px;border-radius: 8px;color: white;backdrop-filter: blur(10px);border: 1px solid rgba(255, 255, 255, 0.1);min-width: 250px;
}.debug-panel h4, .control-panel h4 {margin: 0 0 15px 0;color: #00ffff;font-size: 14px;
}.stats-grid {display: flex;flex-direction: column;gap: 8px;
}.stat-item {display: flex;justify-content: space-between;align-items: center;font-size: 13px;
}.stat-item span:first-child {color: #ccc;
}.stat-item span:last-child {color: #00ff88;font-weight: bold;
}.control-buttons {display: flex;flex-direction: column;gap: 8px;
}.control-button {padding: 10px;background: #444;color: white;border: none;border-radius: 6px;cursor: pointer;font-size: 12px;transition: all 0.3s ease;display: flex;align-items: center;justify-content: center;gap: 5px;
}.control-button:hover:not(:disabled) {background: #555;
}.control-button:disabled {opacity: 0.6;cursor: not-allowed;
}.config-panel {width: 350px;background: #2d2d2d;padding: 20px;overflow-y: auto;border-left: 1px solid #444;
}.panel-section {margin-bottom: 25px;padding-bottom: 20px;border-bottom: 1px solid #444;
}.panel-section:last-child {margin-bottom: 0;border-bottom: none;
}.panel-section h3 {color: #00ffff;margin-bottom: 15px;font-size: 16px;
}.scene-selection {display: grid;grid-template-columns: 1fr 1fr;gap: 8px;
}.scene-button {padding: 10px 8px;background: #444;color: white;border: none;border-radius: 6px;cursor: pointer;font-size: 12px;transition: all 0.3s ease;
}.scene-button:hover {background: #555;
}.scene-button.active {background: #00a8ff;
}.physics-params, .interaction-tools, .advanced-features, .performance-monitor {display: flex;flex-direction: column;gap: 15px;
}.param-group, .option-group, .feature-toggle, .monitor-item {display: flex;flex-direction: column;gap: 8px;
}.param-group label, .option-group label {color: #ccc;font-size: 14px;
}.param-group input[type="range"], .option-group input[type="range"] {width: 100%;
}.param-group span, .option-group span {color: #00ff88;font-size: 12px;text-align: right;
}.option-group select {padding: 8px 12px;background: #444;border: 1px solid #666;border-radius: 4px;color: white;font-size: 14px;
}.tool-buttons {display: grid;grid-template-columns: 1fr;gap: 8px;
}.tool-button {padding: 10px;background: #444;color: white;border: none;border-radius: 6px;cursor: pointer;font-size: 12px;transition: all 0.3s ease;
}.tool-button:hover {background: #555;
}.tool-button.active {background: #ffa500;
}.tool-options {padding: 15px;background: rgba(255, 255, 255, 0.05);border-radius: 6px;display: flex;flex-direction: column;gap: 12px;
}.action-button {padding: 10px;background: linear-gradient(45deg, #667eea, #764ba2);color: white;border: none;border-radius: 6px;cursor: pointer;font-size: 12px;transition: all 0.3s ease;
}.action-button:hover {transform: translateY(-2px);box-shadow: 0 5px 15px rgba(0, 0, 0, 0.3);
}.feature-toggle label {display: flex;align-items: center;gap: 8px;color: #ccc;font-size: 14px;cursor: pointer;
}.feature-toggle input[type="checkbox"] {margin: 0;
}.monitor-item {display: flex;justify-content: space-between;align-items: center;padding: 6px 0;border-bottom: 1px solid #444;
}.monitor-item:last-child {border-bottom: none;
}.monitor-item span:first-child {color: #ccc;
}.monitor-item span:last-child {color: #00ff88;font-weight: bold;
}.physics-debug-view {position: absolute;bottom: 20px;right: 370px;width: 300px;height: 200px;background: rgba(0, 0, 0, 0.8);border-radius: 8px;border: 1px solid #444;overflow: hidden;
}.debug-canvas {width: 100%;height: 100%;display: block;
}/* 响应式设计 */
@media (max-width: 1024px) {.physics-simulation-container {flex-direction: column;}.config-panel {width: 100%;height: 400px;}.render-view {height: calc(100vh - 400px);}.physics-debug-view {right: 20px;}
}@media (max-width: 768px) {.scene-selection {grid-template-columns: 1fr;}.physics-debug {position: relative;top: auto;left: auto;margin: 10px;}.physics-debug-view {display: none;}
}
</style>

高级物理特性

约束系统实现

// 高级约束系统
class ConstraintSystem {constructor(physicsEngine) {this.physicsEngine = physicsEngine;this.constraints = new Map();}// 创建点对点约束createPointToPointConstraint(bodyA, bodyB, pivotA, pivotB) {const ammoPivotA = new Ammo.btVector3(pivotA.x, pivotA.y, pivotA.z);const ammoPivotB = new Ammo.btVector3(pivotB.x, pivotB.y, pivotB.z);const constraint = new Ammo.btPoint2PointConstraint(bodyA, bodyB, ammoPivotA, ammoPivotB);this.physicsEngine.world.addConstraint(constraint, true);const constraintId = this.generateConstraintId();this.constraints.set(constraintId, constraint);return constraintId;}// 创建铰链约束createHingeConstraint(bodyA, bodyB, pivot, axis) {const ammoPivot = new Ammo.btVector3(pivot.x, pivot.y, pivot.z);const ammoAxis = new Ammo.btVector3(axis.x, axis.y, axis.z);const constraint = new Ammo.btHingeConstraint(bodyA, bodyB, ammoPivot, ammoAxis, true);// 设置限制constraint.setLimit(-Math.PI / 4, Math.PI / 4, 0.1, 0.5, 1.0);this.physicsEngine.world.addConstraint(constraint, true);const constraintId = this.generateConstraintId();this.constraints.set(constraintId, constraint);return constraintId;}// 创建弹簧约束createSpringConstraint(bodyA, bodyB, anchorA, anchorB, springConfig) {const ammoAnchorA = new Ammo.btVector3(anchorA.x, anchorA.y, anchorA.z);const ammoAnchorB = new Ammo.btVector3(anchorB.x, anchorB.y, anchorB.z);const constraint = new Ammo.btGeneric6DofSpringConstraint(bodyA, bodyB, new Ammo.btTransform(), new Ammo.btTransform(),true);// 设置弹簧参数for (let i = 0; i < 6; i++) {constraint.enableSpring(i, true);constraint.setStiffness(i, springConfig.stiffness);constraint.setDamping(i, springConfig.damping);constraint.setEquilibriumPoint(i, 0);}this.physicsEngine.world.addConstraint(constraint, true);const constraintId = this.generateConstraintId();this.constraints.set(constraintId, constraint);return constraintId;}generateConstraintId() {return `constraint_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`;}
}

车辆物理系统

// 车辆物理模拟
class VehiclePhysicsSystem {constructor(physicsEngine) {this.physicsEngine = physicsEngine;this.vehicles = new Map();this.vehicleRayCaster = new Ammo.btVehicleRaycaster();}// 创建车辆createVehicle(chassisConfig, wheelConfigs) {const chassisShape = this.createChassisShape(chassisConfig);const chassisBody = this.createChassisBody(chassisShape, chassisConfig);const tuning = new Ammo.btVehicleTuning();const vehicle = new Ammo.btRaycastVehicle(tuning, chassisBody, this.vehicleRayCaster);// 添加车轮wheelConfigs.forEach((wheelConfig, index) => {this.addWheel(vehicle, wheelConfig, index);});vehicle.setCoordinateSystem(0, 1, 2);this.physicsEngine.world.addVehicle(vehicle);const vehicleId = this.generateVehicleId();this.vehicles.set(vehicleId, {vehicle: vehicle,chassisBody: chassisBody,chassisShape: chassisShape,tuning: tuning});return vehicleId;}// 添加车轮addWheel(vehicle, config, index) {const wheelInfo = new Ammo.btWheelInfo();// 配置车轮参数wheelInfo.m_suspensionStiffness = config.suspensionStiffness || 20.0;wheelInfo.m_wheelsDampingRelaxation = config.dampingRelaxation || 2.3;wheelInfo.m_wheelsDampingCompression = config.dampingCompression || 4.4;wheelInfo.m_frictionSlip = config.frictionSlip || 1000;wheelInfo.m_rollInfluence = config.rollInfluence || 0.1;const connectionPoint = new Ammo.btVector3(config.connectionPoint.x,config.connectionPoint.y, config.connectionPoint.z);const wheelDirection = new Ammo.btVector3(config.wheelDirection.x,config.wheelDirection.y,config.wheelDirection.z);const wheelAxle = new Ammo.btVector3(config.wheelAxle.x,config.wheelAxle.y,config.wheelAxle.z);vehicle.addWheel(connectionPoint,wheelDirection,wheelAxle,config.suspensionRestLength,config.wheelRadius,tuning,config.isFrontWheel);}// 控制车辆controlVehicle(vehicleId, engineForce, steering, braking) {const vehicleData = this.vehicles.get(vehicleId);if (!vehicleData) return;const vehicle = vehicleData.vehicle;// 应用引擎力vehicle.applyEngineForce(engineForce, 2); // 后轮驱动vehicle.applyEngineForce(engineForce, 3);// 转向vehicle.setSteeringValue(steering, 0); // 前轮转向vehicle.setSteeringValue(steering, 1);// 刹车vehicle.setBrake(braking, 2);vehicle.setBrake(braking, 3);}
}

本节详细介绍了Bullet物理引擎与Three.js的高级集成,涵盖了刚体动力学、约束系统、软体物理和流体模拟等高级特性。通过这些技术,可以创建出高度真实和交互性强的物理模拟应用。

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