RapierDominoes
ts
import { Object3D, LitMaterial, Engine3D, BoxGeometry, MeshRenderer, Vector3, PlaneGeometry, Color, SphereGeometry, Scene3D, AtmosphericComponent, CameraUtil, DirectLight, HoverCameraController, KelvinUtil, View3D } from "@orillusion/core";
import { Physics, Rigidbody, BodyType, CollisionShapeUtil } from "@orillusion/physics-rapier";
class Sample_RapierDominoes {
async run() {
await Physics.init();
const engine = await Engine3D.init({ renderLoop: () => Physics.update() });
let scene = new Scene3D();
let atmosphericSky: AtmosphericComponent;
atmosphericSky = scene.addComponent(AtmosphericComponent);
let camera = CameraUtil.createCamera3DObject(scene);
camera.perspective(60, engine.aspect, 1, 5000);
let hoverCtrl = camera.object3D.addComponent(HoverCameraController);
hoverCtrl.setCamera(-30, -15, 60);
let view = new View3D();
view.scene = scene;
view.camera = camera;
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;
light.enableCSM = true;
scene.addChild(light.object3D);
atmosphericSky.relativeTransform = light.transform;
const floor = new Object3D();
const fr = floor.addComponent(MeshRenderer);
fr.geometry = new PlaneGeometry(120, 120);
const fm = new LitMaterial(); fm.baseColor = new Color(0.5, 0.5, 0.55); fr.material = fm;
const fb = floor.addComponent(Rigidbody);
fb.bodyType = BodyType.Static; fb.shape = CollisionShapeUtil.createPlaneShape(60, 0.05);
fb.friction = 1;
scene.addChild(floor);
const N = 80;
const radius = 25;
const w = 0.3, h = 3, d = 1.4;
for (let i = 0; i < N; i++) {
const t = i / N;
const angle = t * Math.PI * 1.6 - Math.PI * 0.8;
const o = new Object3D();
o.x = Math.cos(angle) * radius;
o.z = Math.sin(angle) * radius;
o.y = h / 2;
o.localRotation = new Vector3(0, -angle * 180 / Math.PI - 90, 0);
const mr = o.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(w, h, d);
const m = new LitMaterial();
m.baseColor = new Color(0.5 + 0.5 * Math.cos(t * 6), 0.5 + 0.5 * Math.sin(t * 5), 0.5);
mr.material = m;
const rb = o.addComponent(Rigidbody);
rb.bodyType = BodyType.Dynamic; rb.mass = 0.5;
rb.shape = CollisionShapeUtil.createBoxShape(o, new Vector3(w, h, d));
rb.friction = 0.6;
rb.restitution = 0.05;
scene.addChild(o);
}
const ang0 = -Math.PI * 0.8;
const tanX = -Math.sin(ang0), tanZ = Math.cos(ang0);
const ballRadius = 0.6;
const ball = new Object3D();
ball.x = Math.cos(ang0) * radius - tanX * 3;
ball.z = Math.sin(ang0) * radius - tanZ * 3;
ball.y = ballRadius;
const bmr = ball.addComponent(MeshRenderer);
bmr.geometry = new SphereGeometry(ballRadius, 24, 24);
const bm = new LitMaterial(); bm.baseColor = new Color(0.9, 0.7, 0.2); bmr.material = bm;
const brb = ball.addComponent(Rigidbody);
brb.bodyType = BodyType.Dynamic; brb.mass = 5;
brb.shape = CollisionShapeUtil.createSphereShape(ball, ballRadius);
scene.addChild(ball);
brb.wait().then(() => {
brb.applyImpulse(new Vector3(tanX * 30, 0, tanZ * 30));
});
engine.startRenderView(view);
}
}
new Sample_RapierDominoes().run();
