天天看点

Vue实现图形化积木式编程(四)前言最终实现效果本文实现效果完整代码代码分解后续计划开源项目GitHub链接资源下载链接你的点赞是我继续编写的动力

Babylon.js实现碰撞效果

  • 前言
  • 最终实现效果
  • 本文实现效果
  • 完整代码
  • 代码分解
    • 0.NPM安装Ammo.js物理引擎依赖
    • 1.初始化物理引擎
    • 2.地面和小车加入碰撞体
    • 3.引入方块碰撞体
  • 后续计划
    • Babylon.js
    • Blockly
  • 开源项目GitHub链接
  • 资源下载链接
  • 你的点赞是我继续编写的动力

前言

前段时间想要做一个web端的图形化积木式编程(类似少儿编程)的案例,网上冲浪了一圈又一圈,终于技术选型好,然后代码一顿敲,终于出来了一个雏形。

TIPS:该案例设计主要参考iRobot Coding,只用做学习用途,侵删。

https://code.irobot.com/#/

最终实现效果

Vue实现图形化积木式编程(四)前言最终实现效果本文实现效果完整代码代码分解后续计划开源项目GitHub链接资源下载链接你的点赞是我继续编写的动力

本文实现效果

  • 实现碰撞效果
    Vue实现图形化积木式编程(四)前言最终实现效果本文实现效果完整代码代码分解后续计划开源项目GitHub链接资源下载链接你的点赞是我继续编写的动力

完整代码

  • 实现碰撞效果
<template>
  <div style="height: 100%;width: 100%;">
    <div>
      <canvas id="renderCanvas"></canvas>
    </div>
  </div>
</template>

<script>
import * as BABYLON from 'babylonjs';
import * as BABYLON_MATERAIAL from "babylonjs-materials"
import ammo from "ammo.js";
import utils from "./utils";

//全局变量
var scene = null //场景实例
var engine = null //3d引擎实例
var camera = null //摄像机实例
var plane = null //绿地
var ground = null //网格
var skybox = null //天空盒
var car = null //小车
var cubeParent = null //方块组
var startingPoint = new BABYLON.Vector3(0, 0, 0)//当前点击位置

// 质量 、摩擦系数、反弹系数
const bodyMass = 0.5, bodyFriction = 0.5, bodyRestitution = 0.9;
const groundFriction = 0.8, groundRestitution = 0.5;

async function loadScene() {
  //场景初始化,可看文章一
  scene = initScene()
  //加载网络模型,可看文章二
  await initRobot()

  //可看文章三,监听拖动事件,实现点击拖动模型
  dragListening()

  //本文内容
  // 1、初始化重力碰撞系统
  await initAmmo()
  // 2、将地面和小车加入碰撞体
  addPhysicEffect()
  //3、加入碰撞体方块
  initCubes()

  //开启debug窗口
  // scene.debugLayer.show()

}

async function initAmmo() {
  const Ammo = await ammo();
  console.log("Ammo", Ammo)
  //启用y方向重力
  scene.enablePhysics(new BABYLON.Vector3(0, -10, 0), new BABYLON.AmmoJSPlugin(true, Ammo));

  scene.onReadyObservable.add(function () {
    console.log(scene.getPhysicsEngine()._physicsPlugin.bjsAMMO.btDefaultCollisionConfiguration());
    console.log(scene.getPhysicsEngine()._physicsPlugin._collisionConfiguration);
    console.log(scene.getPhysicsEngine()._physicsPlugin._dispatcher);
    console.log(scene.getPhysicsEngine()._physicsPlugin._solver);
    console.log(scene.getPhysicsEngine()._physicsPlugin.world);
  });
}

function addPhysicEffect() {
  //地面启用碰撞体
  plane.physicsImpostor = new BABYLON.PhysicsImpostor(plane, BABYLON.PhysicsImpostor.BoxImpostor, {
    mass: 0,
    restitution: groundRestitution,
    friction: groundFriction
  }, scene);

  //小车启用碰撞体
  var robotBody = utils.getMeshFromMeshs(car, "Glass_Plane.006")
  console.log('robotBody', robotBody)

  var robotSize = utils.getMeshSize(robotBody)
  var robotScale = 50
  const robotScalingFactor = robotScale / 10;
  var physicsRoot = makePhysicsObjects(car, scene, robotScalingFactor, robotSize)
  //小车实例
  car = physicsRoot

}


function makePhysicsObjects(newMeshes, scene, scaling, size) {
  var physicsRoot = new BABYLON.Mesh("robot", scene);
  physicsRoot.position.y -= 2
  newMeshes.forEach((m) => {
    if (m.parent == null) {
      physicsRoot.addChild(m)
    }
  })

  // 将所有碰撞体加入physics impostor
  physicsRoot.getChildMeshes().forEach((m) => {
    m.scaling.x = Math.abs(m.scaling.x)
    m.scaling.y = Math.abs(m.scaling.y)
    m.scaling.z = Math.abs(m.scaling.z)
    // console.log("m.name",m.name)
    m.physicsImpostor = new BABYLON.PhysicsImpostor(m, BABYLON.PhysicsImpostor.BoxImpostor, {mass: 0.1}, scene);
  })

  // 缩放根对象并将其变成physics impostor
  physicsRoot.scaling.scaleInPlace(scaling)

  physicsRoot.physicsImpostor = new BABYLON.PhysicsImpostor(physicsRoot, BABYLON.PhysicsImpostor.NoImpostor, {
    mass: bodyMass,
    friction: bodyFriction,
    restitution: bodyRestitution
  }, scene);

  //转为碰撞体后,其y轴会偏移,偏移比例根据实际调整
  const impostorOffset = -(size.y) / 1.1
  physicsRoot.physicsImpostor.setDeltaPosition(new BABYLON.Vector3(0, impostorOffset, 0));
  physicsRoot.position.subtractInPlace(new BABYLON.Vector3(0, -impostorOffset, 0));
  return physicsRoot
}

function initCubes() {
  var scale = 1
  const scalingFactor = scale / 10;
  cubeParent = new BABYLON.TransformNode("cubes");
  const cubeHeight = 80 * scalingFactor
  var cube = createBasicRoundedBox(scene, "cube", cubeHeight)

  cube.position._y += cubeHeight / 2
  cube.position._x -= 100
  cube.material = new BABYLON.StandardMaterial("amaterial", scene);
  cube.material.diffuseColor = new BABYLON.Color3(16 / 255.0, 156 / 255.0, 73 / 255.0);
  cubeParent[0] = cube

  var cube2 = createBasicRoundedBox(scene, "cube2", cubeHeight)
  cube2.position._y += cubeHeight / 2
  cube2.position._x -= 100
  cube2.position._z += cubeHeight * 2
  cube2.material = new BABYLON.StandardMaterial("amaterial", scene);
  cube2.material.diffuseColor = new BABYLON.Color3(48 / 255.0, 102 / 255.0, 150 / 255.0);
  cubeParent[1] = cube2

  var cube3 = createBasicRoundedBox(scene, "cube3", cubeHeight)
  cube3.position._y += cubeHeight / 2
  cube3.position._x -= 100
  cube3.position._z -= cubeHeight * 2
  cube3.material = new BABYLON.StandardMaterial("amaterial", scene);
  cube3.material.diffuseColor = new BABYLON.Color3(199 / 255.0, 88 / 255.0, 93 / 255.0);
  cubeParent[2] = cube3

  //对象事件监听
  let actionManager = new BABYLON.ActionManager(scene);
  cube.actionManager = actionManager;
  cube2.actionManager = actionManager;
  cube3.actionManager = actionManager;

  // 方块鼠标hover高亮
  var hl = new BABYLON.HighlightLayer("hl1", scene);
  actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPointerOverTrigger, function (evn) {
    var hover_cube = evn.meshUnderPointer.id
    if (hover_cube == cube.name) {
      hl.addMesh(cube, BABYLON.Color3.White());
    } else if (hover_cube == cube2.name) {
      hl.addMesh(cube2, BABYLON.Color3.White());
    } else if (hover_cube == cube3.name) {
      hl.addMesh(cube3, BABYLON.Color3.White());
    }


  }));
  //方块鼠标hover离开取消高亮
  actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPointerOutTrigger, function (evn) {
    var hover_cube = evn.meshUnderPointer.id
    if (hover_cube == cube.name) {
      hl.removeMesh(cube);
    } else if (hover_cube == cube2.name) {
      hl.removeMesh(cube2);
    } else if (hover_cube == cube3.name) {
      hl.removeMesh(cube3);
    }
  }));

  scene.freezeMaterials();
}

//创建带碰撞体的方块
function createBasicRoundedBox(scene, name, size, mass = 0.25, restitution = 0.5, friction = 0.5) {
  const boxSide = size;
  const sphereSide = boxSide * 3.1 / 2;
  const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', {diameter: sphereSide, segments: 16}, scene);
  const box = BABYLON.Mesh.CreateBox('box', boxSide, scene);
  const intersection = BABYLON.CSG.FromMesh(box).intersect(BABYLON.CSG.FromMesh(sphere));
  sphere.dispose();
  box.dispose();
  const roundedBox = intersection.toMesh(
      name,
      new BABYLON.StandardMaterial('roundedBoxMaterial', scene),
      scene
  );
  roundedBox.draggable = true;
  roundedBox.physicsImpostor = new BABYLON.PhysicsImpostor(
      roundedBox,
      BABYLON.PhysicsImpostor.BoxImpostor,
      {mass: mass, restitution: restitution, friction: friction}
  );
  roundedBox.material.freeze();
  roundedBox.material.specularColor = new BABYLON.Color3(0, 0, 0);
  roundedBox.freezeWorldMatrix()
  return roundedBox;
}

//鼠标点击拖动监听
function dragListening() {
  // 物体拖拽事件
  var canvas = engine.getRenderingCanvas();

  var currentMesh;//当前点击的模型网格

  //判断当前点击对象是否是地板
  var getGroundPosition = function () {
    var pickinfo = scene.pick(scene.pointerX, scene.pointerY, function (mesh) {
      return (mesh == ground || mesh == plane);
    });
    if (pickinfo.hit) {
      return pickinfo.pickedPoint;
    }
    return null;
  }

  //鼠标点下
  var onPointerDown = function (evt) {
    if (evt.button !== 0) {
      return;
    }
    //判断当前是否点击一个模型网格,如果是地板、天空盒等对象,则设置hit为false
    var pickInfo = scene.pick(scene.pointerX, scene.pointerY, function (mesh) {
      return (mesh !== ground && mesh !== plane && mesh !== skybox);
    });
    console.log("pickInfo", pickInfo)
    //如果hit为true,则不为地板、天空盒等对象
    if (pickInfo.hit) {
      currentMesh = pickInfo.pickedMesh;//获取当前点击对象
      if (currentMesh.parent == null) {
        console.log("no parent")//没有父节点则就是car对象了
      } else if (currentMesh.parent.name == car.name) {
        //有父节点,证明现在点击的是子对象,而移动需要移动整个小车对象,所以设置当前点击mesh为父节点(即car对象)
        currentMesh = currentMesh.parent
      }
      console.log("currentMesh", currentMesh)
      //获取当前移动时地板的坐标
      startingPoint = getGroundPosition(evt);
      //移动物体时,暂时屏蔽相机的移动控制
      if (startingPoint) { // we need to disconnect camera from canvas
        setTimeout(function () {
          camera.detachControl(canvas);
        }, 0);
      }
    }
  }

  //鼠标点击着移动中
  var onPointerMove = function (evt) {
    if (!startingPoint) {
      return;
    }
    if (!currentMesh) {
      return;
    }
    //更新当前点击的地板位置
    var current = getGroundPosition(evt);
    if (!current) {
      return;
    }
    //更新当前小车坐标位置为点击的地板位置
    console.log('startingPoint', startingPoint)
    var diff = current.subtract(startingPoint);
    console.log('diff', diff)
    currentMesh.position.addInPlace(diff);
    console.log("currentMesh.name", currentMesh.name)
    //更新位置信息
    startingPoint = current;
  }

  //鼠标点击后松开
  var onPointerUp = function () {
    //恢复相机移动控制
    if (startingPoint) {
      camera.attachControl(canvas, true);
      startingPoint = null;
      return;
    }
  }

  //canvas绑定监听事件
  canvas.addEventListener("pointerdown", onPointerDown, false);
  canvas.addEventListener("pointerup", onPointerUp, false);
  canvas.addEventListener("pointermove", onPointerMove, false);
}


async function initRobot() {
  console.log('initRobot')
  //模型url路径
  const url = "http://localhost:8088/static/model/"
  //模型名称
  const modelName = "sportcar.babylon"
  var result = await BABYLON.SceneLoader.ImportMeshAsync(null, url, modelName, scene);
  var meshes = result.meshes
  console.log("meshes", meshes)
  car = meshes
}

function initScene() {
  //获取到renderCanvas这个元素
  var canvas = document.getElementById("renderCanvas");
  //初始化引擎
  engine = new BABYLON.Engine(canvas, true);
  //初始化场景
  var scene = new BABYLON.Scene(engine);
  //注册一个渲染循环来重复渲染场景
  engine.runRenderLoop(function () {
    scene.render();
  });
  //浏览器窗口变化时监听
  window.addEventListener("resize", function () {
    engine.resize();
  });

  //相机初始化
  camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 5, new BABYLON.Vector3(0, 0, 10), scene);
  camera.setPosition(new BABYLON.Vector3(20, 200, 400));
  //相机角度限制
  camera.upperBetaLimit = 1.5;//最大z轴旋转角度差不多45度俯瞰
  camera.lowerRadiusLimit = 50;//最小缩小比例
  camera.upperRadiusLimit = 1500;//最大放大比例
  //变焦速度
  camera.wheelPrecision = 1; //电脑滚轮速度 越小灵敏度越高
  camera.pinchPrecision = 20; //手机放大缩小速度 越小灵敏度越高
  scene.activeCamera.panningSensibility = 100;//右键平移灵敏度
  // 将相机和画布关联
  camera.attachControl(canvas, true);

  //灯光初始化
  var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 10, 0), scene);
  //设置高光颜色
  light.specular = new BABYLON.Color3(0, 0, 0);
  //设置灯光强度
  light.intensity = 1

  // 绿地初始化
  var materialPlane = new BABYLON.StandardMaterial("texturePlane", scene);
  materialPlane.diffuseColor = new BABYLON.Color3(152 / 255.0, 209 / 255.0, 115 / 255.0)
  materialPlane.backFaceCulling = false;
  materialPlane.freeze()
  plane = BABYLON.MeshBuilder.CreateDisc("ground", {radius: 3000}, scene);
  plane.rotation.x = Math.PI / 2;
  plane.material = materialPlane;
  plane.position.y = -0.1;
  plane.freezeWorldMatrix()

  //网格地板初始化
  const groundSide = 144;
  ground = BABYLON.Mesh.CreateGround("ground", groundSide, groundSide, 1, scene, true);
  var groundMaterial = new BABYLON_MATERAIAL.GridMaterial("grid", scene);
  groundMaterial.mainColor = BABYLON.Color3.White();//底板颜色
  groundMaterial.alpha = 1;//透明度
  const gridLineGray = 0.95;
  groundMaterial.lineColor = new BABYLON.Color3(gridLineGray, gridLineGray, gridLineGray);
  groundMaterial.backFaceCulling = true; // 可看到背面
  //大网格间距
  groundMaterial.majorUnitFrequency = 16;
  //小网格间距
  groundMaterial.minorUnitVisibility = 0;
  const gridOffset = 8; // 网格偏移量
  groundMaterial.gridOffset = new BABYLON.Vector3(gridOffset, 0, gridOffset);
  groundMaterial.freeze(); // 冻结材质,优化渲染速度
  ground.material = groundMaterial
  ground.freezeWorldMatrix()

  //天空盒初始化
  var skyMaterial = new BABYLON_MATERAIAL.SkyMaterial("skyMaterial", scene);
  skyMaterial.inclination = 0
  skyMaterial.backFaceCulling = false;
  skybox = BABYLON.Mesh.CreateBox("skyBox", 5000.0, scene);
  skybox.material = skyMaterial;

  return scene
}


export default {
  name: "test",
  data() {
    return {}
  },
  async mounted() {
    //加载场景
    await loadScene()
  },
}
</script>

<style scoped>
#renderCanvas {
  width: 680px;
  height: 680px;
  touch-action: none;
  z-index: 10000;
  border-radius: 10px;
}
</style>
           
  • utils.js - 公用方法封装
var utils = {
    //meshs中根据名称获取mesh
    getMeshFromMeshs(newMeshes, name) {
        var mesh = null
        newMeshes.forEach(m => {
            if (m.name == name) {
                mesh = m
            }
        })
        return mesh
    },

    //获取mesh的尺寸信息
    getMeshSize(checkmesh) {
        const sizes = checkmesh.getHierarchyBoundingVectors()
        const size = {
            x: (sizes.max.x - sizes.min.x),
            y: (sizes.max.y - sizes.min.y),
            z: (sizes.max.z - sizes.min.z)
        }
        return size
    },
}
export default utils;

           

代码分解

本文要实现的功能:

1、引入Ammo.js物理引擎

2、将地面和小车加入碰撞体,测试小车和地面的碰撞效果

3、加入方块碰撞体,测试小车和方块的碰撞效果

0.NPM安装Ammo.js物理引擎依赖

npm install kripken/ammo.js
           

1.初始化物理引擎

async function initAmmo() {
  const Ammo = await ammo();
  console.log("Ammo", Ammo)
  //启用y方向重力
  scene.enablePhysics(new BABYLON.Vector3(0, -10, 0), new BABYLON.AmmoJSPlugin(true, Ammo));

  scene.onReadyObservable.add(function () {
    console.log(scene.getPhysicsEngine()._physicsPlugin.bjsAMMO.btDefaultCollisionConfiguration());
    console.log(scene.getPhysicsEngine()._physicsPlugin._collisionConfiguration);
    console.log(scene.getPhysicsEngine()._physicsPlugin._dispatcher);
    console.log(scene.getPhysicsEngine()._physicsPlugin._solver);
    console.log(scene.getPhysicsEngine()._physicsPlugin.world);
  });
}
           

2.地面和小车加入碰撞体

function addPhysicEffect() {
  //地面启用碰撞体
  plane.physicsImpostor = new BABYLON.PhysicsImpostor(plane, BABYLON.PhysicsImpostor.BoxImpostor, {
    mass: 0,
    restitution: groundRestitution,
    friction: groundFriction
  }, scene);

  //小车启用碰撞体
  var robotBody = utils.getMeshFromMeshs(car, "Glass_Plane.006")
  console.log('robotBody', robotBody)

  var robotSize = utils.getMeshSize(robotBody)
  var robotScale = 50
  const robotScalingFactor = robotScale / 10;
  var physicsRoot = makePhysicsObjects(car, scene, robotScalingFactor, robotSize)
  //小车实例
  car = physicsRoot
}
           
  • 其中,小车初始化部分作小改动,不直接实例化,而是先存储meshs的网格列表
async function initRobot() {
  console.log('initRobot')
  //模型url路径
  const url = "http://localhost:8088/static/model/"
  //模型名称
  const modelName = "sportcar.babylon"
  var result = await BABYLON.SceneLoader.ImportMeshAsync(null, url, modelName, scene);
  var meshes = result.meshes
  console.log("meshes", meshes)
  // 直接构造一个car的父节点,然后实例化
  // var parent = new BABYLON.Mesh("car", scene);
  // const scale = 10//缩放比例
  // for (var mesh of meshes) {
  //   mesh.scaling = new BABYLON.Vector3(scale, scale, scale)
  //   mesh.parent = parent
  // }
  // //将根节点设置为全局变量
  // car = parent
      
  //不直接实例化小车节点,car对象存储meshes网格列表,在小车引入碰撞体后再实例化
  car = meshes
}
           

3.引入方块碰撞体

  • 为了方便看碰撞效果,引入方块组
  • 初始化方块组,加入碰撞体和hover高亮
function initCubes() {
  var scale = 1
  const scalingFactor = scale / 10;
  cubeParent = new BABYLON.TransformNode("cubes");
  const cubeHeight = 80 * scalingFactor
  var cube = createBasicRoundedBox(scene, "cube", cubeHeight)

  cube.position._y += cubeHeight / 2
  cube.position._x -= 100
  cube.material = new BABYLON.StandardMaterial("amaterial", scene);
  cube.material.diffuseColor = new BABYLON.Color3(16 / 255.0, 156 / 255.0, 73 / 255.0);
  cubeParent[0] = cube

  var cube2 = createBasicRoundedBox(scene, "cube2", cubeHeight)
  cube2.position._y += cubeHeight / 2
  cube2.position._x -= 100
  cube2.position._z += cubeHeight * 2
  cube2.material = new BABYLON.StandardMaterial("amaterial", scene);
  cube2.material.diffuseColor = new BABYLON.Color3(48 / 255.0, 102 / 255.0, 150 / 255.0);
  cubeParent[1] = cube2

  var cube3 = createBasicRoundedBox(scene, "cube3", cubeHeight)
  cube3.position._y += cubeHeight / 2
  cube3.position._x -= 100
  cube3.position._z -= cubeHeight * 2
  cube3.material = new BABYLON.StandardMaterial("amaterial", scene);
  cube3.material.diffuseColor = new BABYLON.Color3(199 / 255.0, 88 / 255.0, 93 / 255.0);
  cubeParent[2] = cube3

  //对象事件监听
  let actionManager = new BABYLON.ActionManager(scene);
  cube.actionManager = actionManager;
  cube2.actionManager = actionManager;
  cube3.actionManager = actionManager;

  // 方块鼠标hover高亮
  var hl = new BABYLON.HighlightLayer("hl1", scene);
  actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPointerOverTrigger, function (evn) {
    var hover_cube = evn.meshUnderPointer.id
    if (hover_cube == cube.name) {
      hl.addMesh(cube, BABYLON.Color3.White());
    } else if (hover_cube == cube2.name) {
      hl.addMesh(cube2, BABYLON.Color3.White());
    } else if (hover_cube == cube3.name) {
      hl.addMesh(cube3, BABYLON.Color3.White());
    }


  }));
  //方块鼠标hover离开取消高亮
  actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPointerOutTrigger, function (evn) {
    var hover_cube = evn.meshUnderPointer.id
    if (hover_cube == cube.name) {
      hl.removeMesh(cube);
    } else if (hover_cube == cube2.name) {
      hl.removeMesh(cube2);
    } else if (hover_cube == cube3.name) {
      hl.removeMesh(cube3);
    }
  }));

  scene.freezeMaterials();
}
           
  • 创建方块碰撞体公共方法
//创建方块碰撞体公共方法
function createBasicRoundedBox(scene, name, size, mass = 0.25, restitution = 0.5, friction = 0.5) {
  const boxSide = size;
  const sphereSide = boxSide * 3.1 / 2;
  const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', {diameter: sphereSide, segments: 16}, scene);
  const box = BABYLON.Mesh.CreateBox('box', boxSide, scene);
  const intersection = BABYLON.CSG.FromMesh(box).intersect(BABYLON.CSG.FromMesh(sphere));
  sphere.dispose();
  box.dispose();
  const roundedBox = intersection.toMesh(
      name,
      new BABYLON.StandardMaterial('roundedBoxMaterial', scene),
      scene
  );
  roundedBox.draggable = true;
  roundedBox.physicsImpostor = new BABYLON.PhysicsImpostor(
      roundedBox,
      BABYLON.PhysicsImpostor.BoxImpostor,
      {mass: mass, restitution: restitution, friction: friction}
  );
  roundedBox.material.freeze();
  roundedBox.material.specularColor = new BABYLON.Color3(0, 0, 0);
  roundedBox.freezeWorldMatrix()
  return roundedBox;
}
           

后续计划

Babylon.js

  • 自定义启动界面
  • babylonjs-gui 按钮实现
  • 将3d界面放入可拖动窗口中

Blockly

  • 入门使用blockly
  • 自定义block块
  • blockly第三方组件使用
  • 接入js-interpreter,步骤运行block块
  • …(想到啥写啥)

开源项目GitHub链接

https://github.com/Wenbile/Child-Programming-Web

资源下载链接

  • Vue前端源码
  • ThinkJS后端源码

你的点赞是我继续编写的动力

继续阅读