• Three.js中实现碰撞检测


    1. 引言

    碰撞检测是三维场景中常见的需求,Three.js是常用的前端三维JavaScript库,本文就如何在Three.js中进行碰撞检测进行记述

    主要使用到的方法有:

    • 射线法Raycaster
    • 包围盒bounding box
    • 物理引擎Cannon.js

    2. Raycaster

    Raycaster用于进行raycasting(光线投射), 光线投射用于进行鼠标拾取(在三维空间中计算出鼠标移过了什么物体)

    在某些情况下也能用于初略的碰撞检测

    示例如下:

    html>
    <html lang="en">
    <head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Documenttitle>
    <style>
    html,
    body,
    canvas {
    height: 100%;
    width: 100%;
    margin: 0;
    }
    style>
    head>
    <body>
    <canvas id="canvas">canvas>
    <script type="importmap">
    {
    "imports": {
    "three": "https://unpkg.com/three/build/three.module.js",
    "three/addons/": "https://unpkg.com/three/examples/jsm/"
    }
    }
    script>
    <script type="module">
    import * as THREE from 'three';
    import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
    import Stats from 'three/addons/libs/stats.module.js'
    const scene = new THREE.Scene();
    const raycaster = new THREE.Raycaster();
    const geometry = new THREE.BoxGeometry(1, 1, 1);
    const material = new THREE.MeshBasicMaterial({ color: 0x0000ff });
    const cube = new THREE.Mesh(geometry, material);
    scene.add(cube);
    // 创建性能监视器
    let stats = new Stats();
    // 将监视器添加到页面中
    document.body.appendChild(stats.domElement)
    const canvas = document.querySelector('#canvas');
    const camera = new THREE.PerspectiveCamera(75, canvas.clientWidth / canvas.clientHeight, 0.1, 100000);
    camera.position.set(0, 0, 10);
    // 添加环境光
    const ambient = new THREE.AmbientLight("#FFFFFF");
    ambient.intensity = 5;
    scene.add(ambient);
    // 添加平行光
    const directionalLight = new THREE.DirectionalLight("#FFFFFF");
    directionalLight.position.set(0, 0, 0);
    directionalLight.intensity = 16;
    scene.add(directionalLight);
    // 添加Box
    const box = new THREE.BoxGeometry(1, 1, 1);
    const boxMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
    const boxMesh = new THREE.Mesh(box, boxMaterial);
    boxMesh.position.set(6, 0, 0);
    scene.add(boxMesh);
    const renderer = new THREE.WebGLRenderer({
    canvas: document.querySelector('#canvas'),
    antialias: true
    });
    renderer.setSize(window.innerWidth, window.innerHeight, false)
    const controls = new OrbitControls(camera, renderer.domElement);
    function animate() {
    // 更新帧数
    stats.update()
    boxMesh.position.x -= 0.01;
    cube.material.color.set(0x0000ff);
    raycaster.set(boxMesh.position, new THREE.Vector3(-1, 0, 0).normalize());
    const intersection = raycaster.intersectObject(cube);
    if (intersection.length > 0) {
    if (intersection[0].distance < 0.5) {
    intersection[0].object.material.color.set(0xff0000);
    }
    }
    raycaster.set(boxMesh.position, new THREE.Vector3(1, 0, 0).normalize());
    const intersection2 = raycaster.intersectObject(cube);
    if (intersection2.length > 0) {
    if (intersection2[0].distance < 0.5) {
    intersection2[0].object.material.color.set(0xff0000);
    }
    }
    requestAnimationFrame(animate);
    renderer.render(scene, camera);
    }
    animate();
    script>
    body>
    html>

    动画

    可以看到,两个立方体在刚接触时和要分开时检测出了碰撞,但是在两个立方体接近重合时却没检测出碰撞

    这是因为Raycaster使用的是一根射线来检测,射线需要起点和方向,上述例子中将起点设为绿色立方体的中心,当绿色立方体中心在蓝色立方体内时,就检测不出碰撞了

    另外,射线是需要方向的,上述示例中设置为检测左右两个方向,然而方向是难以穷举的,太多的Raycaster也严重损耗性能

    所以说,Raycaster在某些情况下也能用于初略的碰撞检测,然而问题是显著的

    3. bounding box

    bounding box,在Three.js中为Box3类,表示三维空间中的一个轴对齐包围盒(axis-aligned bounding box,AABB)

    利用bounding box,可以用来检测物体是否相交(即,碰撞)

    示例如下(和Raycaster部分的代码相比只修改了animate函数):

    html>
    <html lang="en">
    <head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Documenttitle>
    <style>
    html,
    body,
    canvas {
    height: 100%;
    width: 100%;
    margin: 0;
    }
    style>
    head>
    <body>
    <canvas id="canvas">canvas>
    <script type="importmap">
    {
    "imports": {
    "three": "https://unpkg.com/three/build/three.module.js",
    "three/addons/": "https://unpkg.com/three/examples/jsm/"
    }
    }
    script>
    <script type="module">
    import * as THREE from 'three';
    import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
    import Stats from 'three/addons/libs/stats.module.js'
    const scene = new THREE.Scene();
    const raycaster = new THREE.Raycaster();
    const geometry = new THREE.BoxGeometry(1, 1, 1);
    const material = new THREE.MeshBasicMaterial({ color: 0x0000ff });
    const cube = new THREE.Mesh(geometry, material);
    scene.add(cube);
    // 创建性能监视器
    let stats = new Stats();
    // 将监视器添加到页面中
    document.body.appendChild(stats.domElement)
    const canvas = document.querySelector('#canvas');
    const camera = new THREE.PerspectiveCamera(75, canvas.clientWidth / canvas.clientHeight, 0.1, 100000);
    camera.position.set(0, 0, 10);
    // 添加环境光
    const ambient = new THREE.AmbientLight("#FFFFFF");
    ambient.intensity = 5;
    scene.add(ambient);
    // 添加平行光
    const directionalLight = new THREE.DirectionalLight("#FFFFFF");
    directionalLight.position.set(0, 0, 0);
    directionalLight.intensity = 16;
    scene.add(directionalLight);
    // 添加Box
    const box = new THREE.BoxGeometry(1, 1, 1);
    const boxMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
    const boxMesh = new THREE.Mesh(box, boxMaterial);
    boxMesh.position.set(6, 0, 0);
    scene.add(boxMesh);
    const renderer = new THREE.WebGLRenderer({
    canvas: document.querySelector('#canvas'),
    antialias: true
    });
    renderer.setSize(window.innerWidth, window.innerHeight, false)
    const controls = new OrbitControls(camera, renderer.domElement);
    function animate() {
    // 更新帧数
    stats.update()
    boxMesh.position.x -= 0.02;
    const cubeBox = new THREE.Box3().setFromObject(cube);
    const boxMeshBox = new THREE.Box3().setFromObject(boxMesh);
    cubeBox.intersectsBox(boxMeshBox) ? cube.material.color.set(0xff0000) : cube.material.color.set(0x0000ff);
    requestAnimationFrame(animate);
    renderer.render(scene, camera);
    }
    animate();
    script>
    body>
    html>

    动画1

    可以看到,在Three.js中使用bounding box来检测碰撞效果还可以,当然,AABB这种bounding box是将物体用一个立方体或长方体包围起来,如果物体的形状很不规则,那么使用bounding box来检测碰撞可能是不够精细的,比如下面这个例子:

    动画2

    示例中绿色立方体还没撞到蓝色锥体,但是bounding box已经检测出碰撞

    所以,利用bounding box来检测物体是否相交是大体可行的

    4. Cannon.js

    Cannon.js是一个3d物理引擎,它能实现常见的碰撞检测,各种体形,接触,摩擦和约束功能

    这里笔者想借助物理引擎来实现碰撞检测,当然,其他的物理引擎(如,Ammo.js,Oimo.js等)也是可以的

    使用Cannon.js进行两个Cube的碰撞检测示例如下:

    html>
    <html lang="en">
    <head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Documenttitle>
    <style>
    html,
    body,
    canvas {
    height: 100%;
    width: 100%;
    margin: 0;
    }
    style>
    head>
    <body>
    <canvas id="canvas">canvas>
    <script type="importmap">
    {
    "imports": {
    "three": "https://unpkg.com/three/build/three.module.js",
    "three/addons/": "https://unpkg.com/three/examples/jsm/"
    }
    }
    script>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/cannon.js/0.6.2/cannon.js">script>
    <script type="module">
    import * as THREE from 'three';
    import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
    import Stats from 'three/addons/libs/stats.module.js'
    const scene = new THREE.Scene();
    const world = new CANNON.World()
    // 创建性能监视器
    let stats = new Stats();
    // 将监视器添加到页面中
    document.body.appendChild(stats.domElement)
    const canvas = document.querySelector('#canvas');
    const camera = new THREE.PerspectiveCamera(75, canvas.clientWidth / canvas.clientHeight, 0.1, 100000);
    camera.position.set(0, 0, 10);
    // 添加环境光
    const ambient = new THREE.AmbientLight("#FFFFFF");
    ambient.intensity = 5;
    scene.add(ambient);
    // 添加平行光
    const directionalLight = new THREE.DirectionalLight("#FFFFFF");
    directionalLight.position.set(0, 0, 0);
    directionalLight.intensity = 16;
    scene.add(directionalLight);
    // 创建第一个Cube的Three.js模型
    const cubeGeometry1 = new THREE.BoxGeometry(1, 1, 1);
    const cubeMaterial1 = new THREE.MeshBasicMaterial({ color: 0x0000ff });
    const cube1 = new THREE.Mesh(cubeGeometry1, cubeMaterial1);
    scene.add(cube1);
    // 创建第一个Cube的Cannon.js刚体
    const cubeShape1 = new CANNON.Box(new CANNON.Vec3(0.5, 0.5, 0.5));
    const cubeBody1 = new CANNON.Body({ mass: 1, shape: cubeShape1 });
    cubeBody1.position.set(1, 0, 0);
    world.addBody(cubeBody1);
    // 创建第二个Cube的Three.js模型
    const cubeGeometry2 = new THREE.BoxGeometry(1, 1, 1);
    const cubeMaterial2 = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
    const cube2 = new THREE.Mesh(cubeGeometry2, cubeMaterial2);
    scene.add(cube2);
    // 创建第二个Cube的Cannon.js刚体
    const cubeShape2 = new CANNON.Box(new CANNON.Vec3(0.5, 0.5, 0.5));
    const cubeBody2 = new CANNON.Body({ mass: 1, shape: cubeShape2 });
    cubeBody2.position.set(-1, 0, 0);
    world.addBody(cubeBody2);
    // 监听碰撞事件
    cubeBody2.addEventListener("collide", function (e) {
    cube2.material.color.set(0xff0000);
    });
    const renderer = new THREE.WebGLRenderer({
    canvas: document.querySelector('#canvas'),
    antialias: true
    });
    renderer.setSize(window.innerWidth, window.innerHeight, false)
    const controls = new OrbitControls(camera, renderer.domElement);
    function animate() {
    // 更新帧数
    stats.update()
    world.step(1 / 60);
    cubeBody1.position.x -= 0.02;
    // 更新Three.js模型的位置
    cube1.position.copy(cubeBody1.position);
    cube1.quaternion.copy(cubeBody1.quaternion);
    cube2.position.copy(cubeBody2.position);
    cube2.quaternion.copy(cubeBody2.quaternion);
    requestAnimationFrame(animate);
    renderer.render(scene, camera);
    }
    animate();
    script>
    body>
    html>

    动画3

    至于精确性呢,使用Cannon.js也是不错的,示例如下:

    动画4

    看上去,使用Cannon.js的效果是相当不错的,在追求效果的情况下使用物理引擎是不错的选择,当然,增加的编码成本、计算开销也是不少

    5. 参考资料

    [1] Raycaster – three.js docs (three3d.cn)

    [2] Box3 – three.js docs (threejs.org)

    [3] schteppe/cannon.js: A lightweight 3D physics engine written in JavaScript. (github.com)

    [4] Three.js - 物体碰撞检测(二十六) - 掘金 (juejin.cn)

    [5] Three.js 进阶之旅:物理效果-碰撞和声音 💥 - 掘金 (juejin.cn)

    [6] pmndrs/cannon-es: 💣 A lightweight 3D physics engine written in JavaScript. (github.com)

    [7] Cannon.js -- 3d物理引擎_cannon-es_acqui~Zhang的博客-CSDN博客

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  • 原文地址:https://www.cnblogs.com/jiujiubashiyi/p/17644281.html