当我尝试在用cannon.js创建的平台之间进行碰撞时,另一个框...碰撞取决于我放置此框的位置。有时盒子会经过平台。
然而,如果我在这个平台和一个球体之间发生碰撞,它就会完美地运行。
我的猜测是,为什么会发生这种情况? 最重要的是......我能做些什么来解决它?
请原谅我的错误写错...我的英语水平不是很好。 这是代码,提前谢谢:<!DOCTYPE html>
<html>
<head>
<title>pruebas</title>
<style>canvas { width: 100%; height: 100% }
body {margin:0px; padding: 0px}
</style>
<script src="JS/ThreeJS/three.js"></script>
<script src="JS/cannon.js"></script>
</head>
<body>
<script>
//************************************** FISICA
var world = new CANNON.World();
world.gravity.set(0,-50,0);
world.broadphase = new CANNON.NaiveBroadphase();
//*************************************** RENDERER
var scene = new THREE.Scene();
var renderer = new THREE.WebGLRenderer( { antialias: true } );
document.body.appendChild(renderer.domElement);
renderer.setClearColor("#000000");
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
renderer.shadowMapSoft = true;
//**************************************** LIGHT
var light = new THREE.SpotLight("white");
light.position.set(-180,100,-90);
light.castShadow = true;
light.shadowDarkness = 1;
light.intensity = 3;
scene.add(light);
//****************************************** PLATFORMS
//plane_fisic
var groundShape = new CANNON.Plane();
var groundBody = new CANNON.RigidBody(0,groundShape);
groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1,0,0),-Math.PI/2);
world.add(groundBody);
//plane_mesh
var geometry = new THREE.PlaneGeometry( 300, 300, 50, 50 );
geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
var material = new THREE.MeshLambertMaterial( { color: 0xdddddd } );
var plano = new THREE.Mesh( geometry, material );
plano.castShadow = true;
plano.receiveShadow = true;
scene.add(plano);
//box_fisic
var forma = new CANNON.Box(new CANNON.Vec3(80,5,50));
var mass = 0;
var alma_table = new CANNON.RigidBody(mass,forma);
alma_table.position.y = 35;
alma_table.useQuaternion = true;
world.add(alma_table);
//box_mesh
var floorMaterial = new THREE.MeshPhongMaterial();
var tableGeometry = new THREE.CubeGeometry(160,10,100);
var table = new THREE.Mesh(tableGeometry,floorMaterial);
table.castShadow = true;
table.receiveShadow = true;
table.ambientLightColor = true;
scene.add(table);
//************************************** OBJETS
//BOX
//fisic
var forma = new CANNON.Box(new CANNON.Vec3(8,8,8));
var mass = 2;
var box_alma = new CANNON.RigidBody(mass,forma);
box_alma.position.y = 80;
box_alma.position.x = 0;
box_alma.position.z = 0;
box_alma.useQuaternion = true;
world.add(box_alma);
//mesh
var floorMaterial = new THREE.MeshPhongMaterial();
var tableGeometry =new THREE.CubeGeometry(16,16,16);
var box = new THREE.Mesh(tableGeometry,floorMaterial);
box.castShadow = true;
box.receiveShadow = true;
box.ambientLightColor = true;
scene.add(box);
//BOX2
//fisic
var forma = new CANNON.Box(new CANNON.Vec3(8,8,8));
var mass = 2;
var box_alma2 = new CANNON.RigidBody(mass,forma);
box_alma2.position.y = 80;
box_alma2.position.x = -40;
box_alma2.position.z = +20;
box_alma2.useQuaternion = true;
world.add(box_alma2);
//mesh
var floorMaterial = new THREE.MeshPhongMaterial();
var tableGeometry =new THREE.CubeGeometry(16,16,16);
var box2 = new THREE.Mesh(tableGeometry,floorMaterial);
box2.castShadow = true;
box2.receiveShadow = true;
box2.ambientLightColor = true;
scene.add(box2);
//BOX3
//fisic
var forma = new CANNON.Box(new CANNON.Vec3(8,8,8));
var mass = 2;
var box_alma3 = new CANNON.RigidBody(mass,forma);
box_alma3.position.y = 80;
box_alma3.position.x = 50;
box_alma3.position.z = 0;
box_alma3.useQuaternion = true;
world.add(box_alma3);
//mesh
var floorMaterial = new THREE.MeshPhongMaterial();
var tableGeometry =new THREE.CubeGeometry(16,16,16);
var box3 = new THREE.Mesh(tableGeometry,floorMaterial);
box3.castShadow = true;
box3.receiveShadow = true;
box3.ambientLightColor = true;
scene.add(box3);
//****************************************************** CÁMARA
var camera = new THREE.PerspectiveCamera(40, window.innerWidth/window.innerHeight, 0.1, 150000);
camera.position.z =300;
camera.position.y=130;
camera.position.x=0;
camera.lookAt(scene.position)
update = function(){
world.step(1/60);
alma_table.position.copy(table.position);
alma_table.quaternion.copy(table.quaternion);
box_alma2.position.copy(box2.position);
box_alma2.quaternion.copy(box2.quaternion);
box_alma.position.copy(box.position);
box_alma.quaternion.copy(box.quaternion);
box_alma3.position.copy(box3.position);
box_alma3.quaternion.copy(box3.quaternion);
}
var loop = function () {
requestAnimationFrame(loop);
renderer.render(scene,camera);
update();
}
loop();
</script>
</body>
</html>