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this.shootHeight = 4
gui.add(c, 'shootHeight', 0, 10);
WebGLRenderer({precision: "mediump",
hp = new OimoHelper(scene);
world = new OIMO.World({gravity: [0,-20,0], random:false})
levels = new canBallLevels(c, hp, ballControls)
velocitySqLimit = (c.ballRad/world.timeStep);
oldTimeStep = world.timeStep
// physics.update(dt, 5);
}
world.step();
flyingCheck();
world.removeRigidBody(ground.body)
world.removeRigidBody(item.body)
wall = hp.addBox({ size:[c.roomWidth*2, 80,4*c.canRad], pos:[0, 0 , -c.disdanceHalf-2*c.canHeight] , restitution:0.005});
ground = hp.addBox({ size:[c.roomWidth, 0.2,3*c.ballRad], pos:[0,c.groundY -0.1 ,c.disdanceHalf], });
clearInterval(checkfun); checkfun = setInterval(checkResult1, 3000)
--
var flyingBalls = []
var velocitySqLimit, oldTimeStep
var ballProcess = {
zero : new THREE.Vector3(),
selectBall : function (){
controls.enabled = false;
},
throwBall : function (ball, to,delta){
controls.enabled = true;
// to.sub(ball.position).normalize()
// to.divideScalar(delta).multiplyScalar (c.forceFactor)
// ball.body.applyImpulse(this.zero, to);
var to = new THREE.Vector3();
to.set(0,c.shootHeight,-38)
to.normalize()
to.multiplyScalar(c.forceFactor)
ball.body.linearVelocity.copy(to)
var flyingBall = ball.body;
if (Math.abs(flyingBall.linearVelocity.z) >= velocitySqLimit) {
var dist2NearestZ = ball.body.position.z - levels.nearestZ ;
var distOneSteps = world.timeStep*(-ball.body.linearVelocity.z);
var distModLeft = dist2NearestZ % distOneSteps;
flyingBall.changeStepAtPosZ = ball.body.position.z - (dist2NearestZ - distModLeft)
flyingBall.newTimeStep = c.ballRad/(-ball.body.linearVelocity.z)
}
flyingBalls.push(flyingBall)
var index = ballControls.arrBall.indexOf(flyingBall.mesh)
ballControls.arrBall.splice(index, 1)
ball.body.onCollide = function(bodyOther, pos){
if (bodyOther !== ground.body){
particle.createExplosion(pos)
}
}
}
}
function flyingCheck(){
var minTimeStep = oldTimeStep;
flyingBalls.forEach(function(flyingBall, index) {
if (flyingBall.position.y < 0){
flyingBalls.splice(index,1)
world.removeRigidBody(flyingBall)
scene.remove(flyingBall.mesh)
flyingBall.mesh = null;
flyingBall = null;
return;
}
if (Math.abs(flyingBall.linearVelocity.z) >= velocitySqLimit
&& flyingBall.position.z < flyingBall.changeStepAtPosZ)
{
if (flyingBall.newTimeStep < minTimeStep)
minTimeStep = flyingBall.newTimeStep;
}
})
world.timeStep = minTimeStep;
ballControls.arrTarget.forEach(function(item, index) {
if (item.position.y < 0){
if (item.body){
world.removeRigidBody(item.body)
item.body = null;
}
scene.remove(item)
ballControls.arrTarget.splice(index,1)
levels.nTarget--;
}
});
}
function checkResult1(){
if (levels.nTarget <= 0){
console.log('succeed')
clearInterval(checkfun); checkfun = null;
return;
}
if (ballControls.arrBall.length === 0){
if (flyingBalls.length === 0){
setTimeout(checkResult2, 3000)
}else{
setTimeout(checkResult2, 6000)
}
clearInterval(checkfun); checkfun = null;
}
}
function checkResult2(){
if (levels.nTarget <= 0){
console.log('succeed')
}
else{
console.log('failed')
}
}
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