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hi, i am trying to throw a die like in the eample but I cannot make it work...
this is my code deployed here: https://trusting-pasteur-e49332.netlify.com/
Is there a specific order in which the physics and the DIemanger need to be initialized ?
import * as THREE from "three"; import OrbitControls from "orbit-controls-es6"; import { DiceD6, DiceManager } from "threejs-dice"; import C from 'cannon' export default class DiceStage { constructor() { this.$stage = document.getElementById('stage'); // Set Three components this.scene = new THREE.Scene(); this.scene.fog = new THREE.Fog(0x202533, -1, 100); this.world = new C.World(); // this.world.gravity.set(0, -50, 0); this.world.gravity.set(0, -9.82 * 20, 0); this.world.broadphase = new C.NaiveBroadphase(); this.world.solver.iterations = 16; this.clock = new THREE.Clock(); // Set options of our scene this.bindEvents(); this.setRender(); this.setCamera(); this.setLights(); //add DiceManager to the world DiceManager.setWorld(this.world); this.setupFloor(); this.addObjects(); setInterval(this.throwDice.bind(this), 3000); this.throwDice(); this.animate(); } bindEvents() { window.addEventListener('resize', () => { this.onResize() }) } onResize() { const { W, H } = APP.Layout; this.camera.aspect = W / H; this.camera.top = this.distance; this.camera.right = this.distance * this.camera.aspect; this.camera.bottom = -this.distance; this.camera.left = -this.distance * this.camera.aspect; this.camera.updateProjectionMatrix(); this.renderer.setSize(W, H); } setCamera() { const aspect = window.innerWidth / window.innerHeight; this.distance = 15; // this.camera = new THREE.OrthographicCamera(-this.distance * aspect, this.distance * aspect, this.distance, -this.distance, -1, 100) var VIEW_ANGLE = 45, NEAR = 0.01, FAR = 20000; this.camera = new THREE.PerspectiveCamera(VIEW_ANGLE, aspect, NEAR, FAR); this.controls = new OrbitControls(this.camera, this.$stage); this.camera.position.set(-10, 10, 10); this.camera.lookAt(new THREE.Vector3()); this.camera.updateProjectionMatrix(); } setLights() { const ambient = new THREE.AmbientLight(0xcccccc); this.scene.add(ambient); const foreLight = new THREE.DirectionalLight(0xffffff, 0.5); foreLight.position.set(5, 5, 20); this.scene.add(foreLight); const backLight = new THREE.DirectionalLight(0xffffff, 1); backLight.position.set(-5, -5, -10); this.scene.add(backLight); let light = new THREE.SpotLight(0xefdfd5, 1.3); light.position.y = 100; light.target.position.set(0, 0, 0); light.castShadow = true; light.shadow.camera.near = 50; light.shadow.camera.far = 110; light.shadow.mapSize.width = 1024; light.shadow.mapSize.height = 1024; this.scene.add(light); } setRender() { this.renderer = new THREE.WebGLRenderer({ antialias: true, canvas: this.$stage, }); this.renderer.setClearColor(0x1a1e1c); this.renderer.setSize(APP.Layout.W, APP.Layout.H); this.renderer.setPixelRatio(window.devicePixelRatio); this.renderer.shadowMap.enabled = true; this.renderer.shadowMap.type = THREE.PCFSoftShadowMap; } animate() { this.draw(); requestAnimationFrame(this.animate.bind(this)); } draw() { this.updatePhysics(); this.renderer.render(this.scene, this.camera); if (this.controls) { this.controls.update(); } } updatePhysics() { this.world.step(1 / 60); this.dice.updateBodyFromMesh(); } setupFloor() { // FLOOR var floorMaterial = new THREE.MeshPhongMaterial({ color: '#22eeff', side: THREE.DoubleSide }); var floorGeometry = new THREE.PlaneGeometry(30, 30, 10, 10); var floor = new THREE.Mesh(floorGeometry, floorMaterial); floor.receiveShadow = true; floor.rotation.x = Math.PI / 2; this.scene.add(floor); let floorBody = new C.Body({ mass: 0, shape: new C.Plane(), material: DiceManager.floorBodyMaterial }); floorBody.quaternion.setFromAxisAngle(new C.Vec3(1, 0, 0), -Math.PI / 2); this.world.add(floorBody); } addObjects() { this.dice = new DiceD6({ size: 1.5, backColor: '#990000' }); this.scene.add(this.dice.getObject()); this.dice.getObject().position.y = 2; this.dice.getObject().rotation.x = 20 * Math.PI / 180; } throwDice() { let rand = Math.random() * 5; let i = 0; let yRand = Math.random() * 20; this.dice.getObject().position.x = 0; this.dice.getObject().position.y = 4 + Math.floor(i / 3) * 1.5; this.dice.getObject().position.z = 0; this.dice.getObject().quaternion.x = (Math.random() * 90 - 45) * Math.PI / 180; this.dice.getObject().quaternion.z = (Math.random() * 90 - 45) * Math.PI / 180; this.dice.updateBodyFromMesh(); this.dice.getObject().body.velocity.set(25 + rand, 40 + yRand, 15 + rand); this.dice.getObject().body.angularVelocity.set(20 * Math.random() - 10, 20 * Math.random() - 10, 20 * Math.random() - 10); DiceManager.prepareValues([{ dice: this.dice, value: 2 }]); } }
The text was updated successfully, but these errors were encountered:
Hey! Did you figure this out in the end? I'm facing the similar problems having just started to try using this code. Thanks!
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hi, i am trying to throw a die like in the eample but I cannot make it work...
this is my code deployed here: https://trusting-pasteur-e49332.netlify.com/
Is there a specific order in which the physics and the DIemanger need to be initialized ?
The text was updated successfully, but these errors were encountered: