第十四节:物理引擎集成:Cannon.js入门
第十四节:物理引擎集成:Cannon.js入门
引言
物理引擎为3D世界注入真实感,让物体遵循重力、碰撞和动量等物理规律。Cannon.js是Three.js生态中最强大的物理引擎之一,本文将深入解析其核心机制,并通过Vue3实现物理沙盒系统,让你掌握动态仿真的核心技术。
1. 物理引擎基础
1.1 核心概念
1.2 工作流程
2. Cannon.js核心API
2.1 初始化物理世界
<script setup>
import * as CANNON from 'cannon';
import * as THREE from 'three';// 创建物理世界
const world = new CANNON.World();
world.gravity.set(0, -9.82, 0); // 设置重力
world.broadphase = new CANNON.NaiveBroadphase(); // 碰撞检测算法
world.solver.iterations = 10; // 求解器迭代次数
</script>
2.2 刚体与形状
// 创建刚体
const body = new CANNON.Body({mass: 5, // 质量 (0 = 静态)position: new CANNON.Vec3(0, 10, 0),shape: new CANNON.Box(new CANNON.Vec3(1, 1, 1)) // 盒子形状
});// 添加物理世界
world.addBody(body);// 更多形状:
const sphereShape = new CANNON.Sphere(0.5); // 球体
const cylinderShape = new CANNON.Cylinder(0.5, 0.5, 2, 16); // 圆柱
const planeShape = new CANNON.Plane(); // 平面
2.3 材质与碰撞
// 创建材质
const concrete = new CANNON.Material('concrete');
const rubber = new CANNON.Material('rubber');// 定义接触材质
const concreteRubberContact = new CANNON.ContactMaterial(concrete,rubber,{friction: 0.8, // 摩擦系数restitution: 0.5 // 弹性系数}
);world.addContactMaterial(concreteRubberContact);
3. Three.js集成
3.1 物理-视觉同步
<script setup>
import { ref, onMounted } from 'vue';const physicsObjects = ref([]);// 添加物理对象
function addPhysicsObject(threeMesh, cannonBody) {physicsObjects.value.push({mesh: threeMesh,body: cannonBody});scene.add(threeMesh);world.addBody(cannonBody);
}// 同步位置
function syncPhysics() {physicsObjects.value.forEach(obj => {obj.mesh.position.copy(obj.body.position);obj.mesh.quaternion.copy(obj.body.quaternion);});
}// 物理更新循环
function physicsStep() {world.step(1/60); // 60FPSsyncPhysics();requestAnimationFrame(physicsStep);
}onMounted(physicsStep);
</script>
3.2 碰撞事件处理
// 碰撞事件监听
body.addEventListener('collide', (e) => {const impactStrength = e.contact.getImpactVelocityAlongNormal();// 播放声音if (impactStrength > 2) {playCollisionSound(impactStrength);}// 视觉反馈gsap.to(mesh.material.color, {r: 1, g: 0, b: 0,duration: 0.3,yoyo: true,repeat: 1});
});
3.3 射线检测
const raycaster = new CANNON.Ray();
const rayResult = new CANNON.RaycastResult();function castRay(from, to) {raycaster.origin.copy(from);raycaster.direction.copy(to).sub(from).normalize();raycaster.collisionMask = 1; // 碰撞组rayResult.reset();world.raycastClosest(raycaster, rayResult);if (rayResult.hasHit) {return {hitPoint: rayResult.hitPointWorld,body: rayResult.body};}return null;
}
4. 约束与关节
4.1 铰链关节
// 创建两个刚体
const bodyA = new CANNON.Body({ mass: 0 }); // 固定基座
const bodyB = new CANNON.Body({ mass: 1 }); // 可动部分// 创建铰链约束
const hinge = new CANNON.HingeConstraint(bodyA,bodyB,{pivotA: new CANNON.Vec3(0, 0, 0), // 基座连接点pivotB: new CANNON.Vec3(0, -1, 0), // 可动部分连接点axisA: new CANNON.Vec3(0, 0, 1), // 基座旋转轴axisB: new CANNON.Vec3(0, 0, 1) // 可动部分旋转轴}
);// 添加约束
world.addConstraint(hinge);// 添加马达驱动
hinge.enableMotor();
hinge.setMotorSpeed(Math.PI); // 1转/秒
hinge.setMotorMaxForce(100);
4.2 弹簧约束
const spring = new CANNON.Spring(bodyA, // 物体AbodyB, // 物体B{localAnchorA: new CANNON.Vec3(0,0,0),localAnchorB: new CANNON.Vec3(0,0,0),restLength: 5, // 自然长度stiffness: 50, // 刚度damping: 5 // 阻尼}
);// 手动更新(需每帧调用)
function updateSprings() {spring.applyForce();
}
4.3 点对点约束
const p2p = new CANNON.PointToPointConstraint(bodyA,new CANNON.Vec3(0,1,0), // 物体A连接点bodyB,new CANNON.Vec3(0,-1,0) // 物体B连接点
);// 设置最大力
p2p.maxForce = 100;
world.addConstraint(p2p);
5. 车辆控制器
5.1 车辆组装
function createCar() {const carBody = new CANNON.Body({ mass: 1000 });carBody.addShape(new CANNON.Box(new CANNON.Vec3(1.5, 0.5, 3)));const wheelBodies = [];const wheelPositions = [new CANNON.Vec3(-1, -0.5, 1.5), // 前左new CANNON.Vec3(1, -0.5, 1.5), // 前右new CANNON.Vec3(-1, -0.5, -1.5), // 后左new CANNON.Vec3(1, -0.5, -1.5) // 后右];wheelPositions.forEach(pos => {const wheelBody = new CANNON.Body({ mass: 20 });wheelBody.addShape(new CANNON.Sphere(0.4));wheelBody.position.copy(pos);// 车轮约束const constraint = new CANNON.PointToPointConstraint(carBody,pos.clone(),wheelBody,new CANNON.Vec3(0,0,0));wheelBodies.push(wheelBody);world.addBody(wheelBody);world.addConstraint(constraint);});return { carBody, wheelBodies };
}
5.2 车辆控制
<script setup>
import { onMounted, onUnmounted } from 'vue';const car = ref(null);
const steering = ref(0);
const engineForce = ref(0);function initCar() {car.value = createCar();scene.add(createCarVisual(car.value));
}// 键盘控制
function onKeyDown(event) {switch(event.key) {case 'ArrowUp':engineForce.value = 500;break;case 'ArrowDown':engineForce.value = -300;break;case 'ArrowLeft':steering.value = Math.PI/8;break;case 'ArrowRight':steering.value = -Math.PI/8;break;}
}// 更新车辆
function updateCar() {if (!car.value) return;// 应用引擎力car.value.wheelBodies[0].applyLocalForce(new CANNON.Vec3(engineForce.value, 0, 0),new CANNON.Vec3(0,0,0));// 转向car.value.wheelBodies[0].quaternion.setFromAxisAngle(new CANNON.Vec3(0,1,0), steering.value);// 重置控制engineForce.value = 0;steering.value = 0;
}onMounted(() => {window.addEventListener('keydown', onKeyDown);world.addEventListener('postStep', updateCar);
});onUnmounted(() => {window.removeEventListener('keydown', onKeyDown);world.removeEventListener('postStep', updateCar);
});
</script>
6. 角色控制器
6.1 角色物理体
function createCharacter() {const body = new CANNON.Body({mass: 70, // 70kgposition: new CANNON.Vec3(0, 5, 0),fixedRotation: true // 防止摔倒});// 胶囊体形状const capsule = new CANNON.Capsule(0.3, 1.6);body.addShape(capsule);// 角色状态body.velocity = new CANNON.Vec3();body.canJump = true;return body;
}
6.2 角色移动控制
function updateCharacter(deltaTime) {if (!characterBody) return;// 键盘输入const direction = new CANNON.Vec3();if (keys.ArrowUp) direction.z = -1;if (keys.ArrowDown) direction.z = 1;if (keys.ArrowLeft) direction.x = -1;if (keys.ArrowRight) direction.x = 1;// 标准化方向if (direction.length() > 0) {direction.normalize();// 根据相机方向旋转移动向量const cameraQuat = new THREE.Quaternion();camera.getWorldQuaternion(cameraQuat);const rotatedDirection = direction.applyQuaternion(cameraQuat);// 应用移动力characterBody.velocity.x = rotatedDirection.x * 5;characterBody.velocity.z = rotatedDirection.z * 5;} else {// 摩擦力停止characterBody.velocity.x *= 0.9;characterBody.velocity.z *= 0.9;}// 跳跃if (keys.Space && characterBody.canJump) {characterBody.velocity.y = 8;characterBody.canJump = false;}// 检测地面const rayStart = characterBody.position.clone();rayStart.y -= 1.8; // 脚部位置const rayEnd = rayStart.clone();rayEnd.y -= 0.1;const result = castRay(rayStart, rayEnd);characterBody.canJump = result?.body?.material?.name === 'ground';
}
6.3 相机跟随
function updateCamera() {const charPos = characterBody.position;// 第三人称相机const offset = new THREE.Vector3(0, 2, 5);offset.applyQuaternion(camera.quaternion);camera.position.copy(charPos).add(offset);camera.lookAt(charPos.x, charPos.y + 1.6, charPos.z);
}
7. Vue3物理沙盒系统
7.1 项目结构
src/├── components/│ ├── PhysicsSandbox.vue // 主沙盒│ ├── ObjectSpawner.vue // 物体生成器│ ├── ConstraintCreator.vue // 约束工具│ └── PhysicsDebugger.vue // 物理调试└── App.vue
7.2 物理沙盒主组件
<!-- PhysicsSandbox.vue -->
<template><div class="physics-sandbox"><canvas ref="canvasRef"></canvas><div class="controls"><ObjectSpawner @spawn="spawnObject" /><ConstraintCreator :objects="sceneObjects" @create-constraint="createConstraint"/><PhysicsDebugger :world="world" /></div><div class="stats"><div>FPS: {{ stats.fps }}</div><div>物体数: {{ sceneObjects.length }}</div></div></div>
</template><script setup>
import { ref, reactive, onMounted } from 'vue';
import * as THREE from 'three';
import * as CANNON from 'cannon';
import { PhysicsDebugger } from './PhysicsDebugger.vue';// 物理世界
const world = ref(new CANNON.World());
world.value.gravity.set(0, -9.82, 0);// 场景对象
const sceneObjects = reactive([]);
const physicsObjects = ref([]);// 初始化场景
onMounted(() => {initScene();initGround();startPhysicsLoop();
});// 生成物体
function spawnObject(type) {const position = new THREE.Vector3(Math.random() * 10 - 5,10,Math.random() * 10 - 5);let threeObj, cannonBody;switch(type) {case 'box':threeObj = new THREE.Mesh(new THREE.BoxGeometry(1,1,1),new THREE.MeshStandardMaterial({ color: 0xff0000 }));cannonBody = new CANNON.Body({mass: 1,shape: new CANNON.Box(new CANNON.Vec3(0.5,0.5,0.5))});break;case 'sphere':threeObj = new THREE.Mesh(new THREE.SphereGeometry(0.5),new THREE.MeshStandardMaterial({ color: 0x00ff00 }));cannonBody = new CANNON.Body({mass: 1,shape: new CANNON.Sphere(0.5)});break;// 其他类型...}threeObj.position.copy(position);cannonBody.position.copy(position);scene.add(threeObj);world.value.addBody(cannonBody);sceneObjects.push(threeObj);physicsObjects.value.push({mesh: threeObj,body: cannonBody});
}// 创建约束
function createConstraint({ objectA, objectB, type }) {const bodyA = physicsObjects.value.find(o => o.mesh === objectA).body;const bodyB = physicsObjects.value.find(o => o.mesh === objectB).body;let constraint;switch(type) {case 'hinge':constraint = new CANNON.HingeConstraint(bodyA,bodyB,// 参数...);break;case 'spring':constraint = new CANNON.Spring(bodyA,bodyB,// 参数...);break;}world.value.addConstraint(constraint);
}
</script>
7.3 物理调试器
<!-- PhysicsDebugger.vue -->
<template><div class="physics-debugger"><button @click="toggleDebug">调试模式: {{ debugMode ? '开启' : '关闭' }}</button><div v-if="debugMode" class="debug-options"><label><input type="checkbox" v-model="showColliders">显示碰撞体</label><label><input type="checkbox" v-model="showContacts">显示接触点</label></div></div>
</template><script setup>
import { ref, watch } from 'vue';
import { CannonDebugger } from 'cannon-es-debugger';const props = defineProps(['world']);
const debugMode = ref(false);
const showColliders = ref(true);
const showContacts = ref(false);let debugRenderer = null;// 切换调试模式
function toggleDebug() {debugMode.value = !debugMode.value;
}// 初始化调试渲染器
watch(debugMode, (enabled) => {if (enabled && !debugRenderer) {debugRenderer = new CannonDebugger(scene, props.world, {color: 0x00ff00,scale: 1.0});}
});// 更新调试选项
watch([showColliders, showContacts], () => {if (debugRenderer) {debugRenderer.update(); // 需要自定义实现}
});
</script>
7.4 物体生成器
<!-- ObjectSpawner.vue -->
<template><div class="object-spawner"><button v-for="type in objectTypes" :key="type"@click="spawn(type)">{{ type }}</button></div>
</template><script setup>
const objectTypes = ['box', 'sphere', 'cylinder', 'car', 'character', 'chain'
];const emit = defineEmits(['spawn']);function spawn(type) {emit('spawn', type);
}
</script>
7.5 约束创建器
<!-- ConstraintCreator.vue -->
<template><div class="constraint-creator"><select v-model="selectedType"><option v-for="type in constraintTypes" :value="type">{{ type }}</option></select><div v-if="selectedObjectA && selectedObjectB">已选择: {{ selectedObjectA.name }} 和 {{ selectedObjectB.name }}<button @click="create">创建约束</button></div><div v-else><p>选择第一个物体</p><div class="object-list"><div v-for="obj in objects" :key="obj.uuid":class="{ selected: obj === selectedObjectA }"@click="selectObjectA(obj)">{{ obj.name || obj.type }}</div></div><div v-if="selectedObjectA"><p>选择第二个物体</p><div class="object-list"><div v-for="obj in objects" :key="obj.uuid":class="{ selected: obj === selectedObjectB }"@click="selectObjectB(obj)">{{ obj.name || obj.type }}</div></div></div></div></div>
</template><script setup>
import { ref } from 'vue';const props = defineProps(['objects']);
const emit = defineEmits(['create-constraint']);const constraintTypes = ['hinge', 'point', 'spring', 'slider'];
const selectedType = ref('hinge');
const selectedObjectA = ref(null);
const selectedObjectB = ref(null);function selectObjectA(obj) {selectedObjectA.value = obj;
}function selectObjectB(obj) {selectedObjectB.value = obj;
}function create() {if (selectedObjectA.value && selectedObjectB.value) {emit('create-constraint', {type: selectedType.value,objectA: selectedObjectA.value,objectB: selectedObjectB.value});resetSelection();}
}function resetSelection() {selectedObjectA.value = null;selectedObjectB.value = null;
}
</script>
8. 性能优化
8.1 碰撞检测优化
// 使用SAPBroadphase
world.broadphase = new CANNON.SAPBroadphase(world);
world.broadphase.useBoundingBoxes = true;// 设置碰撞组
const STATIC_GROUP = 1;
const DYNAMIC_GROUP = 2;
const CHARACTER_GROUP = 4;groundBody.collisionFilterGroup = STATIC_GROUP;
groundBody.collisionFilterMask = DYNAMIC_GROUP | CHARACTER_GROUP;characterBody.collisionFilterGroup = CHARACTER_GROUP;
characterBody.collisionFilterMask = STATIC_GROUP | DYNAMIC_GROUP;
8.2 休眠系统
// 启用休眠
world.allowSleep = true;// 设置休眠参数
body.sleepSpeedLimit = 0.1; // 速度阈值
body.sleepTimeLimit = 1.0; // 休眠时间// 手动唤醒
body.wakeUp();
8.3 时间缩放
// 慢动作效果
world.timeScale = 0.5;// 暂停物理
world.pause();// 恢复物理
world.resume();
8.4 多线程计算
// 在Web Worker中运行物理
const physicsWorker = new Worker('physics-worker.js');function initPhysicsWorker() {physicsWorker.postMessage({type: 'init',gravity: [0, -9.82, 0]});
}function updatePhysics() {physicsWorker.postMessage({type: 'step',dt: 1/60,objects: getObjectStates()});physicsWorker.onmessage = (e) => {applyObjectStates(e.data);};
}// physics-worker.js
self.onmessage = (e) => {if (e.data.type === 'init') {world = new CANNON.World();world.gravity.set(...e.data.gravity);} else if (e.data.type === 'step') {// 更新物体状态e.data.objects.forEach(obj => {const body = getBodyById(obj.id);body.position.copy(obj.position);body.velocity.copy(obj.velocity);});// 物理步进world.step(e.data.dt);// 返回新状态const states = world.bodies.map(body => ({id: body.id,position: body.position,quaternion: body.quaternion}));self.postMessage(states);}
};
9. 常见问题解答
Q1:物体穿透怎么办?
- 增加求解器迭代次数:
world.solver.iterations = 20;
- 减少时间步长:
// 使用固定时间步长 const fixedTimeStep = 1/120; world.step(fixedTimeStep);
- 使用连续碰撞检测:
body.collisionResponse = true; body.ccdSpeedThreshold = 1.0; body.ccdIterations = 10;
Q2:如何优化大量物体的性能?
- 使用SAPBroadphase
- 启用休眠系统
- 简化碰撞形状
- 静态物体设为mass=0
Q3:角色控制器卡顿问题?
- 使用固定时间步长:
const fixedTimeStep = 1/60; let accumulatedTime = 0;function animate(time) {accumulatedTime += deltaTime;while (accumulatedTime >= fixedTimeStep) {world.step(fixedTimeStep);accumulatedTime -= fixedTimeStep;} }
- 减少角色碰撞形状复杂度
- 限制物理更新频率
10. 总结
通过本文,你已掌握:
- 物理引擎核心概念与Cannon.js架构
- Three.js与Cannon.js集成技术
- 刚体、约束与关节系统
- 车辆与角色控制器实现
- 碰撞检测与物理事件处理
- Vue3物理沙盒系统开发
- 物理性能优化策略
核心价值:Cannon.js为Three.js应用带来真实物理行为,结合Vue3的响应式系统,实现交互式物理仿真环境,为游戏、模拟和可视化应用提供坚实基础。
下一篇预告
第十五篇:第一阶段总结:你的第一个3D网页
你将学习:
- 综合应用前14篇知识
- 产品级3D展示页开发
- 响应式设计适配多端
- 性能优化最佳实践
- 部署与SEO优化
- Vue3+Three.js项目架构
准备好将所学知识融会贯通了吗?让我们打造一个令人惊叹的3D产品展示页!