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Enable static-body on ground with a Heightfield shape (wip) #24

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vincentfretin
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@vincentfretin vincentfretin commented Oct 9, 2017

I create the PR so you folks know I'm working on that. I'll probably continue this work in two weeks.

I want my cubes and spheres to rest on the ground, not go through it!
I first tested this.ground.setAttribute('static-body', 'shape', 'hull'); that create a CANNON.ConvexPolyhedron shape, but I had really poor performance on GearVR, lots of frame drop.

While reading some old https://github.com/donmccurdy/aframe-physics-system issues, I stopped at c-frame/aframe-extras#41 and donmccurdy/three-to-cannon#1 where it gave me the idea to try that.
I successfully created a CANNON.Heightfield shape for the generated ground, and it is working great!
I don't have any slowdown with this on GearVR.

I'm sure there are issues with updating the properties of the schema, so please don't merge.
If you want to play with it, please do! ;-)

Here is screenshot with <a-scene physics="debug:true">
capture d ecran de 2017-10-09 20-37-10

@vincentfretin
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As I said on donmccurdy/three-to-cannon#1 I'll probably move the heightfield creation to three-to-cannon and add an option to the environment component to enable the heightfield creation, disabled by default. And be sure that I don't broke something when a property of the environment component schema changes.

@arpu
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arpu commented Dec 23, 2017

@vincentfretin any news on this? works fantastic

@vincentfretin
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@arpu I didn't do anything on this front yet. I still have to do the work I described.

@illifly
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illifly commented Aug 17, 2018

@vincentfretin Great idea, but i dont get this to work!
I have aframe-environment-component.js and aframe-physics-system.min.js installed on aframe 0.7.0 as well as 0.8.0/0.8.2.
I made your changes on aframe-environment-component.js, check it with console but it takes no effect, i can go through the ground or e.g. pyramids. I also dont see the grid as in your screenshot.
Please, can you help me or show a working example or maybe is there a better solution?
My Code:

<html>
  <head>
    <script src="https://aframe.io/releases/0.8.0/aframe.min.js"></script>
    <script src="https://www.beverung.de/vr/ground/aframe-environment-component.js"></script>
    <script src="//cdn.rawgit.com/donmccurdy/aframe-physics-system/v3.2.0/dist/aframe-physics-system.min.js"></script>
  </head>
  <body>
<a-scene physics="debug: true">
	<a-entity environment="preset:egypt"></a-entity>
	<a-entity  dynamic-body camera look-controls wasd-controls position="0 1.6 0"></a-entity>
</a-scene>
  </body>
</html>

Thank you very much!

When i use physics 3.0.0 i can see the grid, but go still through all...

@vincentfretin
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For the red wireframe, if I remember well, it only appears for me on firefox on desktop, not on chrome on desktop, not sure why.

@vincentfretin
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You can look at my example https://github.com/vincentfretin/aframe-sandbox and compare with yours.

@netgfx
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netgfx commented Oct 29, 2020

Is this going to be merged at some point? It is really useful!

@vincentfretin
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I don't plan to work on it myself for the time being. It was really a proof of concept for me back in October 2017, time flies :)
I know that the physics system switched from cannon to ammo, so if somebody works on this, they should use ammo now I think.
I know @arpu did similar thing in vrland.io, what tech did you use @arpu for your https://vrland.io/worldg/in map?

@arpu
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arpu commented Oct 29, 2020

i still use the typedscrypt port from cannon https://github.com/pmndrs/cannon-es with the CANNON.Heightfield generated from a heighmap image and https://github.com/mapbox/martini

@vincentfretin vincentfretin marked this pull request as draft June 15, 2023 07:34
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4 participants