Files
aaf-systems-homepage/app/src/model-loader.ts

413 lines
14 KiB
TypeScript

import * as THREE from 'three'
import * as CANNON from 'cannon-es'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'
import type { ModelGeometry, PhysicsObject } from './types'
export class ModelLoader {
private loader: GLTFLoader
private modelGeometry: ModelGeometry | null = null
constructor() {
this.loader = new GLTFLoader()
}
private extractModelGeometry(gltf: any): ModelGeometry | null {
const geometries: THREE.BufferGeometry[] = []
const boundingBox = new THREE.Box3()
// Update world matrices first
gltf.scene.updateMatrixWorld(true)
// Traverse the model to find all mesh geometries
gltf.scene.traverse((child: any) => {
if (child instanceof THREE.Mesh && child.geometry) {
// Apply the mesh's transform to the geometry
const geometry = child.geometry.clone() as THREE.BufferGeometry
// Only apply matrix if it's not identity
if (!child.matrixWorld.equals(new THREE.Matrix4())) {
geometry.applyMatrix4(child.matrixWorld)
}
geometries.push(geometry)
// Update bounding box
const positionAttr = geometry.getAttribute('position') as THREE.BufferAttribute
if (positionAttr) {
const geometryBoundingBox = new THREE.Box3().setFromBufferAttribute(positionAttr)
boundingBox.union(geometryBoundingBox)
}
}
})
if (geometries.length === 0) {
console.warn('No geometries found in model')
return null
}
console.log(`Found ${geometries.length} geometries to merge`)
// Merge all geometries
const combinedGeometry = this.mergeBufferGeometries(geometries)
// Extract vertices and faces
const positionAttribute = combinedGeometry.getAttribute('position') as THREE.BufferAttribute
if (!positionAttribute) {
console.error('No position attribute found in combined geometry')
return null
}
const vertices: number[] = Array.from(positionAttribute.array as Float32Array)
let indices: number[] = []
if (combinedGeometry.index) {
indices = Array.from(combinedGeometry.index.array)
} else {
// Generate indices if none exist
for (let i = 0; i < vertices.length / 3; i++) {
indices.push(i)
}
}
console.log(`Extracted ${vertices.length / 3} vertices and ${indices.length / 3} triangles`)
combinedGeometry.dispose()
return {
vertices,
indices,
boundingBox
}
}
private mergeBufferGeometries(geometries: THREE.BufferGeometry[]): THREE.BufferGeometry {
const merged = new THREE.BufferGeometry()
const attributes: { [key: string]: THREE.BufferAttribute[] } = {}
let indexOffset = 0
const mergedIndices: number[] = []
// Collect all attributes
geometries.forEach(geometry => {
const attributeNames = Object.keys(geometry.attributes)
attributeNames.forEach(name => {
if (!attributes[name]) attributes[name] = []
const attr = geometry.attributes[name]
if (attr instanceof THREE.BufferAttribute) {
attributes[name].push(attr)
}
})
// Handle indices
if (geometry.index) {
const indices = Array.from(geometry.index.array)
indices.forEach(index => mergedIndices.push(index + indexOffset))
indexOffset += geometry.attributes.position.count
}
})
// Merge attributes
Object.keys(attributes).forEach(name => {
const attributeArrays = attributes[name]
const itemSize = attributeArrays[0].itemSize
const normalized = attributeArrays[0].normalized
let totalCount = 0
attributeArrays.forEach(attr => totalCount += attr.count)
const mergedArray = new Float32Array(totalCount * itemSize)
let offset = 0
attributeArrays.forEach(attr => {
mergedArray.set(attr.array as Float32Array, offset)
offset += attr.array.length
})
merged.setAttribute(name, new THREE.BufferAttribute(mergedArray, itemSize, normalized))
})
if (mergedIndices.length > 0) {
merged.setIndex(mergedIndices)
}
return merged
}
private downsampleGeometry(geometry: ModelGeometry, factor: number = 0.3): ModelGeometry {
// Simple downsampling by taking every Nth vertex
const step = Math.max(1, Math.floor(1 / factor))
const downsampledVertices: number[] = []
const downsampledIndices: number[] = []
const vertexMap = new Map<number, number>()
// Downsample vertices
for (let i = 0; i < geometry.vertices.length; i += step * 3) {
if (i + 2 < geometry.vertices.length) {
const originalIndex = i / 3
const newIndex = downsampledVertices.length / 3
vertexMap.set(originalIndex, newIndex)
downsampledVertices.push(
geometry.vertices[i],
geometry.vertices[i + 1],
geometry.vertices[i + 2]
)
}
}
// Downsample indices, keeping only triangles where all vertices are kept
for (let i = 0; i < geometry.indices.length; i += 3) {
const v1 = geometry.indices[i]
const v2 = geometry.indices[i + 1]
const v3 = geometry.indices[i + 2]
if (vertexMap.has(v1) && vertexMap.has(v2) && vertexMap.has(v3)) {
downsampledIndices.push(
vertexMap.get(v1)!,
vertexMap.get(v2)!,
vertexMap.get(v3)!
)
}
}
return {
vertices: downsampledVertices,
indices: downsampledIndices,
boundingBox: geometry.boundingBox
}
}
private createCollisionShape(geometry: ModelGeometry, scale: number = 1): CANNON.Shape {
try {
// For performance, use a simplified approach
// If the geometry is too complex, fall back to a hull or sphere
const vertexCount = geometry.vertices.length / 3
if (vertexCount > 100) {
// For complex meshes, use bounding box approximation
const size = geometry.boundingBox.getSize(new THREE.Vector3())
const scaledSize = size.multiplyScalar(scale)
return new CANNON.Box(new CANNON.Vec3(
scaledSize.x * 0.5,
scaledSize.y * 0.5,
scaledSize.z * 0.5
))
}
// For simpler meshes, try convex hull
const scaledVertices = geometry.vertices.map(v => v * scale)
const vertices: CANNON.Vec3[] = []
for (let i = 0; i < scaledVertices.length; i += 3) {
vertices.push(new CANNON.Vec3(
scaledVertices[i],
scaledVertices[i + 1],
scaledVertices[i + 2]
))
}
// Limit faces to prevent performance issues
const faces: number[][] = []
const maxFaces = Math.min(geometry.indices.length / 3, 50)
for (let i = 0; i < maxFaces * 3; i += 3) {
const v1 = geometry.indices[i]
const v2 = geometry.indices[i + 1]
const v3 = geometry.indices[i + 2]
if (v1 < vertices.length && v2 < vertices.length && v3 < vertices.length) {
faces.push([v1, v2, v3])
}
}
if (faces.length > 0) {
const shape = new CANNON.ConvexPolyhedron({ vertices, faces })
return shape
} else {
throw new Error('No valid faces')
}
} catch (error) {
console.warn('Failed to create complex collision shape, falling back to sphere:', error)
// Fallback to sphere using bounding box
const size = geometry.boundingBox.getSize(new THREE.Vector3())
const radius = Math.max(size.x, size.y, size.z) * 0.5 * scale
return new CANNON.Sphere(Math.max(0.3, radius))
}
}
async loadAndCreateObjects(
scene: THREE.Scene,
world: CANNON.World,
physicsObjects: PhysicsObject[]
): Promise<void> {
try {
const gltf = await this.loader.loadAsync('/models/main_model.glb')
// Extract and downsample the geometry for collision detection
const originalGeometry = this.extractModelGeometry(gltf)
if (originalGeometry) {
this.modelGeometry = this.downsampleGeometry(originalGeometry, 0.3) // 30% of original detail
} else {
this.modelGeometry = null
}
// Create multiple instances of the loaded model
const numInstances = 20
gltf.scene.traverse((child) => {
if (child instanceof THREE.Mesh) {
child.castShadow = true
child.receiveShadow = true
}
})
for (let i = 0; i < numInstances; i++) {
// Clone the model
const modelClone = gltf.scene.clone()
// Start objects close to the attraction point for immediate clustering
const x = (Math.random() - 0.5) * 6 // Reduced from 25 to 6
const y = (Math.random() - 0.5) * 6 // Reduced from 25 to 6
const z = (Math.random() - 0.5) * 6 // Reduced from 25 to 6
modelClone.position.set(x, y, z)
// Random scale variation (40% of current size)
const scale = (0.5 + Math.random() * 0.5) // Scaled down to 40%
modelClone.scale.setScalar(scale)
// Create physics body with custom collision shape or fallback to sphere
let shape: CANNON.Shape
if (this.modelGeometry) {
shape = this.createCollisionShape(this.modelGeometry, scale)
} else {
// Fallback to sphere if geometry extraction failed
const radius = Math.max(0.3, 0.8 * scale)
shape = new CANNON.Sphere(radius)
}
const body = new CANNON.Body({
mass: 1,
material: world.defaultMaterial,
type: CANNON.Body.DYNAMIC
})
body.addShape(shape)
body.position.set(x, y, z)
// Enable rotational dynamics
body.angularDamping = 0.1 // Small damping for realistic rotation
body.linearDamping = 0.05 // Small linear damping
// Prevent objects from sleeping during collisions
body.sleepSpeedLimit = 0.1
body.sleepTimeLimit = 1
// Add collision event listener with rotational effects
body.addEventListener('collide', (event: any) => {
// Add some spin on collision for more dynamic movement
const impactStrength = event.contact?.getImpactVelocityAlongNormal() || 1
const spinForce = Math.min(impactStrength * 0.5, 2) // Cap the spin force
body.angularVelocity.set(
body.angularVelocity.x + (Math.random() - 0.5) * spinForce,
body.angularVelocity.y + (Math.random() - 0.5) * spinForce,
body.angularVelocity.z + (Math.random() - 0.5) * spinForce
)
})
// Add gentle initial velocity and rotation
body.velocity.set(
(Math.random() - 0.5) * 1, // Reduced from 3 to 1
(Math.random() - 0.5) * 1, // Reduced from 3 to 1
(Math.random() - 0.5) * 1 // Reduced from 3 to 1
)
// Add initial angular velocity for natural rotation
body.angularVelocity.set(
(Math.random() - 0.5) * 2,
(Math.random() - 0.5) * 2,
(Math.random() - 0.5) * 2
)
scene.add(modelClone)
world.addBody(body)
physicsObjects.push({ mesh: modelClone, body })
}
console.log('Created', numInstances, 'instances of main_model with custom collision shapes')
console.log('Total physics objects:', physicsObjects.length)
} catch (error) {
console.error('Failed to load main_model.glb:', error)
console.log('Falling back to placeholder objects...')
this.createFallbackObjects(scene, world, physicsObjects)
}
}
createFallbackObjects(
scene: THREE.Scene,
world: CANNON.World,
physicsObjects: PhysicsObject[]
): void {
// Fallback geometric objects if model loading fails
const geometries = [
new THREE.BoxGeometry(0.5, 0.5, 0.5),
new THREE.SphereGeometry(0.3, 16, 16),
new THREE.CylinderGeometry(0.2, 0.2, 0.6, 12),
]
const materials = [
new THREE.MeshStandardMaterial({ color: 0x4a9eff, metalness: 0.7, roughness: 0.3 }),
new THREE.MeshStandardMaterial({ color: 0xff6b4a, metalness: 0.5, roughness: 0.4 }),
new THREE.MeshStandardMaterial({ color: 0x4aff6b, metalness: 0.8, roughness: 0.2 }),
]
for (let i = 0; i < 15; i++) {
const geometry = geometries[i % geometries.length]
const material = materials[i % materials.length]
const mesh = new THREE.Mesh(geometry, material)
mesh.castShadow = true
mesh.receiveShadow = true
// Start objects close to the attraction point for immediate clustering
const x = (Math.random() - 0.5) * 6 // Reduced from 20 to 6
const y = (Math.random() - 0.5) * 6 // Reduced from 20 to 6
const z = (Math.random() - 0.5) * 6 // Reduced from 20 to 6
mesh.position.set(x, y, z)
// Create physics body with rotation enabled
const shape = new CANNON.Sphere(0.3)
const body = new CANNON.Body({
mass: 1,
material: world.defaultMaterial,
type: CANNON.Body.DYNAMIC
})
body.addShape(shape)
body.position.set(x, y, z)
// Enable rotational dynamics
body.angularDamping = 0.1
body.linearDamping = 0.05
body.velocity.set(
(Math.random() - 0.5) * 1, // Reduced from 2 to 1
(Math.random() - 0.5) * 1, // Reduced from 2 to 1
(Math.random() - 0.5) * 1 // Reduced from 2 to 1
)
// Add initial angular velocity
body.angularVelocity.set(
(Math.random() - 0.5) * 2,
(Math.random() - 0.5) * 2,
(Math.random() - 0.5) * 2
)
scene.add(mesh)
world.addBody(body)
physicsObjects.push({ mesh, body })
}
}
}