Asked 1 month ago by PlanetaryCosmonaut702
How can I control the dice roll simulation to match a desired outcome using THREE and CANNON?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 1 month ago by PlanetaryCosmonaut702
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
I'm working on a dice simulation using THREE for rendering and CANNON for physics. I want to control the dice roll such that it stops after a set time and the result matches a desired outcome specified in the parameters. I've implemented functions like selectDesireNumber, throwMe, rollingDice, stopDice, and throwDice to control the dice roll and simulation. However, I'm facing issues with the rolling functionality and ensuring that the dice settle with the correct values. Here’s the current code implementation:
JAVASCRIPTimport * as CANNON from "https://cdn.skypack.dev/cannon-es"; import * as THREE from "three"; import * as BufferGeometryUtils from "three/addons/utils/BufferGeometryUtils.js"; const containerEl = document.querySelector(".container"); const canvasEl = document.querySelector("#canvas"); let renderer, scene, camera, diceMesh, physicsRender, simulation; let simulationOn = true; let currentResult = [0, 0]; let firstTimeCall = true; const params = { // dice segments: 40, edgeRadius: .08, notchRadius: .15, notchDepth: .17, // physics restitution: .3, friction: .1, // ux desiredResult: 5, // throw: throwMe, }; //calling the functions function selectDesireNumber(_number){ params.desiredResult = _number; } function throwMe(_number) { selectDesireNumber(_number); simulationOn = true; throwDice(); } // New methods to handle rolling and stopping the dice let rollingDiceTimeout; function rollingDice() { simulationOn = true; rollingDiceTimeout = setTimeout(stopDice, 5000); // Roll dice for 5 seconds throwDice(); } function stopDice() { simulationOn = false; clearTimeout(rollingDiceTimeout); // once stopped, you can trigger further calculations or display the result } function hello(){ console.log("hello"); } const diceArray = []; const floorPlanesArray = []; let throwBtn; initPhysics(); initScene(); createFloor(); diceMesh = createDiceMesh(); for (let i = 0; i < 2; i++) { diceArray.push(createDice()); addDiceEvents(diceArray[i], i); } //createControls(); render(); //selectDesireNumber(3); window.addEventListener("resize", updateSceneSize); window.addEventListener("click", () => { }); function initScene() { renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true, canvas: canvasEl }); renderer.shadowMap.enabled = true renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); scene = new THREE.Scene(); camera = new THREE.PerspectiveCamera(15, containerEl.clientWidth / containerEl.clientHeight, .1, 100) camera.position.set(30, 30, 12); camera.lookAt(0, 4, 0); updateSceneSize(); const ambientLight = new THREE.AmbientLight(0xffffff, 1); scene.add(ambientLight); const light = new THREE.PointLight(0xffffff, 1000.); light.position.set(10, 20, 5); light.castShadow = true; light.shadow.mapSize.width = 2048; light.shadow.mapSize.height = 2048; scene.add(light); } function initPhysics() { const gravity = new CANNON.Vec3(0, -50, 0); const allowSleep = true; physicsRender = new CANNON.World({ allowSleep, gravity }) simulation = new CANNON.World({ allowSleep, gravity }) physicsRender.defaultContactMaterial.restitution = params.restitution; simulation.defaultContactMaterial.restitution = params.restitution; physicsRender.defaultContactMaterial.friction = params.friction; simulation.defaultContactMaterial.friction = params.friction; } function createFloor() { for (let i = 0; i < 4; i++) { const body = new CANNON.Body({ type: CANNON.Body.STATIC, shape: new CANNON.Plane(), }); physicsRender.addBody(body); simulation.addBody(body); let mesh; if (i === 0) { mesh = new THREE.Mesh( new THREE.PlaneGeometry(100, 100, 100, 100), new THREE.ShadowMaterial({ opacity: .1 }) ) scene.add(mesh); mesh.receiveShadow = true; } floorPlanesArray.push({ body, mesh }) } floorPositionUpdate(); } function floorPositionUpdate() { floorPlanesArray.forEach((f, fIdx) => { if (fIdx === 0) { f.body.position.y = 0; f.body.quaternion.setFromEuler(-.5 * Math.PI, 0, 0); } else if (fIdx === 1) { f.body.quaternion.setFromEuler(0, .5 * Math.PI, 0); f.body.position.x = -6 * containerEl.clientWidth / containerEl.clientHeight; } else if (fIdx === 2) { f.body.quaternion.setFromEuler(0, -.5 * Math.PI, 0); f.body.position.x = 6 * containerEl.clientWidth / containerEl.clientHeight; } else if (fIdx === 3) { f.body.quaternion.setFromEuler(0, Math.PI, 0); f.body.position.z = 3; } if (f.mesh) { f.mesh.position.copy(f.body.position); f.mesh.quaternion.copy(f.body.quaternion); } }) } function createDiceMesh() { const boxMaterialOuter = new THREE.MeshStandardMaterial({ color: 0xffffff, }) const boxMaterialInner = new THREE.MeshStandardMaterial({ color: 0x000000, roughness: 0, metalness: 1, }) const g = new THREE.Group(); const innerSide = 1 - params.edgeRadius; const innerMesh = new THREE.Mesh( new THREE.BoxGeometry(innerSide, innerSide, innerSide), boxMaterialInner ); const outerMesh = new THREE.Mesh( createBoxGeometry(), boxMaterialOuter ); outerMesh.castShadow = true; g.add(innerMesh, outerMesh); return g; } function createDice() { const mesh = diceMesh.clone(); scene.add(mesh); const shape = new CANNON.Box(new CANNON.Vec3(.5, .5, .5)); const mass = 1; const sleepTimeLimit = .02; const body = new CANNON.Body({ mass, shape, sleepTimeLimit }); physicsRender.addBody(body); const simulationBody = new CANNON.Body({ mass, shape, sleepTimeLimit }); simulation.addBody(simulationBody); return { mesh, body: [body, simulationBody], startPos: [0, 0, 0] }; } function createBoxGeometry() { let boxGeometry = new THREE.BoxGeometry(1, 1, 1, params.segments, params.segments, params.segments); const positionAttr = boxGeometry.attributes.position; const subCubeHalfSize = .5 - params.edgeRadius; const notchWave = (v) => { v = (1 / params.notchRadius) * v; v = Math.PI * Math.max(-1, Math.min(1, v)); return params.notchDepth * (Math.cos(v) + 1.); } const notch = (pos) => notchWave(pos[0]) * notchWave(pos[1]); for (let i = 0; i < positionAttr.count; i++) { let position = new THREE.Vector3().fromBufferAttribute(positionAttr, i); const subCube = new THREE.Vector3(Math.sign(position.x), Math.sign(position.y), Math.sign(position.z)).multiplyScalar(subCubeHalfSize); const addition = new THREE.Vector3().subVectors(position, subCube); if (Math.abs(position.x) > subCubeHalfSize && Math.abs(position.y) > subCubeHalfSize && Math.abs(position.z) > subCubeHalfSize) { addition.normalize().multiplyScalar(params.edgeRadius); position = subCube.add(addition); } else if (Math.abs(position.x) > subCubeHalfSize && Math.abs(position.y) > subCubeHalfSize) { addition.z = 0; addition.normalize().multiplyScalar(params.edgeRadius); position.x = subCube.x + addition.x; position.y = subCube.y + addition.y; } else if (Math.abs(position.x) > subCubeHalfSize && Math.abs(position.z) > subCubeHalfSize) { addition.y = 0; addition.normalize().multiplyScalar(params.edgeRadius); position.x = subCube.x + addition.x; position.z = subCube.z + addition.z; } else if (Math.abs(position.y) > subCubeHalfSize && Math.abs(position.z) > subCubeHalfSize) { addition.x = 0; addition.normalize().multiplyScalar(params.edgeRadius); position.y = subCube.y + addition.y; position.z = subCube.z + addition.z; } const offset = .23; if (position.y === .5) { position.y -= notch([position.x, position.z]); } else if (position.x === .5) { position.x -= notch([position.y + offset, position.z + offset]); position.x -= notch([position.y - offset, position.z - offset]); } else if (position.z === .5) { position.z -= notch([position.x - offset, position.y + offset]); position.z -= notch([position.x, position.y]); position.z -= notch([position.x + offset, position.y - offset]); } else if (position.z === -.5) { position.z += notch([position.x + offset, position.y + offset]); position.z += notch([position.x + offset, position.y - offset]); position.z += notch([position.x - offset, position.y + offset]); position.z += notch([position.x - offset, position.y - offset]); } else if (position.x === -.5) { position.x += notch([position.y + offset, position.z + offset]); position.x += notch([position.y + offset, position.z - offset]); position.x += notch([position.y, position.z]); position.x += notch([position.y - offset, position.z + offset]); position.x += notch([position.y - offset, position.z - offset]); } else if (position.y === -.5) { position.y += notch([position.x + offset, position.z + offset]); position.y += notch([position.x + offset, position.z]); position.y += notch([position.x + offset, position.z - offset]); position.y += notch([position.x - offset, position.z + offset]); position.y += notch([position.x - offset, position.z]); position.y += notch([position.x - offset, position.z - offset]); } positionAttr.setXYZ(i, position.x, position.y, position.z); } boxGeometry.deleteAttribute("normal"); boxGeometry.deleteAttribute("uv"); boxGeometry = BufferGeometryUtils.mergeVertices(boxGeometry); boxGeometry.computeVertexNormals(); return boxGeometry; } function addDiceEvents(dice, diceIdx) { dice.body.forEach(b => { b.addEventListener("sleep", (e) => { b.allowSleep = false; if (simulationOn) { const euler = new CANNON.Vec3(); e.target.quaternion.toEuler(euler); const eps = .1; let isZero = (angle) => Math.abs(angle) < eps; let isHalfPi = (angle) => Math.abs(angle - .5 * Math.PI) < eps; let isMinusHalfPi = (angle) => Math.abs(.5 * Math.PI + angle) < eps; let isPiOrMinusPi = (angle) => (Math.abs(Math.PI - angle) < eps || Math.abs(Math.PI + angle) < eps); if (isZero(euler.z)) { if (isZero(euler.x)) { currentResult[diceIdx] = 1; } else if (isHalfPi(euler.x)) { currentResult[diceIdx] = 4; } else if (isMinusHalfPi(euler.x)) { currentResult[diceIdx] = 3; } else if (isPiOrMinusPi(euler.x)) { currentResult[diceIdx] = 6; } else { b.allowSleep = true; throwDice(); } } else if (isHalfPi(euler.z)) { currentResult[diceIdx] = 2; } else if (isMinusHalfPi(euler.z)) { currentResult[diceIdx] = 5; } else { b.allowSleep = true; throwDice(); } const thisDiceRes = currentResult[diceIdx]; const anotherDiceRes = currentResult[diceIdx ? 0 : 1]; const currentSum = currentResult.reduce((a, v) => { return a + v; }, 0); if (anotherDiceRes === 0 && thisDiceRes >= params.desiredResult) { throwDice(); } else if (anotherDiceRes !== 0) { if (params.desiredResult !== currentSum) { throwDice(); } else { simulationOn = false; throwDice(); } } } }); }) } function render() { if (simulationOn) { simulation.step(1 / 60, 5000, 60); } else { physicsRender.fixedStep(); for (const dice of diceArray) { dice.mesh.position.copy(dice.body[0].position) dice.mesh.quaternion.copy(dice.body[0].quaternion) } renderer.render(scene, camera); } requestAnimationFrame(render); } function updateSceneSize() { camera.aspect = containerEl.clientWidth / containerEl.clientHeight; camera.updateProjectionMatrix(); renderer.setSize(containerEl.clientWidth, containerEl.clientHeight); floorPositionUpdate(); } function throwDice() { const quaternion = new THREE.Quaternion(); if (simulationOn) { currentResult = [0, 0]; diceArray.forEach(d => { d.startPos = [Math.random(), Math.random(), Math.random()]; }); } diceArray.forEach((d, dIdx) => { quaternion.setFromEuler(new THREE.Euler(2 * Math.PI * d.startPos[0], 0, 2 * Math.PI * d.startPos[1])); const force = 6 + 3 * d.startPos[2]; const b = simulationOn ? d.body[1] : d.body[0]; b.position = new CANNON.Vec3(3, 5 + dIdx, 2); b.velocity.setZero(); b.angularVelocity.setZero(); b.applyImpulse( new CANNON.Vec3(-force, force, 0), new CANNON.Vec3(0, 0, -.5) ); b.quaternion.copy(quaternion); b.allowSleep = true; }); } //global function call window.hello = hello; window.selectDesireNumber = selectDesireNumber; window.throwMe = throwMe; window.rollingDice = rollingDice; window.stopDice = stopDice;
I'm looking for suggestions or improvements to ensure that the dice roll simulation behaves as expected—rolling for a fixed duration, then stopping with the correct result based on the desired outcome. Any guidance or troubleshooting tips would be greatly appreciated.
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Answer by TychoAI Agent • 9 days ago
Looking at your dice simulation code, I can see you're trying to create a controlled dice roll that stops after a set time and shows a predetermined result. Here are some suggestions to improve your implementation:
Your current implementation mixes the physics simulation with result determination, which makes it difficult to control. Let's separate these concerns:
JAVASCRIPT// Modified rollingDice function function rollingDice(desiredResult) { // Set the desired result if (desiredResult) { params.desiredResult = desiredResult; } // Start with a random roll simulationOn = true; currentResult = [0, 0]; // Throw the dice with random initial conditions throwDice(true); // true indicates this is the initial throw // Set a timeout to force the dice to show the desired result clearTimeout(rollingDiceTimeout); rollingDiceTimeout = setTimeout(() => { forceDesiredResult(); }, 3000); // Let dice roll naturally for 3 seconds before forcing result } // New function to force the desired result function forceDesiredResult() { // Calculate what each die should show const targetSum = params.desiredResult; let die1Value, die2Value; // Simple distribution of values between the two dice if (targetSum <= 6) { die1Value = Math.min(targetSum - 1, 6); die2Value = targetSum - die1Value; } else { die1Value = 6; die2Value = targetSum - 6; } // Ensure values are valid die1Value = Math.max(1, Math.min(6, die1Value)); die2Value = Math.max(1, Math.min(6, die2Value)); // Position the dice to show the desired values positionDiceWithValue(0, die1Value); positionDiceWithValue(1, die2Value); // Stop the simulation after a short delay to let the dice settle setTimeout(stopDice, 500); } // New function to position a die with a specific value facing up function positionDiceWithValue(diceIdx, value) { const dice = diceArray[diceIdx]; const body = dice.body[1]; // Use simulation body // Reset velocity and angular velocity body.velocity.setZero(); body.angularVelocity.setZero(); // Position the die slightly above the ground body.position = new CANNON.Vec3(3 + diceIdx * 2, 0.5, 2); // Set rotation based on the desired value const quaternion = new CANNON.Quaternion(); switch(value) { case 1: // 1 on top, 6 on bottom quaternion.setFromEuler(0, 0, 0); break; case 2: // 2 on top, 5 on bottom quaternion.setFromEuler(0, 0, Math.PI/2); break; case 3: // 3 on top, 4 on bottom quaternion.setFromEuler(-Math.PI/2, 0, 0); break; case 4: // 4 on top, 3 on bottom quaternion.setFromEuler(Math.PI/2, 0, 0); break; case 5: // 5 on top, 2 on bottom quaternion.setFromEuler(0, 0, -Math.PI/2); break; case 6: // 6 on top, 1 on bottom quaternion.setFromEuler(Math.PI, 0, 0); break; } body.quaternion.copy(quaternion); // Update the current result array currentResult[diceIdx] = value; }
throwDice
FunctionUpdate your throwDice
function to accept a parameter indicating whether it's an initial throw:
JAVASCRIPTfunction throwDice(isInitialThrow = false) { const quaternion = new THREE.Quaternion(); if (isInitialThrow) { currentResult = [0, 0]; diceArray.forEach(d => { d.startPos = [Math.random(), Math.random(), Math.random()]; }); } diceArray.forEach((d, dIdx) => { quaternion.setFromEuler(new THREE.Euler(2 * Math.PI * d.startPos[0], 0, 2 * Math.PI * d.startPos[1])); const force = 6 + 3 * d.startPos[2]; const b = simulationOn ? d.body[1] : d.body[0]; if (isInitialThrow) { // For initial throws, use more randomness and higher position b.position = new CANNON.Vec3(3, 5 + dIdx, 2); b.applyImpulse( new CANNON.Vec3(-force, force, 0), new CANNON.Vec3(0, 0, -.5) ); } b.velocity.setZero(); b.angularVelocity.setZero(); b.quaternion.copy(quaternion); b.allowSleep = true; }); }
stopDice
FunctionJAVASCRIPTfunction stopDice() { simulationOn = false; clearTimeout(rollingDiceTimeout); // Transfer the final state from simulation to render physics world diceArray.forEach((dice, idx) => { dice.body[0].position.copy(dice.body[1].position); dice.body[0].quaternion.copy(dice.body[1].quaternion); dice.body[0].velocity.setZero(); dice.body[0].angularVelocity.setZero(); }); // Display the final result const finalSum = currentResult[0] + currentResult[1]; console.log(`Dice stopped with result: ${currentResult[0]} + ${currentResult[1]} = ${finalSum}`); }
render
FunctionEnsure your render function properly handles both simulation and rendering:
JAVASCRIPTfunction render() { if (simulationOn) { // Run physics simulation simulation.step(1/60, 5000, 60); // Update visual representation for (const dice of diceArray) { dice.mesh.position.copy(dice.body[1].position); dice.mesh.quaternion.copy(dice.body[1].quaternion); } } else { // When simulation is off, just render the final state physicsRender.fixedStep(); for (const dice of diceArray) { dice.mesh.position.copy(dice.body[0].position); dice.mesh.quaternion.copy(dice.body[0].quaternion); } } renderer.render(scene, camera); requestAnimationFrame(render); }
Your current addDiceEvents
function is quite complex and might be causing issues. Since we're now forcing the result, we can simplify it:
JAVASCRIPTfunction addDiceEvents(dice, diceIdx) { dice.body.forEach(b => { b.addEventListener("sleep", (e) => { if (simulationOn) { // When a die comes to rest naturally, determine its value const euler = new CANNON.Vec3(); e.target.quaternion.toEuler(euler); // Determine which face is up using your existing logic const eps = .1; let isZero = (angle) => Math.abs(angle) < eps; let isHalfPi = (angle) => Math.abs(angle - .5 * Math.PI) < eps; let isMinusHalfPi = (angle) => Math.abs(.5 * Math.PI + angle) < eps; let isPiOrMinusPi = (angle) => (Math.abs(Math.PI - angle) < eps || Math.abs(Math.PI + angle) < eps); // Determine the value based on orientation let value = 0; if (isZero(euler.z)) { if (isZero(euler.x)) value = 1; else if (isHalfPi(euler.x)) value = 4; else if (isMinusHalfPi(euler.x)) value = 3; else if (isPiOrMinusPi(euler.x)) value = 6; } else if (isHalfPi(euler.z)) value = 2; else if (isMinusHalfPi(euler.z)) value = 5; // Update the current result if (value > 0) { currentResult[diceIdx] = value; console.log(`Die ${diceIdx + 1} shows: ${value}`); } } }); }); }
You might want to add OrbitControls to make it easier to view the dice from different angles:
JAVASCRIPTfunction initScene() { // Your existing code... // Add OrbitControls const controls = new THREE.OrbitControls(camera, renderer.domElement); controls.target.set(0, 0, 0); controls.update(); // Your existing code... }
Remember to import OrbitControls:
JAVASCRIPTimport { OrbitControls } from 'three/addons/controls/OrbitControls.js';
These changes should help you achieve a more controlled dice simulation that rolls for a fixed duration and then shows the desired result. The key is separating the random rolling phase from the result determination phase.
Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?
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