games_fps.html 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - misc - octree collisions</title>
  5. <meta charset=utf-8 />
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. Octree threejs demo - basic collisions with static triangle mesh<br />
  12. MOUSE to look around and to throw balls<br/>
  13. WASD to move and SPACE to jump
  14. </div>
  15. <div id="container"></div>
  16. <script type="importmap">
  17. {
  18. "imports": {
  19. "three": "../build/three.module.js",
  20. "three/addons/": "./jsm/"
  21. }
  22. }
  23. </script>
  24. <script type="module">
  25. import * as THREE from 'three';
  26. import Stats from 'three/addons/libs/stats.module.js';
  27. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  28. import { Octree } from 'three/addons/math/Octree.js';
  29. import { OctreeHelper } from 'three/addons/helpers/OctreeHelper.js';
  30. import { Capsule } from 'three/addons/math/Capsule.js';
  31. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  32. const clock = new THREE.Clock();
  33. const scene = new THREE.Scene();
  34. scene.background = new THREE.Color( 0x88ccee );
  35. scene.fog = new THREE.Fog( 0x88ccee, 0, 50 );
  36. const camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 );
  37. camera.rotation.order = 'YXZ';
  38. const fillLight1 = new THREE.HemisphereLight( 0x8dc1de, 0x00668d, 1.5 );
  39. fillLight1.position.set( 2, 1, 1 );
  40. scene.add( fillLight1 );
  41. const directionalLight = new THREE.DirectionalLight( 0xffffff, 2.5 );
  42. directionalLight.position.set( - 5, 25, - 1 );
  43. directionalLight.castShadow = true;
  44. directionalLight.shadow.camera.near = 0.01;
  45. directionalLight.shadow.camera.far = 500;
  46. directionalLight.shadow.camera.right = 30;
  47. directionalLight.shadow.camera.left = - 30;
  48. directionalLight.shadow.camera.top = 30;
  49. directionalLight.shadow.camera.bottom = - 30;
  50. directionalLight.shadow.mapSize.width = 1024;
  51. directionalLight.shadow.mapSize.height = 1024;
  52. directionalLight.shadow.radius = 4;
  53. directionalLight.shadow.bias = - 0.00006;
  54. scene.add( directionalLight );
  55. const container = document.getElementById( 'container' );
  56. const renderer = new THREE.WebGLRenderer( { antialias: true } );
  57. renderer.setPixelRatio( window.devicePixelRatio );
  58. renderer.setSize( window.innerWidth, window.innerHeight );
  59. renderer.setAnimationLoop( animate );
  60. renderer.shadowMap.enabled = true;
  61. renderer.shadowMap.type = THREE.VSMShadowMap;
  62. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  63. container.appendChild( renderer.domElement );
  64. const stats = new Stats();
  65. stats.domElement.style.position = 'absolute';
  66. stats.domElement.style.top = '0px';
  67. container.appendChild( stats.domElement );
  68. const GRAVITY = 30;
  69. const NUM_SPHERES = 100;
  70. const SPHERE_RADIUS = 0.2;
  71. const STEPS_PER_FRAME = 5;
  72. const sphereGeometry = new THREE.IcosahedronGeometry( SPHERE_RADIUS, 5 );
  73. const sphereMaterial = new THREE.MeshLambertMaterial( { color: 0xdede8d } );
  74. const spheres = [];
  75. let sphereIdx = 0;
  76. for ( let i = 0; i < NUM_SPHERES; i ++ ) {
  77. const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
  78. sphere.castShadow = true;
  79. sphere.receiveShadow = true;
  80. scene.add( sphere );
  81. spheres.push( {
  82. mesh: sphere,
  83. collider: new THREE.Sphere( new THREE.Vector3( 0, - 100, 0 ), SPHERE_RADIUS ),
  84. velocity: new THREE.Vector3()
  85. } );
  86. }
  87. const worldOctree = new Octree();
  88. const playerCollider = new Capsule( new THREE.Vector3( 0, 0.35, 0 ), new THREE.Vector3( 0, 1, 0 ), 0.35 );
  89. const playerVelocity = new THREE.Vector3();
  90. const playerDirection = new THREE.Vector3();
  91. let playerOnFloor = false;
  92. let mouseTime = 0;
  93. const keyStates = {};
  94. const vector1 = new THREE.Vector3();
  95. const vector2 = new THREE.Vector3();
  96. const vector3 = new THREE.Vector3();
  97. document.addEventListener( 'keydown', ( event ) => {
  98. keyStates[ event.code ] = true;
  99. } );
  100. document.addEventListener( 'keyup', ( event ) => {
  101. keyStates[ event.code ] = false;
  102. } );
  103. container.addEventListener( 'mousedown', () => {
  104. document.body.requestPointerLock();
  105. mouseTime = performance.now();
  106. } );
  107. document.addEventListener( 'mouseup', () => {
  108. if ( document.pointerLockElement !== null ) throwBall();
  109. } );
  110. document.body.addEventListener( 'mousemove', ( event ) => {
  111. if ( document.pointerLockElement === document.body ) {
  112. camera.rotation.y -= event.movementX / 500;
  113. camera.rotation.x -= event.movementY / 500;
  114. }
  115. } );
  116. window.addEventListener( 'resize', onWindowResize );
  117. function onWindowResize() {
  118. camera.aspect = window.innerWidth / window.innerHeight;
  119. camera.updateProjectionMatrix();
  120. renderer.setSize( window.innerWidth, window.innerHeight );
  121. }
  122. function throwBall() {
  123. const sphere = spheres[ sphereIdx ];
  124. camera.getWorldDirection( playerDirection );
  125. sphere.collider.center.copy( playerCollider.end ).addScaledVector( playerDirection, playerCollider.radius * 1.5 );
  126. // throw the ball with more force if we hold the button longer, and if we move forward
  127. const impulse = 15 + 30 * ( 1 - Math.exp( ( mouseTime - performance.now() ) * 0.001 ) );
  128. sphere.velocity.copy( playerDirection ).multiplyScalar( impulse );
  129. sphere.velocity.addScaledVector( playerVelocity, 2 );
  130. sphereIdx = ( sphereIdx + 1 ) % spheres.length;
  131. }
  132. function playerCollisions() {
  133. const result = worldOctree.capsuleIntersect( playerCollider );
  134. playerOnFloor = false;
  135. if ( result ) {
  136. playerOnFloor = result.normal.y > 0;
  137. if ( ! playerOnFloor ) {
  138. playerVelocity.addScaledVector( result.normal, - result.normal.dot( playerVelocity ) );
  139. }
  140. if ( result.depth >= 1e-10 ) {
  141. playerCollider.translate( result.normal.multiplyScalar( result.depth ) );
  142. }
  143. }
  144. }
  145. function updatePlayer( deltaTime ) {
  146. let damping = Math.exp( - 4 * deltaTime ) - 1;
  147. if ( ! playerOnFloor ) {
  148. playerVelocity.y -= GRAVITY * deltaTime;
  149. // small air resistance
  150. damping *= 0.1;
  151. }
  152. playerVelocity.addScaledVector( playerVelocity, damping );
  153. const deltaPosition = playerVelocity.clone().multiplyScalar( deltaTime );
  154. playerCollider.translate( deltaPosition );
  155. playerCollisions();
  156. camera.position.copy( playerCollider.end );
  157. }
  158. function playerSphereCollision( sphere ) {
  159. const center = vector1.addVectors( playerCollider.start, playerCollider.end ).multiplyScalar( 0.5 );
  160. const sphere_center = sphere.collider.center;
  161. const r = playerCollider.radius + sphere.collider.radius;
  162. const r2 = r * r;
  163. // approximation: player = 3 spheres
  164. for ( const point of [ playerCollider.start, playerCollider.end, center ] ) {
  165. const d2 = point.distanceToSquared( sphere_center );
  166. if ( d2 < r2 ) {
  167. const normal = vector1.subVectors( point, sphere_center ).normalize();
  168. const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( playerVelocity ) );
  169. const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( sphere.velocity ) );
  170. playerVelocity.add( v2 ).sub( v1 );
  171. sphere.velocity.add( v1 ).sub( v2 );
  172. const d = ( r - Math.sqrt( d2 ) ) / 2;
  173. sphere_center.addScaledVector( normal, - d );
  174. }
  175. }
  176. }
  177. function spheresCollisions() {
  178. for ( let i = 0, length = spheres.length; i < length; i ++ ) {
  179. const s1 = spheres[ i ];
  180. for ( let j = i + 1; j < length; j ++ ) {
  181. const s2 = spheres[ j ];
  182. const d2 = s1.collider.center.distanceToSquared( s2.collider.center );
  183. const r = s1.collider.radius + s2.collider.radius;
  184. const r2 = r * r;
  185. if ( d2 < r2 ) {
  186. const normal = vector1.subVectors( s1.collider.center, s2.collider.center ).normalize();
  187. const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( s1.velocity ) );
  188. const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( s2.velocity ) );
  189. s1.velocity.add( v2 ).sub( v1 );
  190. s2.velocity.add( v1 ).sub( v2 );
  191. const d = ( r - Math.sqrt( d2 ) ) / 2;
  192. s1.collider.center.addScaledVector( normal, d );
  193. s2.collider.center.addScaledVector( normal, - d );
  194. }
  195. }
  196. }
  197. }
  198. function updateSpheres( deltaTime ) {
  199. spheres.forEach( sphere => {
  200. sphere.collider.center.addScaledVector( sphere.velocity, deltaTime );
  201. const result = worldOctree.sphereIntersect( sphere.collider );
  202. if ( result ) {
  203. sphere.velocity.addScaledVector( result.normal, - result.normal.dot( sphere.velocity ) * 1.5 );
  204. sphere.collider.center.add( result.normal.multiplyScalar( result.depth ) );
  205. } else {
  206. sphere.velocity.y -= GRAVITY * deltaTime;
  207. }
  208. const damping = Math.exp( - 1.5 * deltaTime ) - 1;
  209. sphere.velocity.addScaledVector( sphere.velocity, damping );
  210. playerSphereCollision( sphere );
  211. } );
  212. spheresCollisions();
  213. for ( const sphere of spheres ) {
  214. sphere.mesh.position.copy( sphere.collider.center );
  215. }
  216. }
  217. function getForwardVector() {
  218. camera.getWorldDirection( playerDirection );
  219. playerDirection.y = 0;
  220. playerDirection.normalize();
  221. return playerDirection;
  222. }
  223. function getSideVector() {
  224. camera.getWorldDirection( playerDirection );
  225. playerDirection.y = 0;
  226. playerDirection.normalize();
  227. playerDirection.cross( camera.up );
  228. return playerDirection;
  229. }
  230. function controls( deltaTime ) {
  231. // gives a bit of air control
  232. const speedDelta = deltaTime * ( playerOnFloor ? 25 : 8 );
  233. if ( keyStates[ 'KeyW' ] ) {
  234. playerVelocity.add( getForwardVector().multiplyScalar( speedDelta ) );
  235. }
  236. if ( keyStates[ 'KeyS' ] ) {
  237. playerVelocity.add( getForwardVector().multiplyScalar( - speedDelta ) );
  238. }
  239. if ( keyStates[ 'KeyA' ] ) {
  240. playerVelocity.add( getSideVector().multiplyScalar( - speedDelta ) );
  241. }
  242. if ( keyStates[ 'KeyD' ] ) {
  243. playerVelocity.add( getSideVector().multiplyScalar( speedDelta ) );
  244. }
  245. if ( playerOnFloor ) {
  246. if ( keyStates[ 'Space' ] ) {
  247. playerVelocity.y = 15;
  248. }
  249. }
  250. }
  251. const loader = new GLTFLoader().setPath( './models/gltf/' );
  252. loader.load( 'collision-world.glb', ( gltf ) => {
  253. scene.add( gltf.scene );
  254. worldOctree.fromGraphNode( gltf.scene );
  255. gltf.scene.traverse( child => {
  256. if ( child.isMesh ) {
  257. child.castShadow = true;
  258. child.receiveShadow = true;
  259. if ( child.material.map ) {
  260. child.material.map.anisotropy = 4;
  261. }
  262. }
  263. } );
  264. const helper = new OctreeHelper( worldOctree );
  265. helper.visible = false;
  266. scene.add( helper );
  267. const gui = new GUI( { width: 200 } );
  268. gui.add( { debug: false }, 'debug' )
  269. .onChange( function ( value ) {
  270. helper.visible = value;
  271. } );
  272. } );
  273. function teleportPlayerIfOob() {
  274. if ( camera.position.y <= - 25 ) {
  275. playerCollider.start.set( 0, 0.35, 0 );
  276. playerCollider.end.set( 0, 1, 0 );
  277. playerCollider.radius = 0.35;
  278. camera.position.copy( playerCollider.end );
  279. camera.rotation.set( 0, 0, 0 );
  280. }
  281. }
  282. function animate() {
  283. const deltaTime = Math.min( 0.05, clock.getDelta() ) / STEPS_PER_FRAME;
  284. // we look for collisions in substeps to mitigate the risk of
  285. // an object traversing another too quickly for detection.
  286. for ( let i = 0; i < STEPS_PER_FRAME; i ++ ) {
  287. controls( deltaTime );
  288. updatePlayer( deltaTime );
  289. updateSpheres( deltaTime );
  290. teleportPlayerIfOob();
  291. }
  292. renderer.render( scene, camera );
  293. stats.update();
  294. }
  295. </script>
  296. </body>
  297. </html>