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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js - misc - octree collisions</title>
- <meta charset=utf-8 />
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- </head>
- <body>
- <div id="info">
- Octree threejs demo - basic collisions with static triangle mesh<br />
- MOUSE to look around and to throw balls<br/>
- WASD to move and SPACE to jump
- </div>
- <div id="container"></div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.module.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import Stats from 'three/addons/libs/stats.module.js';
- import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
- import { Octree } from 'three/addons/math/Octree.js';
- import { OctreeHelper } from 'three/addons/helpers/OctreeHelper.js';
- import { Capsule } from 'three/addons/math/Capsule.js';
- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
- const clock = new THREE.Clock();
- const scene = new THREE.Scene();
- scene.background = new THREE.Color( 0x88ccee );
- scene.fog = new THREE.Fog( 0x88ccee, 0, 50 );
- const camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 );
- camera.rotation.order = 'YXZ';
- const fillLight1 = new THREE.HemisphereLight( 0x8dc1de, 0x00668d, 1.5 );
- fillLight1.position.set( 2, 1, 1 );
- scene.add( fillLight1 );
- const directionalLight = new THREE.DirectionalLight( 0xffffff, 2.5 );
- directionalLight.position.set( - 5, 25, - 1 );
- directionalLight.castShadow = true;
- directionalLight.shadow.camera.near = 0.01;
- directionalLight.shadow.camera.far = 500;
- directionalLight.shadow.camera.right = 30;
- directionalLight.shadow.camera.left = - 30;
- directionalLight.shadow.camera.top = 30;
- directionalLight.shadow.camera.bottom = - 30;
- directionalLight.shadow.mapSize.width = 1024;
- directionalLight.shadow.mapSize.height = 1024;
- directionalLight.shadow.radius = 4;
- directionalLight.shadow.bias = - 0.00006;
- scene.add( directionalLight );
- const container = document.getElementById( 'container' );
- const renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- renderer.shadowMap.enabled = true;
- renderer.shadowMap.type = THREE.VSMShadowMap;
- renderer.toneMapping = THREE.ACESFilmicToneMapping;
- container.appendChild( renderer.domElement );
- const stats = new Stats();
- stats.domElement.style.position = 'absolute';
- stats.domElement.style.top = '0px';
- container.appendChild( stats.domElement );
- const GRAVITY = 30;
- const NUM_SPHERES = 100;
- const SPHERE_RADIUS = 0.2;
- const STEPS_PER_FRAME = 5;
- const sphereGeometry = new THREE.IcosahedronGeometry( SPHERE_RADIUS, 5 );
- const sphereMaterial = new THREE.MeshLambertMaterial( { color: 0xdede8d } );
- const spheres = [];
- let sphereIdx = 0;
- for ( let i = 0; i < NUM_SPHERES; i ++ ) {
- const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
- sphere.castShadow = true;
- sphere.receiveShadow = true;
- scene.add( sphere );
- spheres.push( {
- mesh: sphere,
- collider: new THREE.Sphere( new THREE.Vector3( 0, - 100, 0 ), SPHERE_RADIUS ),
- velocity: new THREE.Vector3()
- } );
- }
- const worldOctree = new Octree();
- const playerCollider = new Capsule( new THREE.Vector3( 0, 0.35, 0 ), new THREE.Vector3( 0, 1, 0 ), 0.35 );
- const playerVelocity = new THREE.Vector3();
- const playerDirection = new THREE.Vector3();
- let playerOnFloor = false;
- let mouseTime = 0;
- const keyStates = {};
- const vector1 = new THREE.Vector3();
- const vector2 = new THREE.Vector3();
- const vector3 = new THREE.Vector3();
- document.addEventListener( 'keydown', ( event ) => {
- keyStates[ event.code ] = true;
- } );
- document.addEventListener( 'keyup', ( event ) => {
- keyStates[ event.code ] = false;
- } );
- container.addEventListener( 'mousedown', () => {
- document.body.requestPointerLock();
- mouseTime = performance.now();
- } );
- document.addEventListener( 'mouseup', () => {
- if ( document.pointerLockElement !== null ) throwBall();
- } );
- document.body.addEventListener( 'mousemove', ( event ) => {
- if ( document.pointerLockElement === document.body ) {
- camera.rotation.y -= event.movementX / 500;
- camera.rotation.x -= event.movementY / 500;
- }
- } );
- window.addEventListener( 'resize', onWindowResize );
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function throwBall() {
- const sphere = spheres[ sphereIdx ];
- camera.getWorldDirection( playerDirection );
- sphere.collider.center.copy( playerCollider.end ).addScaledVector( playerDirection, playerCollider.radius * 1.5 );
- // throw the ball with more force if we hold the button longer, and if we move forward
- const impulse = 15 + 30 * ( 1 - Math.exp( ( mouseTime - performance.now() ) * 0.001 ) );
- sphere.velocity.copy( playerDirection ).multiplyScalar( impulse );
- sphere.velocity.addScaledVector( playerVelocity, 2 );
- sphereIdx = ( sphereIdx + 1 ) % spheres.length;
- }
- function playerCollisions() {
- const result = worldOctree.capsuleIntersect( playerCollider );
- playerOnFloor = false;
- if ( result ) {
- playerOnFloor = result.normal.y > 0;
- if ( ! playerOnFloor ) {
- playerVelocity.addScaledVector( result.normal, - result.normal.dot( playerVelocity ) );
- }
- if ( result.depth >= 1e-10 ) {
- playerCollider.translate( result.normal.multiplyScalar( result.depth ) );
- }
- }
- }
- function updatePlayer( deltaTime ) {
- let damping = Math.exp( - 4 * deltaTime ) - 1;
- if ( ! playerOnFloor ) {
- playerVelocity.y -= GRAVITY * deltaTime;
- // small air resistance
- damping *= 0.1;
- }
- playerVelocity.addScaledVector( playerVelocity, damping );
- const deltaPosition = playerVelocity.clone().multiplyScalar( deltaTime );
- playerCollider.translate( deltaPosition );
- playerCollisions();
- camera.position.copy( playerCollider.end );
- }
- function playerSphereCollision( sphere ) {
- const center = vector1.addVectors( playerCollider.start, playerCollider.end ).multiplyScalar( 0.5 );
- const sphere_center = sphere.collider.center;
- const r = playerCollider.radius + sphere.collider.radius;
- const r2 = r * r;
- // approximation: player = 3 spheres
- for ( const point of [ playerCollider.start, playerCollider.end, center ] ) {
- const d2 = point.distanceToSquared( sphere_center );
- if ( d2 < r2 ) {
- const normal = vector1.subVectors( point, sphere_center ).normalize();
- const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( playerVelocity ) );
- const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( sphere.velocity ) );
- playerVelocity.add( v2 ).sub( v1 );
- sphere.velocity.add( v1 ).sub( v2 );
- const d = ( r - Math.sqrt( d2 ) ) / 2;
- sphere_center.addScaledVector( normal, - d );
- }
- }
- }
- function spheresCollisions() {
- for ( let i = 0, length = spheres.length; i < length; i ++ ) {
- const s1 = spheres[ i ];
- for ( let j = i + 1; j < length; j ++ ) {
- const s2 = spheres[ j ];
- const d2 = s1.collider.center.distanceToSquared( s2.collider.center );
- const r = s1.collider.radius + s2.collider.radius;
- const r2 = r * r;
- if ( d2 < r2 ) {
- const normal = vector1.subVectors( s1.collider.center, s2.collider.center ).normalize();
- const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( s1.velocity ) );
- const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( s2.velocity ) );
- s1.velocity.add( v2 ).sub( v1 );
- s2.velocity.add( v1 ).sub( v2 );
- const d = ( r - Math.sqrt( d2 ) ) / 2;
- s1.collider.center.addScaledVector( normal, d );
- s2.collider.center.addScaledVector( normal, - d );
- }
- }
- }
- }
- function updateSpheres( deltaTime ) {
- spheres.forEach( sphere => {
- sphere.collider.center.addScaledVector( sphere.velocity, deltaTime );
- const result = worldOctree.sphereIntersect( sphere.collider );
- if ( result ) {
- sphere.velocity.addScaledVector( result.normal, - result.normal.dot( sphere.velocity ) * 1.5 );
- sphere.collider.center.add( result.normal.multiplyScalar( result.depth ) );
- } else {
- sphere.velocity.y -= GRAVITY * deltaTime;
- }
- const damping = Math.exp( - 1.5 * deltaTime ) - 1;
- sphere.velocity.addScaledVector( sphere.velocity, damping );
- playerSphereCollision( sphere );
- } );
- spheresCollisions();
- for ( const sphere of spheres ) {
- sphere.mesh.position.copy( sphere.collider.center );
- }
- }
- function getForwardVector() {
- camera.getWorldDirection( playerDirection );
- playerDirection.y = 0;
- playerDirection.normalize();
- return playerDirection;
- }
- function getSideVector() {
- camera.getWorldDirection( playerDirection );
- playerDirection.y = 0;
- playerDirection.normalize();
- playerDirection.cross( camera.up );
- return playerDirection;
- }
- function controls( deltaTime ) {
- // gives a bit of air control
- const speedDelta = deltaTime * ( playerOnFloor ? 25 : 8 );
- if ( keyStates[ 'KeyW' ] ) {
- playerVelocity.add( getForwardVector().multiplyScalar( speedDelta ) );
- }
- if ( keyStates[ 'KeyS' ] ) {
- playerVelocity.add( getForwardVector().multiplyScalar( - speedDelta ) );
- }
- if ( keyStates[ 'KeyA' ] ) {
- playerVelocity.add( getSideVector().multiplyScalar( - speedDelta ) );
- }
- if ( keyStates[ 'KeyD' ] ) {
- playerVelocity.add( getSideVector().multiplyScalar( speedDelta ) );
- }
- if ( playerOnFloor ) {
- if ( keyStates[ 'Space' ] ) {
- playerVelocity.y = 15;
- }
- }
- }
- const loader = new GLTFLoader().setPath( './models/gltf/' );
- loader.load( 'collision-world.glb', ( gltf ) => {
- scene.add( gltf.scene );
- worldOctree.fromGraphNode( gltf.scene );
- gltf.scene.traverse( child => {
- if ( child.isMesh ) {
- child.castShadow = true;
- child.receiveShadow = true;
- if ( child.material.map ) {
- child.material.map.anisotropy = 4;
- }
- }
- } );
- const helper = new OctreeHelper( worldOctree );
- helper.visible = false;
- scene.add( helper );
- const gui = new GUI( { width: 200 } );
- gui.add( { debug: false }, 'debug' )
- .onChange( function ( value ) {
- helper.visible = value;
- } );
-
- } );
- function teleportPlayerIfOob() {
- if ( camera.position.y <= - 25 ) {
- playerCollider.start.set( 0, 0.35, 0 );
- playerCollider.end.set( 0, 1, 0 );
- playerCollider.radius = 0.35;
- camera.position.copy( playerCollider.end );
- camera.rotation.set( 0, 0, 0 );
- }
- }
- function animate() {
- const deltaTime = Math.min( 0.05, clock.getDelta() ) / STEPS_PER_FRAME;
- // we look for collisions in substeps to mitigate the risk of
- // an object traversing another too quickly for detection.
- for ( let i = 0; i < STEPS_PER_FRAME; i ++ ) {
- controls( deltaTime );
- updatePlayer( deltaTime );
- updateSpheres( deltaTime );
- teleportPlayerIfOob();
- }
- renderer.render( scene, camera );
- stats.update();
- }
- </script>
- </body>
- </html>
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