games_fps.html 8.9 KB

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  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">Octree threejs demo - basic collisions with static triangle mesh<br />WASD to move, space to jump, use mouse to throw balls and move the camera.</div>
  11. <div id="container"></div>
  12. <script type="module">
  13. import * as THREE from '../build/three.module.js';
  14. import Stats from './jsm/libs/stats.module.js';
  15. import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
  16. import { Octree } from './jsm/math/Octree.js';
  17. import { Capsule } from './jsm/math/Capsule.js';
  18. const clock = new THREE.Clock();
  19. const scene = new THREE.Scene();
  20. scene.background = new THREE.Color( 0x88ccff );
  21. const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  22. camera.rotation.order = 'YXZ';
  23. const ambientlight = new THREE.AmbientLight( 0x6688cc );
  24. scene.add( ambientlight );
  25. const fillLight1 = new THREE.DirectionalLight( 0xff9999, 0.5 );
  26. fillLight1.position.set( - 1, 1, 2 );
  27. scene.add( fillLight1 );
  28. const fillLight2 = new THREE.DirectionalLight( 0x8888ff, 0.2 );
  29. fillLight2.position.set( 0, - 1, 0 );
  30. scene.add( fillLight2 );
  31. const directionalLight = new THREE.DirectionalLight( 0xffffaa, 1.2 );
  32. directionalLight.position.set( - 5, 25, - 1 );
  33. directionalLight.castShadow = true;
  34. directionalLight.shadow.camera.near = 0.01;
  35. directionalLight.shadow.camera.far = 500;
  36. directionalLight.shadow.camera.right = 30;
  37. directionalLight.shadow.camera.left = - 30;
  38. directionalLight.shadow.camera.top = 30;
  39. directionalLight.shadow.camera.bottom = - 30;
  40. directionalLight.shadow.mapSize.width = 1024;
  41. directionalLight.shadow.mapSize.height = 1024;
  42. directionalLight.shadow.radius = 4;
  43. directionalLight.shadow.bias = - 0.00006;
  44. scene.add( directionalLight );
  45. const renderer = new THREE.WebGLRenderer( { antialias: true } );
  46. renderer.setPixelRatio( window.devicePixelRatio );
  47. renderer.setSize( window.innerWidth, window.innerHeight );
  48. renderer.shadowMap.enabled = true;
  49. renderer.shadowMap.type = THREE.VSMShadowMap;
  50. const container = document.getElementById( 'container' );
  51. container.appendChild( renderer.domElement );
  52. const stats = new Stats();
  53. stats.domElement.style.position = 'absolute';
  54. stats.domElement.style.top = '0px';
  55. container.appendChild( stats.domElement );
  56. const GRAVITY = 30;
  57. const NUM_SPHERES = 20;
  58. const SPHERE_RADIUS = 0.2;
  59. const sphereGeometry = new THREE.SphereGeometry( SPHERE_RADIUS, 32, 32 );
  60. const sphereMaterial = new THREE.MeshStandardMaterial( { color: 0x888855, roughness: 0.8, metalness: 0.5 } );
  61. const spheres = [];
  62. let sphereIdx = 0;
  63. for ( let i = 0; i < NUM_SPHERES; i ++ ) {
  64. const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
  65. sphere.castShadow = true;
  66. sphere.receiveShadow = true;
  67. scene.add( sphere );
  68. spheres.push( { mesh: sphere, collider: new THREE.Sphere( new THREE.Vector3( 0, - 100, 0 ), SPHERE_RADIUS ), velocity: new THREE.Vector3() } );
  69. }
  70. const worldOctree = new Octree();
  71. const playerCollider = new Capsule( new THREE.Vector3( 0, 0.35, 0 ), new THREE.Vector3( 0, 1, 0 ), 0.35 );
  72. const playerVelocity = new THREE.Vector3();
  73. const playerDirection = new THREE.Vector3();
  74. let playerOnFloor = false;
  75. const keyStates = {};
  76. document.addEventListener( 'keydown', ( event ) => {
  77. keyStates[ event.code ] = true;
  78. } );
  79. document.addEventListener( 'keyup', ( event ) => {
  80. keyStates[ event.code ] = false;
  81. } );
  82. document.addEventListener( 'mousedown', () => {
  83. document.body.requestPointerLock();
  84. } );
  85. document.body.addEventListener( 'mousemove', ( event ) => {
  86. if ( document.pointerLockElement === document.body ) {
  87. camera.rotation.y -= event.movementX / 500;
  88. camera.rotation.x -= event.movementY / 500;
  89. }
  90. } );
  91. window.addEventListener( 'resize', onWindowResize );
  92. function onWindowResize() {
  93. camera.aspect = window.innerWidth / window.innerHeight;
  94. camera.updateProjectionMatrix();
  95. renderer.setSize( window.innerWidth, window.innerHeight );
  96. }
  97. document.addEventListener( 'click', () => {
  98. const sphere = spheres[ sphereIdx ];
  99. camera.getWorldDirection( playerDirection );
  100. sphere.collider.center.copy( playerCollider.end );
  101. sphere.velocity.copy( playerDirection ).multiplyScalar( 30 );
  102. sphereIdx = ( sphereIdx + 1 ) % spheres.length;
  103. } );
  104. function playerCollitions() {
  105. const result = worldOctree.capsuleIntersect( playerCollider );
  106. playerOnFloor = false;
  107. if ( result ) {
  108. playerOnFloor = result.normal.y > 0;
  109. if ( ! playerOnFloor ) {
  110. playerVelocity.addScaledVector( result.normal, - result.normal.dot( playerVelocity ) );
  111. }
  112. playerCollider.translate( result.normal.multiplyScalar( result.depth ) );
  113. }
  114. }
  115. function updatePlayer( deltaTime ) {
  116. if ( playerOnFloor ) {
  117. const damping = Math.exp( - 3 * deltaTime ) - 1;
  118. playerVelocity.addScaledVector( playerVelocity, damping );
  119. } else {
  120. playerVelocity.y -= GRAVITY * deltaTime;
  121. }
  122. const deltaPosition = playerVelocity.clone().multiplyScalar( deltaTime );
  123. playerCollider.translate( deltaPosition );
  124. playerCollitions();
  125. camera.position.copy( playerCollider.end );
  126. }
  127. function spheresCollisions() {
  128. for ( let i = 0; i < spheres.length; i ++ ) {
  129. const s1 = spheres[ i ];
  130. for ( let j = i + 1; j < spheres.length; j ++ ) {
  131. const s2 = spheres[ j ];
  132. const d2 = s1.collider.center.distanceToSquared( s2.collider.center );
  133. const r = s1.collider.radius + s2.collider.radius;
  134. const r2 = r * r;
  135. if ( d2 < r2 ) {
  136. const normal = s1.collider.clone().center.sub( s2.collider.center ).normalize();
  137. const v1 = normal.clone().multiplyScalar( normal.dot( s1.velocity ) );
  138. const v2 = normal.clone().multiplyScalar( normal.dot( s2.velocity ) );
  139. s1.velocity.add( v2 ).sub( v1 );
  140. s2.velocity.add( v1 ).sub( v2 );
  141. const d = ( r - Math.sqrt( d2 ) ) / 2;
  142. s1.collider.center.addScaledVector( normal, d );
  143. s2.collider.center.addScaledVector( normal, - d );
  144. }
  145. }
  146. }
  147. }
  148. function updateSpheres( deltaTime ) {
  149. spheres.forEach( sphere =>{
  150. sphere.collider.center.addScaledVector( sphere.velocity, deltaTime );
  151. const result = worldOctree.sphereIntersect( sphere.collider );
  152. if ( result ) {
  153. sphere.velocity.addScaledVector( result.normal, - result.normal.dot( sphere.velocity ) * 1.5 );
  154. sphere.collider.center.add( result.normal.multiplyScalar( result.depth ) );
  155. } else {
  156. sphere.velocity.y -= GRAVITY * deltaTime;
  157. }
  158. const damping = Math.exp( - 1.5 * deltaTime ) - 1;
  159. sphere.velocity.addScaledVector( sphere.velocity, damping );
  160. spheresCollisions();
  161. sphere.mesh.position.copy( sphere.collider.center );
  162. } );
  163. }
  164. function getForwardVector() {
  165. camera.getWorldDirection( playerDirection );
  166. playerDirection.y = 0;
  167. playerDirection.normalize();
  168. return playerDirection;
  169. }
  170. function getSideVector() {
  171. camera.getWorldDirection( playerDirection );
  172. playerDirection.y = 0;
  173. playerDirection.normalize();
  174. playerDirection.cross( camera.up );
  175. return playerDirection;
  176. }
  177. function controls( deltaTime ) {
  178. const speed = 25;
  179. if ( playerOnFloor ) {
  180. if ( keyStates[ 'KeyW' ] ) {
  181. playerVelocity.add( getForwardVector().multiplyScalar( speed * deltaTime ) );
  182. }
  183. if ( keyStates[ 'KeyS' ] ) {
  184. playerVelocity.add( getForwardVector().multiplyScalar( - speed * deltaTime ) );
  185. }
  186. if ( keyStates[ 'KeyA' ] ) {
  187. playerVelocity.add( getSideVector().multiplyScalar( - speed * deltaTime ) );
  188. }
  189. if ( keyStates[ 'KeyD' ] ) {
  190. playerVelocity.add( getSideVector().multiplyScalar( speed * deltaTime ) );
  191. }
  192. if ( keyStates[ 'Space' ] ) {
  193. playerVelocity.y = 15;
  194. }
  195. }
  196. }
  197. const loader = new GLTFLoader().setPath( './models/gltf/' );
  198. loader.load( 'collision-world.glb', ( gltf ) => {
  199. scene.add( gltf.scene );
  200. worldOctree.fromGraphNode( gltf.scene );
  201. gltf.scene.traverse( child => {
  202. if ( child.isMesh ) {
  203. child.castShadow = true;
  204. child.receiveShadow = true;
  205. if ( child.material.map ) {
  206. child.material.map.anisotropy = 8;
  207. }
  208. }
  209. } );
  210. animate();
  211. } );
  212. function animate() {
  213. const deltaTime = Math.min( 0.1, clock.getDelta() );
  214. controls( deltaTime );
  215. updatePlayer( deltaTime );
  216. updateSpheres( deltaTime );
  217. renderer.render( scene, camera );
  218. stats.update();
  219. requestAnimationFrame( animate );
  220. }
  221. </script>
  222. </body>
  223. </html>