misc_controls_pointerlock.html 7.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - pointerlock controls</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. <style>
  9. #blocker {
  10. position: absolute;
  11. width: 100%;
  12. height: 100%;
  13. background-color: rgba(0,0,0,0.5);
  14. }
  15. #instructions {
  16. width: 100%;
  17. height: 100%;
  18. display: -webkit-box;
  19. display: -moz-box;
  20. display: box;
  21. -webkit-box-orient: horizontal;
  22. -moz-box-orient: horizontal;
  23. box-orient: horizontal;
  24. -webkit-box-pack: center;
  25. -moz-box-pack: center;
  26. box-pack: center;
  27. -webkit-box-align: center;
  28. -moz-box-align: center;
  29. box-align: center;
  30. color: #ffffff;
  31. text-align: center;
  32. font-family: Arial;
  33. font-size: 14px;
  34. line-height: 24px;
  35. cursor: pointer;
  36. }
  37. </style>
  38. </head>
  39. <body>
  40. <div id="blocker">
  41. <div id="instructions">
  42. <span style="font-size:36px">Click to play</span>
  43. <br /><br />
  44. Move: WASD<br/>
  45. Jump: SPACE<br/>
  46. Look: MOUSE
  47. </div>
  48. </div>
  49. <script type="module">
  50. import * as THREE from '../build/three.module.js';
  51. import { PointerLockControls } from './jsm/controls/PointerLockControls.js';
  52. let camera, scene, renderer, controls;
  53. const objects = [];
  54. let raycaster;
  55. let moveForward = false;
  56. let moveBackward = false;
  57. let moveLeft = false;
  58. let moveRight = false;
  59. let canJump = false;
  60. let prevTime = performance.now();
  61. const velocity = new THREE.Vector3();
  62. const direction = new THREE.Vector3();
  63. const vertex = new THREE.Vector3();
  64. const color = new THREE.Color();
  65. init();
  66. animate();
  67. function init() {
  68. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
  69. camera.position.y = 10;
  70. scene = new THREE.Scene();
  71. scene.background = new THREE.Color( 0xffffff );
  72. scene.fog = new THREE.Fog( 0xffffff, 0, 750 );
  73. const light = new THREE.HemisphereLight( 0xeeeeff, 0x777788, 0.75 );
  74. light.position.set( 0.5, 1, 0.75 );
  75. scene.add( light );
  76. controls = new PointerLockControls( camera, document.body );
  77. const blocker = document.getElementById( 'blocker' );
  78. const instructions = document.getElementById( 'instructions' );
  79. instructions.addEventListener( 'click', function () {
  80. controls.lock();
  81. } );
  82. controls.addEventListener( 'lock', function () {
  83. instructions.style.display = 'none';
  84. blocker.style.display = 'none';
  85. } );
  86. controls.addEventListener( 'unlock', function () {
  87. blocker.style.display = 'block';
  88. instructions.style.display = '';
  89. } );
  90. scene.add( controls.getObject() );
  91. const onKeyDown = function ( event ) {
  92. switch ( event.code ) {
  93. case 'ArrowUp':
  94. case 'KeyW':
  95. moveForward = true;
  96. break;
  97. case 'ArrowLeft':
  98. case 'KeyA':
  99. moveLeft = true;
  100. break;
  101. case 'ArrowDown':
  102. case 'KeyS':
  103. moveBackward = true;
  104. break;
  105. case 'ArrowRight':
  106. case 'KeyD':
  107. moveRight = true;
  108. break;
  109. case 'Space':
  110. if ( canJump === true ) velocity.y += 350;
  111. canJump = false;
  112. break;
  113. }
  114. };
  115. const onKeyUp = function ( event ) {
  116. switch ( event.code ) {
  117. case 'ArrowUp':
  118. case 'KeyW':
  119. moveForward = false;
  120. break;
  121. case 'ArrowLeft':
  122. case 'KeyA':
  123. moveLeft = false;
  124. break;
  125. case 'ArrowDown':
  126. case 'KeyS':
  127. moveBackward = false;
  128. break;
  129. case 'ArrowRight':
  130. case 'KeyD':
  131. moveRight = false;
  132. break;
  133. }
  134. };
  135. document.addEventListener( 'keydown', onKeyDown );
  136. document.addEventListener( 'keyup', onKeyUp );
  137. raycaster = new THREE.Raycaster( new THREE.Vector3(), new THREE.Vector3( 0, - 1, 0 ), 0, 10 );
  138. // floor
  139. let floorGeometry = new THREE.PlaneGeometry( 2000, 2000, 100, 100 );
  140. floorGeometry.rotateX( - Math.PI / 2 );
  141. // vertex displacement
  142. let position = floorGeometry.attributes.position;
  143. for ( let i = 0, l = position.count; i < l; i ++ ) {
  144. vertex.fromBufferAttribute( position, i );
  145. vertex.x += Math.random() * 20 - 10;
  146. vertex.y += Math.random() * 2;
  147. vertex.z += Math.random() * 20 - 10;
  148. position.setXYZ( i, vertex.x, vertex.y, vertex.z );
  149. }
  150. floorGeometry = floorGeometry.toNonIndexed(); // ensure each face has unique vertices
  151. position = floorGeometry.attributes.position;
  152. const colorsFloor = [];
  153. for ( let i = 0, l = position.count; i < l; i ++ ) {
  154. color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
  155. colorsFloor.push( color.r, color.g, color.b );
  156. }
  157. floorGeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colorsFloor, 3 ) );
  158. const floorMaterial = new THREE.MeshBasicMaterial( { vertexColors: true } );
  159. const floor = new THREE.Mesh( floorGeometry, floorMaterial );
  160. scene.add( floor );
  161. // objects
  162. const boxGeometry = new THREE.BoxGeometry( 20, 20, 20 ).toNonIndexed();
  163. position = boxGeometry.attributes.position;
  164. const colorsBox = [];
  165. for ( let i = 0, l = position.count; i < l; i ++ ) {
  166. color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
  167. colorsBox.push( color.r, color.g, color.b );
  168. }
  169. boxGeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colorsBox, 3 ) );
  170. for ( let i = 0; i < 500; i ++ ) {
  171. const boxMaterial = new THREE.MeshPhongMaterial( { specular: 0xffffff, flatShading: true, vertexColors: true } );
  172. boxMaterial.color.setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
  173. const box = new THREE.Mesh( boxGeometry, boxMaterial );
  174. box.position.x = Math.floor( Math.random() * 20 - 10 ) * 20;
  175. box.position.y = Math.floor( Math.random() * 20 ) * 20 + 10;
  176. box.position.z = Math.floor( Math.random() * 20 - 10 ) * 20;
  177. scene.add( box );
  178. objects.push( box );
  179. }
  180. //
  181. renderer = new THREE.WebGLRenderer( { antialias: true } );
  182. renderer.setPixelRatio( window.devicePixelRatio );
  183. renderer.setSize( window.innerWidth, window.innerHeight );
  184. document.body.appendChild( renderer.domElement );
  185. //
  186. window.addEventListener( 'resize', onWindowResize );
  187. }
  188. function onWindowResize() {
  189. camera.aspect = window.innerWidth / window.innerHeight;
  190. camera.updateProjectionMatrix();
  191. renderer.setSize( window.innerWidth, window.innerHeight );
  192. }
  193. function animate() {
  194. requestAnimationFrame( animate );
  195. const time = performance.now();
  196. if ( controls.isLocked === true ) {
  197. raycaster.ray.origin.copy( controls.getObject().position );
  198. raycaster.ray.origin.y -= 10;
  199. const intersections = raycaster.intersectObjects( objects );
  200. const onObject = intersections.length > 0;
  201. const delta = ( time - prevTime ) / 1000;
  202. velocity.x -= velocity.x * 10.0 * delta;
  203. velocity.z -= velocity.z * 10.0 * delta;
  204. velocity.y -= 9.8 * 100.0 * delta; // 100.0 = mass
  205. direction.z = Number( moveForward ) - Number( moveBackward );
  206. direction.x = Number( moveRight ) - Number( moveLeft );
  207. direction.normalize(); // this ensures consistent movements in all directions
  208. if ( moveForward || moveBackward ) velocity.z -= direction.z * 400.0 * delta;
  209. if ( moveLeft || moveRight ) velocity.x -= direction.x * 400.0 * delta;
  210. if ( onObject === true ) {
  211. velocity.y = Math.max( 0, velocity.y );
  212. canJump = true;
  213. }
  214. controls.moveRight( - velocity.x * delta );
  215. controls.moveForward( - velocity.z * delta );
  216. controls.getObject().position.y += ( velocity.y * delta ); // new behavior
  217. if ( controls.getObject().position.y < 10 ) {
  218. velocity.y = 0;
  219. controls.getObject().position.y = 10;
  220. canJump = true;
  221. }
  222. }
  223. prevTime = time;
  224. renderer.render( scene, camera );
  225. }
  226. </script>
  227. </body>
  228. </html>