misc_controls_pointerlock.html 7.8 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: flex;
  19. flex-direction: column;
  20. justify-content: center;
  21. align-items: center;
  22. text-align: center;
  23. font-size: 14px;
  24. cursor: pointer;
  25. }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="blocker">
  30. <div id="instructions">
  31. <p style="font-size:36px">
  32. Click to play
  33. </p>
  34. <p>
  35. Move: WASD<br/>
  36. Jump: SPACE<br/>
  37. Look: MOUSE
  38. </p>
  39. </div>
  40. </div>
  41. <script type="importmap">
  42. {
  43. "imports": {
  44. "three": "../build/three.module.js",
  45. "three/addons/": "./jsm/"
  46. }
  47. }
  48. </script>
  49. <script type="module">
  50. import * as THREE from 'three';
  51. import { PointerLockControls } from 'three/addons/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. function init() {
  67. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
  68. camera.position.y = 10;
  69. scene = new THREE.Scene();
  70. scene.background = new THREE.Color( 0xffffff );
  71. scene.fog = new THREE.Fog( 0xffffff, 0, 750 );
  72. const light = new THREE.HemisphereLight( 0xeeeeff, 0x777788, 2.5 );
  73. light.position.set( 0.5, 1, 0.75 );
  74. scene.add( light );
  75. controls = new PointerLockControls( camera, document.body );
  76. const blocker = document.getElementById( 'blocker' );
  77. const instructions = document.getElementById( 'instructions' );
  78. instructions.addEventListener( 'click', function () {
  79. controls.lock();
  80. } );
  81. controls.addEventListener( 'lock', function () {
  82. instructions.style.display = 'none';
  83. blocker.style.display = 'none';
  84. } );
  85. controls.addEventListener( 'unlock', function () {
  86. blocker.style.display = 'block';
  87. instructions.style.display = '';
  88. } );
  89. scene.add( controls.object );
  90. const onKeyDown = function ( event ) {
  91. switch ( event.code ) {
  92. case 'ArrowUp':
  93. case 'KeyW':
  94. moveForward = true;
  95. break;
  96. case 'ArrowLeft':
  97. case 'KeyA':
  98. moveLeft = true;
  99. break;
  100. case 'ArrowDown':
  101. case 'KeyS':
  102. moveBackward = true;
  103. break;
  104. case 'ArrowRight':
  105. case 'KeyD':
  106. moveRight = true;
  107. break;
  108. case 'Space':
  109. if ( canJump === true ) velocity.y += 350;
  110. canJump = false;
  111. break;
  112. }
  113. };
  114. const onKeyUp = function ( event ) {
  115. switch ( event.code ) {
  116. case 'ArrowUp':
  117. case 'KeyW':
  118. moveForward = false;
  119. break;
  120. case 'ArrowLeft':
  121. case 'KeyA':
  122. moveLeft = false;
  123. break;
  124. case 'ArrowDown':
  125. case 'KeyS':
  126. moveBackward = false;
  127. break;
  128. case 'ArrowRight':
  129. case 'KeyD':
  130. moveRight = false;
  131. break;
  132. }
  133. };
  134. document.addEventListener( 'keydown', onKeyDown );
  135. document.addEventListener( 'keyup', onKeyUp );
  136. raycaster = new THREE.Raycaster( new THREE.Vector3(), new THREE.Vector3( 0, - 1, 0 ), 0, 10 );
  137. // floor
  138. let floorGeometry = new THREE.PlaneGeometry( 2000, 2000, 100, 100 );
  139. floorGeometry.rotateX( - Math.PI / 2 );
  140. // vertex displacement
  141. let position = floorGeometry.attributes.position;
  142. for ( let i = 0, l = position.count; i < l; i ++ ) {
  143. vertex.fromBufferAttribute( position, i );
  144. vertex.x += Math.random() * 20 - 10;
  145. vertex.y += Math.random() * 2;
  146. vertex.z += Math.random() * 20 - 10;
  147. position.setXYZ( i, vertex.x, vertex.y, vertex.z );
  148. }
  149. floorGeometry = floorGeometry.toNonIndexed(); // ensure each face has unique vertices
  150. position = floorGeometry.attributes.position;
  151. const colorsFloor = [];
  152. for ( let i = 0, l = position.count; i < l; i ++ ) {
  153. color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75, THREE.SRGBColorSpace );
  154. colorsFloor.push( color.r, color.g, color.b );
  155. }
  156. floorGeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colorsFloor, 3 ) );
  157. const floorMaterial = new THREE.MeshBasicMaterial( { vertexColors: true } );
  158. const floor = new THREE.Mesh( floorGeometry, floorMaterial );
  159. scene.add( floor );
  160. // objects
  161. const boxGeometry = new THREE.BoxGeometry( 20, 20, 20 ).toNonIndexed();
  162. position = boxGeometry.attributes.position;
  163. const colorsBox = [];
  164. for ( let i = 0, l = position.count; i < l; i ++ ) {
  165. color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75, THREE.SRGBColorSpace );
  166. colorsBox.push( color.r, color.g, color.b );
  167. }
  168. boxGeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colorsBox, 3 ) );
  169. for ( let i = 0; i < 500; i ++ ) {
  170. const boxMaterial = new THREE.MeshPhongMaterial( { specular: 0xffffff, flatShading: true, vertexColors: true } );
  171. boxMaterial.color.setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75, THREE.SRGBColorSpace );
  172. const box = new THREE.Mesh( boxGeometry, boxMaterial );
  173. box.position.x = Math.floor( Math.random() * 20 - 10 ) * 20;
  174. box.position.y = Math.floor( Math.random() * 20 ) * 20 + 10;
  175. box.position.z = Math.floor( Math.random() * 20 - 10 ) * 20;
  176. scene.add( box );
  177. objects.push( box );
  178. }
  179. //
  180. renderer = new THREE.WebGLRenderer( { antialias: true } );
  181. renderer.setPixelRatio( window.devicePixelRatio );
  182. renderer.setSize( window.innerWidth, window.innerHeight );
  183. renderer.setAnimationLoop( animate );
  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. const time = performance.now();
  195. if ( controls.isLocked === true ) {
  196. raycaster.ray.origin.copy( controls.object.position );
  197. raycaster.ray.origin.y -= 10;
  198. const intersections = raycaster.intersectObjects( objects, false );
  199. const onObject = intersections.length > 0;
  200. const delta = ( time - prevTime ) / 1000;
  201. velocity.x -= velocity.x * 10.0 * delta;
  202. velocity.z -= velocity.z * 10.0 * delta;
  203. velocity.y -= 9.8 * 100.0 * delta; // 100.0 = mass
  204. direction.z = Number( moveForward ) - Number( moveBackward );
  205. direction.x = Number( moveRight ) - Number( moveLeft );
  206. direction.normalize(); // this ensures consistent movements in all directions
  207. if ( moveForward || moveBackward ) velocity.z -= direction.z * 400.0 * delta;
  208. if ( moveLeft || moveRight ) velocity.x -= direction.x * 400.0 * delta;
  209. if ( onObject === true ) {
  210. velocity.y = Math.max( 0, velocity.y );
  211. canJump = true;
  212. }
  213. controls.moveRight( - velocity.x * delta );
  214. controls.moveForward( - velocity.z * delta );
  215. controls.object.position.y += ( velocity.y * delta ); // new behavior
  216. if ( controls.object.position.y < 10 ) {
  217. velocity.y = 0;
  218. controls.object.position.y = 10;
  219. canJump = true;
  220. }
  221. }
  222. prevTime = time;
  223. renderer.render( scene, camera );
  224. }
  225. </script>
  226. </body>
  227. </html>