misc_controls_pointerlock.html 8.1 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 {
  51. BoxBufferGeometry,
  52. Color,
  53. Float32BufferAttribute,
  54. Fog,
  55. HemisphereLight,
  56. Mesh,
  57. MeshBasicMaterial,
  58. MeshPhongMaterial,
  59. PerspectiveCamera,
  60. PlaneBufferGeometry,
  61. Raycaster,
  62. Scene,
  63. Vector3,
  64. VertexColors,
  65. WebGLRenderer
  66. } from "../build/three.module.js";
  67. import { PointerLockControls } from './jsm/controls/PointerLockControls.js';
  68. var camera, scene, renderer, controls;
  69. var objects = [];
  70. var raycaster;
  71. var moveForward = false;
  72. var moveBackward = false;
  73. var moveLeft = false;
  74. var moveRight = false;
  75. var canJump = false;
  76. var prevTime = performance.now();
  77. var velocity = new Vector3();
  78. var direction = new Vector3();
  79. var vertex = new Vector3();
  80. var color = new Color();
  81. init();
  82. animate();
  83. function init() {
  84. camera = new PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
  85. camera.position.y = 10;
  86. scene = new Scene();
  87. scene.background = new Color( 0xffffff );
  88. scene.fog = new Fog( 0xffffff, 0, 750 );
  89. var light = new HemisphereLight( 0xeeeeff, 0x777788, 0.75 );
  90. light.position.set( 0.5, 1, 0.75 );
  91. scene.add( light );
  92. controls = new PointerLockControls( camera );
  93. var blocker = document.getElementById( 'blocker' );
  94. var instructions = document.getElementById( 'instructions' );
  95. instructions.addEventListener( 'click', function () {
  96. controls.lock();
  97. }, false );
  98. controls.addEventListener( 'lock', function () {
  99. instructions.style.display = 'none';
  100. blocker.style.display = 'none';
  101. } );
  102. controls.addEventListener( 'unlock', function () {
  103. blocker.style.display = 'block';
  104. instructions.style.display = '';
  105. } );
  106. scene.add( controls.getObject() );
  107. var onKeyDown = function ( event ) {
  108. switch ( event.keyCode ) {
  109. case 38: // up
  110. case 87: // w
  111. moveForward = true;
  112. break;
  113. case 37: // left
  114. case 65: // a
  115. moveLeft = true;
  116. break;
  117. case 40: // down
  118. case 83: // s
  119. moveBackward = true;
  120. break;
  121. case 39: // right
  122. case 68: // d
  123. moveRight = true;
  124. break;
  125. case 32: // space
  126. if ( canJump === true ) velocity.y += 350;
  127. canJump = false;
  128. break;
  129. }
  130. };
  131. var onKeyUp = function ( event ) {
  132. switch ( event.keyCode ) {
  133. case 38: // up
  134. case 87: // w
  135. moveForward = false;
  136. break;
  137. case 37: // left
  138. case 65: // a
  139. moveLeft = false;
  140. break;
  141. case 40: // down
  142. case 83: // s
  143. moveBackward = false;
  144. break;
  145. case 39: // right
  146. case 68: // d
  147. moveRight = false;
  148. break;
  149. }
  150. };
  151. document.addEventListener( 'keydown', onKeyDown, false );
  152. document.addEventListener( 'keyup', onKeyUp, false );
  153. raycaster = new Raycaster( new Vector3(), new Vector3( 0, - 1, 0 ), 0, 10 );
  154. // floor
  155. var floorGeometry = new PlaneBufferGeometry( 2000, 2000, 100, 100 );
  156. floorGeometry.rotateX( - Math.PI / 2 );
  157. // vertex displacement
  158. var position = floorGeometry.attributes.position;
  159. for ( var i = 0, l = position.count; i < l; i ++ ) {
  160. vertex.fromBufferAttribute( position, i );
  161. vertex.x += Math.random() * 20 - 10;
  162. vertex.y += Math.random() * 2;
  163. vertex.z += Math.random() * 20 - 10;
  164. position.setXYZ( i, vertex.x, vertex.y, vertex.z );
  165. }
  166. floorGeometry = floorGeometry.toNonIndexed(); // ensure each face has unique vertices
  167. position = floorGeometry.attributes.position;
  168. var colors = [];
  169. for ( var i = 0, l = position.count; i < l; i ++ ) {
  170. color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
  171. colors.push( color.r, color.g, color.b );
  172. }
  173. floorGeometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  174. var floorMaterial = new MeshBasicMaterial( { vertexColors: VertexColors } );
  175. var floor = new Mesh( floorGeometry, floorMaterial );
  176. scene.add( floor );
  177. // objects
  178. var boxGeometry = new BoxBufferGeometry( 20, 20, 20 );
  179. boxGeometry = boxGeometry.toNonIndexed(); // ensure each face has unique vertices
  180. position = boxGeometry.attributes.position;
  181. colors = [];
  182. for ( var i = 0, l = position.count; i < l; i ++ ) {
  183. color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
  184. colors.push( color.r, color.g, color.b );
  185. }
  186. boxGeometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  187. for ( var i = 0; i < 500; i ++ ) {
  188. var boxMaterial = new MeshPhongMaterial( { specular: 0xffffff, flatShading: true, vertexColors: VertexColors } );
  189. boxMaterial.color.setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
  190. var box = new Mesh( boxGeometry, boxMaterial );
  191. box.position.x = Math.floor( Math.random() * 20 - 10 ) * 20;
  192. box.position.y = Math.floor( Math.random() * 20 ) * 20 + 10;
  193. box.position.z = Math.floor( Math.random() * 20 - 10 ) * 20;
  194. scene.add( box );
  195. objects.push( box );
  196. }
  197. //
  198. renderer = new WebGLRenderer( { antialias: true } );
  199. renderer.setPixelRatio( window.devicePixelRatio );
  200. renderer.setSize( window.innerWidth, window.innerHeight );
  201. document.body.appendChild( renderer.domElement );
  202. //
  203. window.addEventListener( 'resize', onWindowResize, false );
  204. }
  205. function onWindowResize() {
  206. camera.aspect = window.innerWidth / window.innerHeight;
  207. camera.updateProjectionMatrix();
  208. renderer.setSize( window.innerWidth, window.innerHeight );
  209. }
  210. function animate() {
  211. requestAnimationFrame( animate );
  212. if ( controls.isLocked === true ) {
  213. raycaster.ray.origin.copy( controls.getObject().position );
  214. raycaster.ray.origin.y -= 10;
  215. var intersections = raycaster.intersectObjects( objects );
  216. var onObject = intersections.length > 0;
  217. var time = performance.now();
  218. var delta = ( time - prevTime ) / 1000;
  219. velocity.x -= velocity.x * 10.0 * delta;
  220. velocity.z -= velocity.z * 10.0 * delta;
  221. velocity.y -= 9.8 * 100.0 * delta; // 100.0 = mass
  222. direction.z = Number( moveForward ) - Number( moveBackward );
  223. direction.x = Number( moveLeft ) - Number( moveRight );
  224. direction.normalize(); // this ensures consistent movements in all directions
  225. if ( moveForward || moveBackward ) velocity.z -= direction.z * 400.0 * delta;
  226. if ( moveLeft || moveRight ) velocity.x -= direction.x * 400.0 * delta;
  227. if ( onObject === true ) {
  228. velocity.y = Math.max( 0, velocity.y );
  229. canJump = true;
  230. }
  231. controls.getObject().translateX( velocity.x * delta );
  232. controls.getObject().position.y += ( velocity.y * delta ); // new behavior
  233. controls.getObject().translateZ( velocity.z * delta );
  234. if ( controls.getObject().position.y < 10 ) {
  235. velocity.y = 0;
  236. controls.getObject().position.y = 10;
  237. canJump = true;
  238. }
  239. prevTime = time;
  240. }
  241. renderer.render( scene, camera );
  242. }
  243. </script>
  244. </body>
  245. </html>