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. }, false );
  79. document.addEventListener( 'keyup', ( event ) => {
  80. keyStates[ event.code ] = false;
  81. }, false );
  82. document.addEventListener( 'mousedown', () => {
  83. document.body.requestPointerLock();
  84. }, false );
  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. }, false );
  91. window.addEventListener( 'resize', () => {
  92. camera.aspect = window.innerWidth / window.innerHeight;
  93. camera.updateProjectionMatrix();
  94. renderer.setSize( window.innerWidth, window.innerHeight );
  95. }, false );
  96. document.addEventListener( 'click', () => {
  97. const sphere = spheres[ sphereIdx ];
  98. camera.getWorldDirection( playerDirection );
  99. sphere.collider.center.copy( playerCollider.end );
  100. sphere.velocity.copy( playerDirection ).multiplyScalar( 30 );
  101. sphereIdx = ( sphereIdx + 1 ) % spheres.length;
  102. }, false );
  103. function playerCollitions() {
  104. const result = worldOctree.capsuleIntersect( playerCollider );
  105. playerOnFloor = false;
  106. if ( result ) {
  107. playerOnFloor = result.normal.y > 0;
  108. if ( ! playerOnFloor ) {
  109. playerVelocity.addScaledVector( result.normal, - result.normal.dot( playerVelocity ) );
  110. }
  111. playerCollider.translate( result.normal.multiplyScalar( result.depth ) );
  112. }
  113. }
  114. function updatePlayer( deltaTime ) {
  115. if ( playerOnFloor ) {
  116. const damping = Math.exp( - 3 * deltaTime ) - 1;
  117. playerVelocity.addScaledVector( playerVelocity, damping );
  118. } else {
  119. playerVelocity.y -= GRAVITY * deltaTime;
  120. }
  121. const deltaPosition = playerVelocity.clone().multiplyScalar( deltaTime );
  122. playerCollider.translate( deltaPosition );
  123. playerCollitions();
  124. camera.position.copy( playerCollider.end );
  125. }
  126. function spheresCollisions() {
  127. for ( let i = 0; i < spheres.length; i ++ ) {
  128. const s1 = spheres[ i ];
  129. for ( let j = i + 1; j < spheres.length; j ++ ) {
  130. const s2 = spheres[ j ];
  131. const d2 = s1.collider.center.distanceToSquared( s2.collider.center );
  132. const r = s1.collider.radius + s2.collider.radius;
  133. const r2 = r * r;
  134. if ( d2 < r2 ) {
  135. const normal = s1.collider.clone().center.sub( s2.collider.center ).normalize();
  136. const v1 = normal.clone().multiplyScalar( normal.dot( s1.velocity ) );
  137. const v2 = normal.clone().multiplyScalar( normal.dot( s2.velocity ) );
  138. s1.velocity.add( v2 ).sub( v1 );
  139. s2.velocity.add( v1 ).sub( v2 );
  140. const d = ( r - Math.sqrt( d2 ) ) / 2;
  141. s1.collider.center.addScaledVector( normal, d );
  142. s2.collider.center.addScaledVector( normal, - d );
  143. }
  144. }
  145. }
  146. }
  147. function updateSpheres( deltaTime ) {
  148. spheres.forEach( sphere =>{
  149. sphere.collider.center.addScaledVector( sphere.velocity, deltaTime );
  150. const result = worldOctree.sphereIntersect( sphere.collider );
  151. if ( result ) {
  152. sphere.velocity.addScaledVector( result.normal, - result.normal.dot( sphere.velocity ) * 1.5 );
  153. sphere.collider.center.add( result.normal.multiplyScalar( result.depth ) );
  154. } else {
  155. sphere.velocity.y -= GRAVITY * deltaTime;
  156. }
  157. const damping = Math.exp( - 1.5 * deltaTime ) - 1;
  158. sphere.velocity.addScaledVector( sphere.velocity, damping );
  159. spheresCollisions();
  160. sphere.mesh.position.copy( sphere.collider.center );
  161. } );
  162. }
  163. function getForwardVector() {
  164. camera.getWorldDirection( playerDirection );
  165. playerDirection.y = 0;
  166. playerDirection.normalize();
  167. return playerDirection;
  168. }
  169. function getSideVector() {
  170. camera.getWorldDirection( playerDirection );
  171. playerDirection.y = 0;
  172. playerDirection.normalize();
  173. playerDirection.cross( camera.up );
  174. return playerDirection;
  175. }
  176. function controls( deltaTime ) {
  177. const speed = 25;
  178. if ( playerOnFloor ) {
  179. if ( keyStates[ 'KeyW' ] ) {
  180. playerVelocity.add( getForwardVector().multiplyScalar( speed * deltaTime ) );
  181. }
  182. if ( keyStates[ 'KeyS' ] ) {
  183. playerVelocity.add( getForwardVector().multiplyScalar( - speed * deltaTime ) );
  184. }
  185. if ( keyStates[ 'KeyA' ] ) {
  186. playerVelocity.add( getSideVector().multiplyScalar( - speed * deltaTime ) );
  187. }
  188. if ( keyStates[ 'KeyD' ] ) {
  189. playerVelocity.add( getSideVector().multiplyScalar( speed * deltaTime ) );
  190. }
  191. if ( keyStates[ 'Space' ] ) {
  192. playerVelocity.y = 15;
  193. }
  194. }
  195. }
  196. const loader = new GLTFLoader().setPath( './models/gltf/' );
  197. loader.load( 'collision-world.glb', ( gltf ) => {
  198. scene.add( gltf.scene );
  199. worldOctree.fromGraphNode( gltf.scene );
  200. gltf.scene.traverse( child => {
  201. if ( child.isMesh ) {
  202. child.castShadow = true;
  203. child.receiveShadow = true;
  204. if ( child.material.map ) {
  205. child.material.map.anisotropy = 8;
  206. }
  207. }
  208. } );
  209. animate();
  210. } );
  211. function animate() {
  212. const deltaTime = Math.min( 0.1, clock.getDelta() );
  213. controls( deltaTime );
  214. updatePlayer( deltaTime );
  215. updateSpheres( deltaTime );
  216. renderer.render( scene, camera );
  217. stats.update();
  218. requestAnimationFrame( animate );
  219. }
  220. </script>
  221. </body>
  222. </html>