games_fps.html 11 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 = 100;
  58. const SPHERE_RADIUS = 0.2;
  59. const STEPS_PER_FRAME = 5;
  60. const sphereGeometry = new THREE.SphereGeometry( SPHERE_RADIUS, 32, 32 );
  61. const sphereMaterial = new THREE.MeshStandardMaterial( { color: 0x888855, roughness: 0.8, metalness: 0.5 } );
  62. const spheres = [];
  63. let sphereIdx = 0;
  64. for ( let i = 0; i < NUM_SPHERES; i ++ ) {
  65. const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
  66. sphere.castShadow = true;
  67. sphere.receiveShadow = true;
  68. scene.add( sphere );
  69. spheres.push( { mesh: sphere, collider: new THREE.Sphere( new THREE.Vector3( 0, - 100, 0 ), SPHERE_RADIUS ), velocity: new THREE.Vector3() } );
  70. }
  71. const worldOctree = new Octree();
  72. const playerCollider = new Capsule( new THREE.Vector3( 0, 0.35, 0 ), new THREE.Vector3( 0, 1, 0 ), 0.35 );
  73. const playerVelocity = new THREE.Vector3();
  74. const playerDirection = new THREE.Vector3();
  75. let playerOnFloor = false;
  76. let mouseTime = 0;
  77. const keyStates = {};
  78. const vector1 = new THREE.Vector3();
  79. const vector2 = new THREE.Vector3();
  80. const vector3 = new THREE.Vector3();
  81. document.addEventListener( 'keydown', ( event ) => {
  82. keyStates[ event.code ] = true;
  83. } );
  84. document.addEventListener( 'keyup', ( event ) => {
  85. keyStates[ event.code ] = false;
  86. } );
  87. document.addEventListener( 'mousedown', () => {
  88. document.body.requestPointerLock();
  89. mouseTime = performance.now();
  90. } );
  91. document.addEventListener( 'mouseup', () => {
  92. throwBall();
  93. } );
  94. document.body.addEventListener( 'mousemove', ( event ) => {
  95. if ( document.pointerLockElement === document.body ) {
  96. camera.rotation.y -= event.movementX / 500;
  97. camera.rotation.x -= event.movementY / 500;
  98. }
  99. } );
  100. window.addEventListener( 'resize', onWindowResize );
  101. function onWindowResize() {
  102. camera.aspect = window.innerWidth / window.innerHeight;
  103. camera.updateProjectionMatrix();
  104. renderer.setSize( window.innerWidth, window.innerHeight );
  105. }
  106. function throwBall() {
  107. const sphere = spheres[ sphereIdx ];
  108. camera.getWorldDirection( playerDirection );
  109. sphere.collider.center.copy( playerCollider.end ).addScaledVector( playerDirection, playerCollider.radius * 1.5 );
  110. // throw the ball with more force if we hold the button longer, and if we move forward
  111. const impulse = 15 + 30 * ( 1 - Math.exp( ( mouseTime - performance.now() ) * 0.001 ) );
  112. sphere.velocity.copy( playerDirection ).multiplyScalar( impulse );
  113. sphere.velocity.addScaledVector( playerVelocity, 2 );
  114. sphereIdx = ( sphereIdx + 1 ) % spheres.length;
  115. }
  116. function playerCollisions() {
  117. const result = worldOctree.capsuleIntersect( playerCollider );
  118. playerOnFloor = false;
  119. if ( result ) {
  120. playerOnFloor = result.normal.y > 0;
  121. if ( ! playerOnFloor ) {
  122. playerVelocity.addScaledVector( result.normal, - result.normal.dot( playerVelocity ) );
  123. }
  124. playerCollider.translate( result.normal.multiplyScalar( result.depth ) );
  125. }
  126. }
  127. function updatePlayer( deltaTime ) {
  128. let damping = Math.exp( - 4 * deltaTime ) - 1;
  129. if ( ! playerOnFloor ) {
  130. playerVelocity.y -= GRAVITY * deltaTime;
  131. // small air resistance
  132. damping *= 0.1;
  133. }
  134. playerVelocity.addScaledVector( playerVelocity, damping );
  135. const deltaPosition = playerVelocity.clone().multiplyScalar( deltaTime );
  136. playerCollider.translate( deltaPosition );
  137. playerCollisions();
  138. camera.position.copy( playerCollider.end );
  139. }
  140. function playerSphereCollision( sphere ) {
  141. const center = vector1.addVectors( playerCollider.start, playerCollider.end ).multiplyScalar( 0.5 );
  142. const sphere_center = sphere.collider.center;
  143. const r = playerCollider.radius + sphere.collider.radius;
  144. const r2 = r * r;
  145. // approximation: player = 3 spheres
  146. for ( const point of [ playerCollider.start, playerCollider.end, center ] ) {
  147. const d2 = point.distanceToSquared( sphere_center );
  148. if ( d2 < r2 ) {
  149. const normal = vector1.subVectors( point, sphere_center ).normalize();
  150. const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( playerVelocity ) );
  151. const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( sphere.velocity ) );
  152. playerVelocity.add( v2 ).sub( v1 );
  153. sphere.velocity.add( v1 ).sub( v2 );
  154. const d = ( r - Math.sqrt( d2 ) ) / 2;
  155. sphere_center.addScaledVector( normal, - d );
  156. }
  157. }
  158. }
  159. function spheresCollisions() {
  160. for ( let i = 0, length = spheres.length; i < length; i ++ ) {
  161. const s1 = spheres[ i ];
  162. for ( let j = i + 1; j < length; j ++ ) {
  163. const s2 = spheres[ j ];
  164. const d2 = s1.collider.center.distanceToSquared( s2.collider.center );
  165. const r = s1.collider.radius + s2.collider.radius;
  166. const r2 = r * r;
  167. if ( d2 < r2 ) {
  168. const normal = vector1.subVectors( s1.collider.center, s2.collider.center ).normalize();
  169. const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( s1.velocity ) );
  170. const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( s2.velocity ) );
  171. s1.velocity.add( v2 ).sub( v1 );
  172. s2.velocity.add( v1 ).sub( v2 );
  173. const d = ( r - Math.sqrt( d2 ) ) / 2;
  174. s1.collider.center.addScaledVector( normal, d );
  175. s2.collider.center.addScaledVector( normal, - d );
  176. }
  177. }
  178. }
  179. }
  180. function updateSpheres( deltaTime ) {
  181. spheres.forEach( sphere => {
  182. sphere.collider.center.addScaledVector( sphere.velocity, deltaTime );
  183. const result = worldOctree.sphereIntersect( sphere.collider );
  184. if ( result ) {
  185. sphere.velocity.addScaledVector( result.normal, - result.normal.dot( sphere.velocity ) * 1.5 );
  186. sphere.collider.center.add( result.normal.multiplyScalar( result.depth ) );
  187. } else {
  188. sphere.velocity.y -= GRAVITY * deltaTime;
  189. }
  190. const damping = Math.exp( - 1.5 * deltaTime ) - 1;
  191. sphere.velocity.addScaledVector( sphere.velocity, damping );
  192. playerSphereCollision( sphere );
  193. } );
  194. spheresCollisions();
  195. for ( const sphere of spheres ) {
  196. sphere.mesh.position.copy( sphere.collider.center );
  197. }
  198. }
  199. function getForwardVector() {
  200. camera.getWorldDirection( playerDirection );
  201. playerDirection.y = 0;
  202. playerDirection.normalize();
  203. return playerDirection;
  204. }
  205. function getSideVector() {
  206. camera.getWorldDirection( playerDirection );
  207. playerDirection.y = 0;
  208. playerDirection.normalize();
  209. playerDirection.cross( camera.up );
  210. return playerDirection;
  211. }
  212. function controls( deltaTime ) {
  213. // gives a bit of air control
  214. const speedDelta = deltaTime * ( playerOnFloor ? 25 : 8 );
  215. if ( keyStates[ 'KeyW' ] ) {
  216. playerVelocity.add( getForwardVector().multiplyScalar( speedDelta ) );
  217. }
  218. if ( keyStates[ 'KeyS' ] ) {
  219. playerVelocity.add( getForwardVector().multiplyScalar( - speedDelta ) );
  220. }
  221. if ( keyStates[ 'KeyA' ] ) {
  222. playerVelocity.add( getSideVector().multiplyScalar( - speedDelta ) );
  223. }
  224. if ( keyStates[ 'KeyD' ] ) {
  225. playerVelocity.add( getSideVector().multiplyScalar( speedDelta ) );
  226. }
  227. if ( playerOnFloor ) {
  228. if ( keyStates[ 'Space' ] ) {
  229. playerVelocity.y = 15;
  230. }
  231. }
  232. }
  233. const loader = new GLTFLoader().setPath( './models/gltf/' );
  234. loader.load( 'collision-world.glb', ( gltf ) => {
  235. scene.add( gltf.scene );
  236. worldOctree.fromGraphNode( gltf.scene );
  237. gltf.scene.traverse( child => {
  238. if ( child.isMesh ) {
  239. child.castShadow = true;
  240. child.receiveShadow = true;
  241. if ( child.material.map ) {
  242. child.material.map.anisotropy = 8;
  243. }
  244. }
  245. } );
  246. animate();
  247. } );
  248. function teleportPlayerIfOob(){
  249. if (camera.position.y <= -25){
  250. playerCollider.start.set( 0, 0.35, 0 );
  251. playerCollider.end.set( 0, 1, 0 );
  252. playerCollider.radius = 0.35;
  253. camera.position.copy( playerCollider.end );
  254. camera.rotation.set( 0, 0, 0 );
  255. }
  256. }
  257. function animate() {
  258. const deltaTime = Math.min( 0.05, clock.getDelta() ) / STEPS_PER_FRAME;
  259. // we look for collisions in substeps to mitigate the risk of
  260. // an object traversing another too quickly for detection.
  261. for ( let i = 0; i < STEPS_PER_FRAME; i ++ ) {
  262. controls( deltaTime );
  263. updatePlayer( deltaTime );
  264. updateSpheres( deltaTime );
  265. teleportPlayerIfOob();
  266. }
  267. renderer.render( scene, camera );
  268. stats.update();
  269. requestAnimationFrame( animate );
  270. }
  271. </script>
  272. </body>
  273. </html>