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. <!-- Import maps polyfill -->
  13. <!-- Remove this when import maps will be widely supported -->
  14. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  15. <script type="importmap">
  16. {
  17. "imports": {
  18. "three": "../build/three.module.js"
  19. }
  20. }
  21. </script>
  22. <script type="module">
  23. import * as THREE from 'three';
  24. import Stats from './jsm/libs/stats.module.js';
  25. import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
  26. import { Octree } from './jsm/math/Octree.js';
  27. import { Capsule } from './jsm/math/Capsule.js';
  28. const clock = new THREE.Clock();
  29. const scene = new THREE.Scene();
  30. scene.background = new THREE.Color( 0x88ccff );
  31. const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  32. camera.rotation.order = 'YXZ';
  33. const ambientlight = new THREE.AmbientLight( 0x6688cc );
  34. scene.add( ambientlight );
  35. const fillLight1 = new THREE.DirectionalLight( 0xff9999, 0.5 );
  36. fillLight1.position.set( - 1, 1, 2 );
  37. scene.add( fillLight1 );
  38. const fillLight2 = new THREE.DirectionalLight( 0x8888ff, 0.2 );
  39. fillLight2.position.set( 0, - 1, 0 );
  40. scene.add( fillLight2 );
  41. const directionalLight = new THREE.DirectionalLight( 0xffffaa, 1.2 );
  42. directionalLight.position.set( - 5, 25, - 1 );
  43. directionalLight.castShadow = true;
  44. directionalLight.shadow.camera.near = 0.01;
  45. directionalLight.shadow.camera.far = 500;
  46. directionalLight.shadow.camera.right = 30;
  47. directionalLight.shadow.camera.left = - 30;
  48. directionalLight.shadow.camera.top = 30;
  49. directionalLight.shadow.camera.bottom = - 30;
  50. directionalLight.shadow.mapSize.width = 1024;
  51. directionalLight.shadow.mapSize.height = 1024;
  52. directionalLight.shadow.radius = 4;
  53. directionalLight.shadow.bias = - 0.00006;
  54. scene.add( directionalLight );
  55. const renderer = new THREE.WebGLRenderer( { antialias: true } );
  56. renderer.setPixelRatio( window.devicePixelRatio );
  57. renderer.setSize( window.innerWidth, window.innerHeight );
  58. renderer.shadowMap.enabled = true;
  59. renderer.shadowMap.type = THREE.VSMShadowMap;
  60. const container = document.getElementById( 'container' );
  61. container.appendChild( renderer.domElement );
  62. const stats = new Stats();
  63. stats.domElement.style.position = 'absolute';
  64. stats.domElement.style.top = '0px';
  65. container.appendChild( stats.domElement );
  66. const GRAVITY = 30;
  67. const NUM_SPHERES = 100;
  68. const SPHERE_RADIUS = 0.2;
  69. const STEPS_PER_FRAME = 5;
  70. const sphereGeometry = new THREE.SphereGeometry( SPHERE_RADIUS, 32, 32 );
  71. const sphereMaterial = new THREE.MeshStandardMaterial( { color: 0x888855, roughness: 0.8, metalness: 0.5 } );
  72. const spheres = [];
  73. let sphereIdx = 0;
  74. for ( let i = 0; i < NUM_SPHERES; i ++ ) {
  75. const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
  76. sphere.castShadow = true;
  77. sphere.receiveShadow = true;
  78. scene.add( sphere );
  79. spheres.push( { mesh: sphere, collider: new THREE.Sphere( new THREE.Vector3( 0, - 100, 0 ), SPHERE_RADIUS ), velocity: new THREE.Vector3() } );
  80. }
  81. const worldOctree = new Octree();
  82. const playerCollider = new Capsule( new THREE.Vector3( 0, 0.35, 0 ), new THREE.Vector3( 0, 1, 0 ), 0.35 );
  83. const playerVelocity = new THREE.Vector3();
  84. const playerDirection = new THREE.Vector3();
  85. let playerOnFloor = false;
  86. let mouseTime = 0;
  87. const keyStates = {};
  88. const vector1 = new THREE.Vector3();
  89. const vector2 = new THREE.Vector3();
  90. const vector3 = new THREE.Vector3();
  91. document.addEventListener( 'keydown', ( event ) => {
  92. keyStates[ event.code ] = true;
  93. } );
  94. document.addEventListener( 'keyup', ( event ) => {
  95. keyStates[ event.code ] = false;
  96. } );
  97. document.addEventListener( 'mousedown', () => {
  98. document.body.requestPointerLock();
  99. mouseTime = performance.now();
  100. } );
  101. document.addEventListener( 'mouseup', () => {
  102. throwBall();
  103. } );
  104. document.body.addEventListener( 'mousemove', ( event ) => {
  105. if ( document.pointerLockElement === document.body ) {
  106. camera.rotation.y -= event.movementX / 500;
  107. camera.rotation.x -= event.movementY / 500;
  108. }
  109. } );
  110. window.addEventListener( 'resize', onWindowResize );
  111. function onWindowResize() {
  112. camera.aspect = window.innerWidth / window.innerHeight;
  113. camera.updateProjectionMatrix();
  114. renderer.setSize( window.innerWidth, window.innerHeight );
  115. }
  116. function throwBall() {
  117. const sphere = spheres[ sphereIdx ];
  118. camera.getWorldDirection( playerDirection );
  119. sphere.collider.center.copy( playerCollider.end ).addScaledVector( playerDirection, playerCollider.radius * 1.5 );
  120. // throw the ball with more force if we hold the button longer, and if we move forward
  121. const impulse = 15 + 30 * ( 1 - Math.exp( ( mouseTime - performance.now() ) * 0.001 ) );
  122. sphere.velocity.copy( playerDirection ).multiplyScalar( impulse );
  123. sphere.velocity.addScaledVector( playerVelocity, 2 );
  124. sphereIdx = ( sphereIdx + 1 ) % spheres.length;
  125. }
  126. function playerCollisions() {
  127. const result = worldOctree.capsuleIntersect( playerCollider );
  128. playerOnFloor = false;
  129. if ( result ) {
  130. playerOnFloor = result.normal.y > 0;
  131. if ( ! playerOnFloor ) {
  132. playerVelocity.addScaledVector( result.normal, - result.normal.dot( playerVelocity ) );
  133. }
  134. playerCollider.translate( result.normal.multiplyScalar( result.depth ) );
  135. }
  136. }
  137. function updatePlayer( deltaTime ) {
  138. let damping = Math.exp( - 4 * deltaTime ) - 1;
  139. if ( ! playerOnFloor ) {
  140. playerVelocity.y -= GRAVITY * deltaTime;
  141. // small air resistance
  142. damping *= 0.1;
  143. }
  144. playerVelocity.addScaledVector( playerVelocity, damping );
  145. const deltaPosition = playerVelocity.clone().multiplyScalar( deltaTime );
  146. playerCollider.translate( deltaPosition );
  147. playerCollisions();
  148. camera.position.copy( playerCollider.end );
  149. }
  150. function playerSphereCollision( sphere ) {
  151. const center = vector1.addVectors( playerCollider.start, playerCollider.end ).multiplyScalar( 0.5 );
  152. const sphere_center = sphere.collider.center;
  153. const r = playerCollider.radius + sphere.collider.radius;
  154. const r2 = r * r;
  155. // approximation: player = 3 spheres
  156. for ( const point of [ playerCollider.start, playerCollider.end, center ] ) {
  157. const d2 = point.distanceToSquared( sphere_center );
  158. if ( d2 < r2 ) {
  159. const normal = vector1.subVectors( point, sphere_center ).normalize();
  160. const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( playerVelocity ) );
  161. const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( sphere.velocity ) );
  162. playerVelocity.add( v2 ).sub( v1 );
  163. sphere.velocity.add( v1 ).sub( v2 );
  164. const d = ( r - Math.sqrt( d2 ) ) / 2;
  165. sphere_center.addScaledVector( normal, - d );
  166. }
  167. }
  168. }
  169. function spheresCollisions() {
  170. for ( let i = 0, length = spheres.length; i < length; i ++ ) {
  171. const s1 = spheres[ i ];
  172. for ( let j = i + 1; j < length; j ++ ) {
  173. const s2 = spheres[ j ];
  174. const d2 = s1.collider.center.distanceToSquared( s2.collider.center );
  175. const r = s1.collider.radius + s2.collider.radius;
  176. const r2 = r * r;
  177. if ( d2 < r2 ) {
  178. const normal = vector1.subVectors( s1.collider.center, s2.collider.center ).normalize();
  179. const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( s1.velocity ) );
  180. const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( s2.velocity ) );
  181. s1.velocity.add( v2 ).sub( v1 );
  182. s2.velocity.add( v1 ).sub( v2 );
  183. const d = ( r - Math.sqrt( d2 ) ) / 2;
  184. s1.collider.center.addScaledVector( normal, d );
  185. s2.collider.center.addScaledVector( normal, - d );
  186. }
  187. }
  188. }
  189. }
  190. function updateSpheres( deltaTime ) {
  191. spheres.forEach( sphere => {
  192. sphere.collider.center.addScaledVector( sphere.velocity, deltaTime );
  193. const result = worldOctree.sphereIntersect( sphere.collider );
  194. if ( result ) {
  195. sphere.velocity.addScaledVector( result.normal, - result.normal.dot( sphere.velocity ) * 1.5 );
  196. sphere.collider.center.add( result.normal.multiplyScalar( result.depth ) );
  197. } else {
  198. sphere.velocity.y -= GRAVITY * deltaTime;
  199. }
  200. const damping = Math.exp( - 1.5 * deltaTime ) - 1;
  201. sphere.velocity.addScaledVector( sphere.velocity, damping );
  202. playerSphereCollision( sphere );
  203. } );
  204. spheresCollisions();
  205. for ( const sphere of spheres ) {
  206. sphere.mesh.position.copy( sphere.collider.center );
  207. }
  208. }
  209. function getForwardVector() {
  210. camera.getWorldDirection( playerDirection );
  211. playerDirection.y = 0;
  212. playerDirection.normalize();
  213. return playerDirection;
  214. }
  215. function getSideVector() {
  216. camera.getWorldDirection( playerDirection );
  217. playerDirection.y = 0;
  218. playerDirection.normalize();
  219. playerDirection.cross( camera.up );
  220. return playerDirection;
  221. }
  222. function controls( deltaTime ) {
  223. // gives a bit of air control
  224. const speedDelta = deltaTime * ( playerOnFloor ? 25 : 8 );
  225. if ( keyStates[ 'KeyW' ] ) {
  226. playerVelocity.add( getForwardVector().multiplyScalar( speedDelta ) );
  227. }
  228. if ( keyStates[ 'KeyS' ] ) {
  229. playerVelocity.add( getForwardVector().multiplyScalar( - speedDelta ) );
  230. }
  231. if ( keyStates[ 'KeyA' ] ) {
  232. playerVelocity.add( getSideVector().multiplyScalar( - speedDelta ) );
  233. }
  234. if ( keyStates[ 'KeyD' ] ) {
  235. playerVelocity.add( getSideVector().multiplyScalar( speedDelta ) );
  236. }
  237. if ( playerOnFloor ) {
  238. if ( keyStates[ 'Space' ] ) {
  239. playerVelocity.y = 15;
  240. }
  241. }
  242. }
  243. const loader = new GLTFLoader().setPath( './models/gltf/' );
  244. loader.load( 'collision-world.glb', ( gltf ) => {
  245. scene.add( gltf.scene );
  246. worldOctree.fromGraphNode( gltf.scene );
  247. gltf.scene.traverse( child => {
  248. if ( child.isMesh ) {
  249. child.castShadow = true;
  250. child.receiveShadow = true;
  251. if ( child.material.map ) {
  252. child.material.map.anisotropy = 8;
  253. }
  254. }
  255. } );
  256. animate();
  257. } );
  258. function teleportPlayerIfOob() {
  259. if ( camera.position.y <= - 25 ) {
  260. playerCollider.start.set( 0, 0.35, 0 );
  261. playerCollider.end.set( 0, 1, 0 );
  262. playerCollider.radius = 0.35;
  263. camera.position.copy( playerCollider.end );
  264. camera.rotation.set( 0, 0, 0 );
  265. }
  266. }
  267. function animate() {
  268. const deltaTime = Math.min( 0.05, clock.getDelta() ) / STEPS_PER_FRAME;
  269. // we look for collisions in substeps to mitigate the risk of
  270. // an object traversing another too quickly for detection.
  271. for ( let i = 0; i < STEPS_PER_FRAME; i ++ ) {
  272. controls( deltaTime );
  273. updatePlayer( deltaTime );
  274. updateSpheres( deltaTime );
  275. teleportPlayerIfOob();
  276. }
  277. renderer.render( scene, camera );
  278. stats.update();
  279. requestAnimationFrame( animate );
  280. }
  281. </script>
  282. </body>
  283. </html>