games_fps.html 12 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">
  11. Octree threejs demo - basic collisions with static triangle mesh<br />
  12. MOUSE to look around and to throw balls<br/>
  13. WASD to move and SPACE to jump
  14. </div>
  15. <div id="container"></div>
  16. <!-- Import maps polyfill -->
  17. <!-- Remove this when import maps will be widely supported -->
  18. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  19. <script type="importmap">
  20. {
  21. "imports": {
  22. "three": "../build/three.module.js"
  23. }
  24. }
  25. </script>
  26. <script type="module">
  27. import * as THREE from 'three';
  28. import Stats from './jsm/libs/stats.module.js';
  29. import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
  30. import { Octree } from './jsm/math/Octree.js';
  31. import { OctreeHelper } from './jsm/helpers/OctreeHelper.js';
  32. import { Capsule } from './jsm/math/Capsule.js';
  33. import { GUI } from './jsm/libs/lil-gui.module.min.js';
  34. const clock = new THREE.Clock();
  35. const scene = new THREE.Scene();
  36. scene.background = new THREE.Color( 0x88ccee );
  37. scene.fog = new THREE.Fog( 0x88ccee, 0, 50 );
  38. const camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 );
  39. camera.rotation.order = 'YXZ';
  40. const fillLight1 = new THREE.HemisphereLight( 0x4488bb, 0x002244, 0.5 );
  41. fillLight1.position.set( 2, 1, 1 );
  42. scene.add( fillLight1 );
  43. const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.8 );
  44. directionalLight.position.set( - 5, 25, - 1 );
  45. directionalLight.castShadow = true;
  46. directionalLight.shadow.camera.near = 0.01;
  47. directionalLight.shadow.camera.far = 500;
  48. directionalLight.shadow.camera.right = 30;
  49. directionalLight.shadow.camera.left = - 30;
  50. directionalLight.shadow.camera.top = 30;
  51. directionalLight.shadow.camera.bottom = - 30;
  52. directionalLight.shadow.mapSize.width = 1024;
  53. directionalLight.shadow.mapSize.height = 1024;
  54. directionalLight.shadow.radius = 4;
  55. directionalLight.shadow.bias = - 0.00006;
  56. scene.add( directionalLight );
  57. const container = document.getElementById( 'container' );
  58. const renderer = new THREE.WebGLRenderer( { antialias: true } );
  59. renderer.setPixelRatio( window.devicePixelRatio );
  60. renderer.setSize( window.innerWidth, window.innerHeight );
  61. renderer.shadowMap.enabled = true;
  62. renderer.shadowMap.type = THREE.VSMShadowMap;
  63. renderer.outputEncoding = THREE.sRGBEncoding;
  64. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  65. container.appendChild( renderer.domElement );
  66. const stats = new Stats();
  67. stats.domElement.style.position = 'absolute';
  68. stats.domElement.style.top = '0px';
  69. container.appendChild( stats.domElement );
  70. const GRAVITY = 30;
  71. const NUM_SPHERES = 100;
  72. const SPHERE_RADIUS = 0.2;
  73. const STEPS_PER_FRAME = 5;
  74. const sphereGeometry = new THREE.IcosahedronGeometry( SPHERE_RADIUS, 5 );
  75. const sphereMaterial = new THREE.MeshLambertMaterial( { color: 0xbbbb44 } );
  76. const spheres = [];
  77. let sphereIdx = 0;
  78. for ( let i = 0; i < NUM_SPHERES; i ++ ) {
  79. const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
  80. sphere.castShadow = true;
  81. sphere.receiveShadow = true;
  82. scene.add( sphere );
  83. spheres.push( {
  84. mesh: sphere,
  85. collider: new THREE.Sphere( new THREE.Vector3( 0, - 100, 0 ), SPHERE_RADIUS ),
  86. velocity: new THREE.Vector3()
  87. } );
  88. }
  89. const worldOctree = new Octree();
  90. const playerCollider = new Capsule( new THREE.Vector3( 0, 0.35, 0 ), new THREE.Vector3( 0, 1, 0 ), 0.35 );
  91. const playerVelocity = new THREE.Vector3();
  92. const playerDirection = new THREE.Vector3();
  93. let playerOnFloor = false;
  94. let mouseTime = 0;
  95. const keyStates = {};
  96. const vector1 = new THREE.Vector3();
  97. const vector2 = new THREE.Vector3();
  98. const vector3 = new THREE.Vector3();
  99. document.addEventListener( 'keydown', ( event ) => {
  100. keyStates[ event.code ] = true;
  101. } );
  102. document.addEventListener( 'keyup', ( event ) => {
  103. keyStates[ event.code ] = false;
  104. } );
  105. container.addEventListener( 'mousedown', () => {
  106. document.body.requestPointerLock();
  107. mouseTime = performance.now();
  108. } );
  109. document.addEventListener( 'mouseup', () => {
  110. if ( document.pointerLockElement !== null ) throwBall();
  111. } );
  112. document.body.addEventListener( 'mousemove', ( event ) => {
  113. if ( document.pointerLockElement === document.body ) {
  114. camera.rotation.y -= event.movementX / 500;
  115. camera.rotation.x -= event.movementY / 500;
  116. }
  117. } );
  118. window.addEventListener( 'resize', onWindowResize );
  119. function onWindowResize() {
  120. camera.aspect = window.innerWidth / window.innerHeight;
  121. camera.updateProjectionMatrix();
  122. renderer.setSize( window.innerWidth, window.innerHeight );
  123. }
  124. function throwBall() {
  125. const sphere = spheres[ sphereIdx ];
  126. camera.getWorldDirection( playerDirection );
  127. sphere.collider.center.copy( playerCollider.end ).addScaledVector( playerDirection, playerCollider.radius * 1.5 );
  128. // throw the ball with more force if we hold the button longer, and if we move forward
  129. const impulse = 15 + 30 * ( 1 - Math.exp( ( mouseTime - performance.now() ) * 0.001 ) );
  130. sphere.velocity.copy( playerDirection ).multiplyScalar( impulse );
  131. sphere.velocity.addScaledVector( playerVelocity, 2 );
  132. sphereIdx = ( sphereIdx + 1 ) % spheres.length;
  133. }
  134. function playerCollisions() {
  135. const result = worldOctree.capsuleIntersect( playerCollider );
  136. playerOnFloor = false;
  137. if ( result ) {
  138. playerOnFloor = result.normal.y > 0;
  139. if ( ! playerOnFloor ) {
  140. playerVelocity.addScaledVector( result.normal, - result.normal.dot( playerVelocity ) );
  141. }
  142. playerCollider.translate( result.normal.multiplyScalar( result.depth ) );
  143. }
  144. }
  145. function updatePlayer( deltaTime ) {
  146. let damping = Math.exp( - 4 * deltaTime ) - 1;
  147. if ( ! playerOnFloor ) {
  148. playerVelocity.y -= GRAVITY * deltaTime;
  149. // small air resistance
  150. damping *= 0.1;
  151. }
  152. playerVelocity.addScaledVector( playerVelocity, damping );
  153. const deltaPosition = playerVelocity.clone().multiplyScalar( deltaTime );
  154. playerCollider.translate( deltaPosition );
  155. playerCollisions();
  156. camera.position.copy( playerCollider.end );
  157. }
  158. function playerSphereCollision( sphere ) {
  159. const center = vector1.addVectors( playerCollider.start, playerCollider.end ).multiplyScalar( 0.5 );
  160. const sphere_center = sphere.collider.center;
  161. const r = playerCollider.radius + sphere.collider.radius;
  162. const r2 = r * r;
  163. // approximation: player = 3 spheres
  164. for ( const point of [ playerCollider.start, playerCollider.end, center ] ) {
  165. const d2 = point.distanceToSquared( sphere_center );
  166. if ( d2 < r2 ) {
  167. const normal = vector1.subVectors( point, sphere_center ).normalize();
  168. const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( playerVelocity ) );
  169. const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( sphere.velocity ) );
  170. playerVelocity.add( v2 ).sub( v1 );
  171. sphere.velocity.add( v1 ).sub( v2 );
  172. const d = ( r - Math.sqrt( d2 ) ) / 2;
  173. sphere_center.addScaledVector( normal, - d );
  174. }
  175. }
  176. }
  177. function spheresCollisions() {
  178. for ( let i = 0, length = spheres.length; i < length; i ++ ) {
  179. const s1 = spheres[ i ];
  180. for ( let j = i + 1; j < length; j ++ ) {
  181. const s2 = spheres[ j ];
  182. const d2 = s1.collider.center.distanceToSquared( s2.collider.center );
  183. const r = s1.collider.radius + s2.collider.radius;
  184. const r2 = r * r;
  185. if ( d2 < r2 ) {
  186. const normal = vector1.subVectors( s1.collider.center, s2.collider.center ).normalize();
  187. const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( s1.velocity ) );
  188. const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( s2.velocity ) );
  189. s1.velocity.add( v2 ).sub( v1 );
  190. s2.velocity.add( v1 ).sub( v2 );
  191. const d = ( r - Math.sqrt( d2 ) ) / 2;
  192. s1.collider.center.addScaledVector( normal, d );
  193. s2.collider.center.addScaledVector( normal, - d );
  194. }
  195. }
  196. }
  197. }
  198. function updateSpheres( deltaTime ) {
  199. spheres.forEach( sphere => {
  200. sphere.collider.center.addScaledVector( sphere.velocity, deltaTime );
  201. const result = worldOctree.sphereIntersect( sphere.collider );
  202. if ( result ) {
  203. sphere.velocity.addScaledVector( result.normal, - result.normal.dot( sphere.velocity ) * 1.5 );
  204. sphere.collider.center.add( result.normal.multiplyScalar( result.depth ) );
  205. } else {
  206. sphere.velocity.y -= GRAVITY * deltaTime;
  207. }
  208. const damping = Math.exp( - 1.5 * deltaTime ) - 1;
  209. sphere.velocity.addScaledVector( sphere.velocity, damping );
  210. playerSphereCollision( sphere );
  211. } );
  212. spheresCollisions();
  213. for ( const sphere of spheres ) {
  214. sphere.mesh.position.copy( sphere.collider.center );
  215. }
  216. }
  217. function getForwardVector() {
  218. camera.getWorldDirection( playerDirection );
  219. playerDirection.y = 0;
  220. playerDirection.normalize();
  221. return playerDirection;
  222. }
  223. function getSideVector() {
  224. camera.getWorldDirection( playerDirection );
  225. playerDirection.y = 0;
  226. playerDirection.normalize();
  227. playerDirection.cross( camera.up );
  228. return playerDirection;
  229. }
  230. function controls( deltaTime ) {
  231. // gives a bit of air control
  232. const speedDelta = deltaTime * ( playerOnFloor ? 25 : 8 );
  233. if ( keyStates[ 'KeyW' ] ) {
  234. playerVelocity.add( getForwardVector().multiplyScalar( speedDelta ) );
  235. }
  236. if ( keyStates[ 'KeyS' ] ) {
  237. playerVelocity.add( getForwardVector().multiplyScalar( - speedDelta ) );
  238. }
  239. if ( keyStates[ 'KeyA' ] ) {
  240. playerVelocity.add( getSideVector().multiplyScalar( - speedDelta ) );
  241. }
  242. if ( keyStates[ 'KeyD' ] ) {
  243. playerVelocity.add( getSideVector().multiplyScalar( speedDelta ) );
  244. }
  245. if ( playerOnFloor ) {
  246. if ( keyStates[ 'Space' ] ) {
  247. playerVelocity.y = 15;
  248. }
  249. }
  250. }
  251. const loader = new GLTFLoader().setPath( './models/gltf/' );
  252. loader.load( 'collision-world.glb', ( gltf ) => {
  253. scene.add( gltf.scene );
  254. worldOctree.fromGraphNode( gltf.scene );
  255. gltf.scene.traverse( child => {
  256. if ( child.isMesh ) {
  257. child.castShadow = true;
  258. child.receiveShadow = true;
  259. if ( child.material.map ) {
  260. child.material.map.anisotropy = 4;
  261. }
  262. }
  263. } );
  264. const helper = new OctreeHelper( worldOctree );
  265. helper.visible = false;
  266. scene.add( helper );
  267. const gui = new GUI( { width: 200 } );
  268. gui.add( { debug: false }, 'debug' )
  269. .onChange( function ( value ) {
  270. helper.visible = value;
  271. } );
  272. animate();
  273. } );
  274. function teleportPlayerIfOob() {
  275. if ( camera.position.y <= - 25 ) {
  276. playerCollider.start.set( 0, 0.35, 0 );
  277. playerCollider.end.set( 0, 1, 0 );
  278. playerCollider.radius = 0.35;
  279. camera.position.copy( playerCollider.end );
  280. camera.rotation.set( 0, 0, 0 );
  281. }
  282. }
  283. function animate() {
  284. const deltaTime = Math.min( 0.05, clock.getDelta() ) / STEPS_PER_FRAME;
  285. // we look for collisions in substeps to mitigate the risk of
  286. // an object traversing another too quickly for detection.
  287. for ( let i = 0; i < STEPS_PER_FRAME; i ++ ) {
  288. controls( deltaTime );
  289. updatePlayer( deltaTime );
  290. updateSpheres( deltaTime );
  291. teleportPlayerIfOob();
  292. }
  293. renderer.render( scene, camera );
  294. stats.update();
  295. requestAnimationFrame( animate );
  296. }
  297. </script>
  298. </body>
  299. </html>