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. <script type="importmap">
  17. {
  18. "imports": {
  19. "three": "../build/three.module.js",
  20. "three/addons/": "./jsm/"
  21. }
  22. }
  23. </script>
  24. <script type="module">
  25. import * as THREE from 'three';
  26. import Stats from 'three/addons/libs/stats.module.js';
  27. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  28. import { Octree } from 'three/addons/math/Octree.js';
  29. import { OctreeHelper } from 'three/addons/helpers/OctreeHelper.js';
  30. import { Capsule } from 'three/addons/math/Capsule.js';
  31. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  32. const clock = new THREE.Clock();
  33. const scene = new THREE.Scene();
  34. scene.background = new THREE.Color( 0x88ccee );
  35. scene.fog = new THREE.Fog( 0x88ccee, 0, 50 );
  36. const camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 );
  37. camera.rotation.order = 'YXZ';
  38. const fillLight1 = new THREE.HemisphereLight( 0x8dc1de, 0x00668d, 1.5 );
  39. fillLight1.position.set( 2, 1, 1 );
  40. scene.add( fillLight1 );
  41. const directionalLight = new THREE.DirectionalLight( 0xffffff, 2.5 );
  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 container = document.getElementById( 'container' );
  56. const renderer = new THREE.WebGLRenderer( { antialias: true } );
  57. renderer.setPixelRatio( window.devicePixelRatio );
  58. renderer.setSize( window.innerWidth, window.innerHeight );
  59. renderer.shadowMap.enabled = true;
  60. renderer.shadowMap.type = THREE.VSMShadowMap;
  61. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  62. container.appendChild( renderer.domElement );
  63. const stats = new Stats();
  64. stats.domElement.style.position = 'absolute';
  65. stats.domElement.style.top = '0px';
  66. container.appendChild( stats.domElement );
  67. const GRAVITY = 30;
  68. const NUM_SPHERES = 100;
  69. const SPHERE_RADIUS = 0.2;
  70. const STEPS_PER_FRAME = 5;
  71. const sphereGeometry = new THREE.IcosahedronGeometry( SPHERE_RADIUS, 5 );
  72. const sphereMaterial = new THREE.MeshLambertMaterial( { color: 0xdede8d } );
  73. const spheres = [];
  74. let sphereIdx = 0;
  75. for ( let i = 0; i < NUM_SPHERES; i ++ ) {
  76. const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
  77. sphere.castShadow = true;
  78. sphere.receiveShadow = true;
  79. scene.add( sphere );
  80. spheres.push( {
  81. mesh: sphere,
  82. collider: new THREE.Sphere( new THREE.Vector3( 0, - 100, 0 ), SPHERE_RADIUS ),
  83. velocity: new THREE.Vector3()
  84. } );
  85. }
  86. const worldOctree = new Octree();
  87. const playerCollider = new Capsule( new THREE.Vector3( 0, 0.35, 0 ), new THREE.Vector3( 0, 1, 0 ), 0.35 );
  88. const playerVelocity = new THREE.Vector3();
  89. const playerDirection = new THREE.Vector3();
  90. let playerOnFloor = false;
  91. let mouseTime = 0;
  92. const keyStates = {};
  93. const vector1 = new THREE.Vector3();
  94. const vector2 = new THREE.Vector3();
  95. const vector3 = new THREE.Vector3();
  96. document.addEventListener( 'keydown', ( event ) => {
  97. keyStates[ event.code ] = true;
  98. } );
  99. document.addEventListener( 'keyup', ( event ) => {
  100. keyStates[ event.code ] = false;
  101. } );
  102. container.addEventListener( 'mousedown', () => {
  103. document.body.requestPointerLock();
  104. mouseTime = performance.now();
  105. } );
  106. document.addEventListener( 'mouseup', () => {
  107. if ( document.pointerLockElement !== null ) throwBall();
  108. } );
  109. document.body.addEventListener( 'mousemove', ( event ) => {
  110. if ( document.pointerLockElement === document.body ) {
  111. camera.rotation.y -= event.movementX / 500;
  112. camera.rotation.x -= event.movementY / 500;
  113. }
  114. } );
  115. window.addEventListener( 'resize', onWindowResize );
  116. function onWindowResize() {
  117. camera.aspect = window.innerWidth / window.innerHeight;
  118. camera.updateProjectionMatrix();
  119. renderer.setSize( window.innerWidth, window.innerHeight );
  120. }
  121. function throwBall() {
  122. const sphere = spheres[ sphereIdx ];
  123. camera.getWorldDirection( playerDirection );
  124. sphere.collider.center.copy( playerCollider.end ).addScaledVector( playerDirection, playerCollider.radius * 1.5 );
  125. // throw the ball with more force if we hold the button longer, and if we move forward
  126. const impulse = 15 + 30 * ( 1 - Math.exp( ( mouseTime - performance.now() ) * 0.001 ) );
  127. sphere.velocity.copy( playerDirection ).multiplyScalar( impulse );
  128. sphere.velocity.addScaledVector( playerVelocity, 2 );
  129. sphereIdx = ( sphereIdx + 1 ) % spheres.length;
  130. }
  131. function playerCollisions() {
  132. const result = worldOctree.capsuleIntersect( playerCollider );
  133. playerOnFloor = false;
  134. if ( result ) {
  135. playerOnFloor = result.normal.y > 0;
  136. if ( ! playerOnFloor ) {
  137. playerVelocity.addScaledVector( result.normal, - result.normal.dot( playerVelocity ) );
  138. }
  139. playerCollider.translate( result.normal.multiplyScalar( result.depth ) );
  140. }
  141. }
  142. function updatePlayer( deltaTime ) {
  143. let damping = Math.exp( - 4 * deltaTime ) - 1;
  144. if ( ! playerOnFloor ) {
  145. playerVelocity.y -= GRAVITY * deltaTime;
  146. // small air resistance
  147. damping *= 0.1;
  148. }
  149. playerVelocity.addScaledVector( playerVelocity, damping );
  150. const deltaPosition = playerVelocity.clone().multiplyScalar( deltaTime );
  151. playerCollider.translate( deltaPosition );
  152. playerCollisions();
  153. camera.position.copy( playerCollider.end );
  154. }
  155. function playerSphereCollision( sphere ) {
  156. const center = vector1.addVectors( playerCollider.start, playerCollider.end ).multiplyScalar( 0.5 );
  157. const sphere_center = sphere.collider.center;
  158. const r = playerCollider.radius + sphere.collider.radius;
  159. const r2 = r * r;
  160. // approximation: player = 3 spheres
  161. for ( const point of [ playerCollider.start, playerCollider.end, center ] ) {
  162. const d2 = point.distanceToSquared( sphere_center );
  163. if ( d2 < r2 ) {
  164. const normal = vector1.subVectors( point, sphere_center ).normalize();
  165. const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( playerVelocity ) );
  166. const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( sphere.velocity ) );
  167. playerVelocity.add( v2 ).sub( v1 );
  168. sphere.velocity.add( v1 ).sub( v2 );
  169. const d = ( r - Math.sqrt( d2 ) ) / 2;
  170. sphere_center.addScaledVector( normal, - d );
  171. }
  172. }
  173. }
  174. function spheresCollisions() {
  175. for ( let i = 0, length = spheres.length; i < length; i ++ ) {
  176. const s1 = spheres[ i ];
  177. for ( let j = i + 1; j < length; j ++ ) {
  178. const s2 = spheres[ j ];
  179. const d2 = s1.collider.center.distanceToSquared( s2.collider.center );
  180. const r = s1.collider.radius + s2.collider.radius;
  181. const r2 = r * r;
  182. if ( d2 < r2 ) {
  183. const normal = vector1.subVectors( s1.collider.center, s2.collider.center ).normalize();
  184. const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( s1.velocity ) );
  185. const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( s2.velocity ) );
  186. s1.velocity.add( v2 ).sub( v1 );
  187. s2.velocity.add( v1 ).sub( v2 );
  188. const d = ( r - Math.sqrt( d2 ) ) / 2;
  189. s1.collider.center.addScaledVector( normal, d );
  190. s2.collider.center.addScaledVector( normal, - d );
  191. }
  192. }
  193. }
  194. }
  195. function updateSpheres( deltaTime ) {
  196. spheres.forEach( sphere => {
  197. sphere.collider.center.addScaledVector( sphere.velocity, deltaTime );
  198. const result = worldOctree.sphereIntersect( sphere.collider );
  199. if ( result ) {
  200. sphere.velocity.addScaledVector( result.normal, - result.normal.dot( sphere.velocity ) * 1.5 );
  201. sphere.collider.center.add( result.normal.multiplyScalar( result.depth ) );
  202. } else {
  203. sphere.velocity.y -= GRAVITY * deltaTime;
  204. }
  205. const damping = Math.exp( - 1.5 * deltaTime ) - 1;
  206. sphere.velocity.addScaledVector( sphere.velocity, damping );
  207. playerSphereCollision( sphere );
  208. } );
  209. spheresCollisions();
  210. for ( const sphere of spheres ) {
  211. sphere.mesh.position.copy( sphere.collider.center );
  212. }
  213. }
  214. function getForwardVector() {
  215. camera.getWorldDirection( playerDirection );
  216. playerDirection.y = 0;
  217. playerDirection.normalize();
  218. return playerDirection;
  219. }
  220. function getSideVector() {
  221. camera.getWorldDirection( playerDirection );
  222. playerDirection.y = 0;
  223. playerDirection.normalize();
  224. playerDirection.cross( camera.up );
  225. return playerDirection;
  226. }
  227. function controls( deltaTime ) {
  228. // gives a bit of air control
  229. const speedDelta = deltaTime * ( playerOnFloor ? 25 : 8 );
  230. if ( keyStates[ 'KeyW' ] ) {
  231. playerVelocity.add( getForwardVector().multiplyScalar( speedDelta ) );
  232. }
  233. if ( keyStates[ 'KeyS' ] ) {
  234. playerVelocity.add( getForwardVector().multiplyScalar( - speedDelta ) );
  235. }
  236. if ( keyStates[ 'KeyA' ] ) {
  237. playerVelocity.add( getSideVector().multiplyScalar( - speedDelta ) );
  238. }
  239. if ( keyStates[ 'KeyD' ] ) {
  240. playerVelocity.add( getSideVector().multiplyScalar( speedDelta ) );
  241. }
  242. if ( playerOnFloor ) {
  243. if ( keyStates[ 'Space' ] ) {
  244. playerVelocity.y = 15;
  245. }
  246. }
  247. }
  248. const loader = new GLTFLoader().setPath( './models/gltf/' );
  249. loader.load( 'collision-world.glb', ( gltf ) => {
  250. scene.add( gltf.scene );
  251. worldOctree.fromGraphNode( gltf.scene );
  252. gltf.scene.traverse( child => {
  253. if ( child.isMesh ) {
  254. child.castShadow = true;
  255. child.receiveShadow = true;
  256. if ( child.material.map ) {
  257. child.material.map.anisotropy = 4;
  258. }
  259. }
  260. } );
  261. const helper = new OctreeHelper( worldOctree );
  262. helper.visible = false;
  263. scene.add( helper );
  264. const gui = new GUI( { width: 200 } );
  265. gui.add( { debug: false }, 'debug' )
  266. .onChange( function ( value ) {
  267. helper.visible = value;
  268. } );
  269. animate();
  270. } );
  271. function teleportPlayerIfOob() {
  272. if ( camera.position.y <= - 25 ) {
  273. playerCollider.start.set( 0, 0.35, 0 );
  274. playerCollider.end.set( 0, 1, 0 );
  275. playerCollider.radius = 0.35;
  276. camera.position.copy( playerCollider.end );
  277. camera.rotation.set( 0, 0, 0 );
  278. }
  279. }
  280. function animate() {
  281. const deltaTime = Math.min( 0.05, clock.getDelta() ) / STEPS_PER_FRAME;
  282. // we look for collisions in substeps to mitigate the risk of
  283. // an object traversing another too quickly for detection.
  284. for ( let i = 0; i < STEPS_PER_FRAME; i ++ ) {
  285. controls( deltaTime );
  286. updatePlayer( deltaTime );
  287. updateSpheres( deltaTime );
  288. teleportPlayerIfOob();
  289. }
  290. renderer.render( scene, camera );
  291. stats.update();
  292. requestAnimationFrame( animate );
  293. }
  294. </script>
  295. </body>
  296. </html>