misc_controls_pointerlock.html 9.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - pointerlock controls</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. <style>
  8. html, body {
  9. width: 100%;
  10. height: 100%;
  11. }
  12. body {
  13. background-color: #ffffff;
  14. margin: 0;
  15. overflow: hidden;
  16. font-family: arial;
  17. }
  18. #blocker {
  19. position: absolute;
  20. width: 100%;
  21. height: 100%;
  22. background-color: rgba(0,0,0,0.5);
  23. }
  24. #instructions {
  25. width: 100%;
  26. height: 100%;
  27. display: -webkit-box;
  28. display: -moz-box;
  29. display: box;
  30. -webkit-box-orient: horizontal;
  31. -moz-box-orient: horizontal;
  32. box-orient: horizontal;
  33. -webkit-box-pack: center;
  34. -moz-box-pack: center;
  35. box-pack: center;
  36. -webkit-box-align: center;
  37. -moz-box-align: center;
  38. box-align: center;
  39. color: #ffffff;
  40. text-align: center;
  41. cursor: pointer;
  42. }
  43. </style>
  44. </head>
  45. <body>
  46. <script src="../build/three.js"></script>
  47. <script src="js/controls/PointerLockControls.js"></script>
  48. <div id="blocker">
  49. <div id="instructions">
  50. <span style="font-size:40px">Click to play</span>
  51. <br />
  52. (W, A, S, D = Move, SPACE = Jump, MOUSE = Look around)
  53. </div>
  54. </div>
  55. <script>
  56. var camera, scene, renderer, controls;
  57. var objects = [];
  58. var raycaster;
  59. var blocker = document.getElementById( 'blocker' );
  60. var instructions = document.getElementById( 'instructions' );
  61. // http://www.html5rocks.com/en/tutorials/pointerlock/intro/
  62. var havePointerLock = 'pointerLockElement' in document || 'mozPointerLockElement' in document || 'webkitPointerLockElement' in document;
  63. if ( havePointerLock ) {
  64. var element = document.body;
  65. var pointerlockchange = function ( event ) {
  66. if ( document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element ) {
  67. controlsEnabled = true;
  68. controls.enabled = true;
  69. blocker.style.display = 'none';
  70. } else {
  71. controls.enabled = false;
  72. blocker.style.display = 'block';
  73. instructions.style.display = '';
  74. }
  75. };
  76. var pointerlockerror = function ( event ) {
  77. instructions.style.display = '';
  78. };
  79. // Hook pointer lock state change events
  80. document.addEventListener( 'pointerlockchange', pointerlockchange, false );
  81. document.addEventListener( 'mozpointerlockchange', pointerlockchange, false );
  82. document.addEventListener( 'webkitpointerlockchange', pointerlockchange, false );
  83. document.addEventListener( 'pointerlockerror', pointerlockerror, false );
  84. document.addEventListener( 'mozpointerlockerror', pointerlockerror, false );
  85. document.addEventListener( 'webkitpointerlockerror', pointerlockerror, false );
  86. instructions.addEventListener( 'click', function ( event ) {
  87. instructions.style.display = 'none';
  88. // Ask the browser to lock the pointer
  89. element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;
  90. element.requestPointerLock();
  91. }, false );
  92. } else {
  93. instructions.innerHTML = 'Your browser doesn\'t seem to support Pointer Lock API';
  94. }
  95. var controlsEnabled = false;
  96. var moveForward = false;
  97. var moveBackward = false;
  98. var moveLeft = false;
  99. var moveRight = false;
  100. var canJump = false;
  101. var prevTime = performance.now();
  102. var velocity = new THREE.Vector3();
  103. var direction = new THREE.Vector3();
  104. var vertex = new THREE.Vector3();
  105. var color = new THREE.Color();
  106. init();
  107. animate();
  108. function init() {
  109. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
  110. scene = new THREE.Scene();
  111. scene.background = new THREE.Color( 0xffffff );
  112. scene.fog = new THREE.Fog( 0xffffff, 0, 750 );
  113. var light = new THREE.HemisphereLight( 0xeeeeff, 0x777788, 0.75 );
  114. light.position.set( 0.5, 1, 0.75 );
  115. scene.add( light );
  116. controls = new THREE.PointerLockControls( camera );
  117. scene.add( controls.getObject() );
  118. var onKeyDown = function ( event ) {
  119. switch ( event.keyCode ) {
  120. case 38: // up
  121. case 87: // w
  122. moveForward = true;
  123. break;
  124. case 37: // left
  125. case 65: // a
  126. moveLeft = true; break;
  127. case 40: // down
  128. case 83: // s
  129. moveBackward = true;
  130. break;
  131. case 39: // right
  132. case 68: // d
  133. moveRight = true;
  134. break;
  135. case 32: // space
  136. if ( canJump === true ) velocity.y += 350;
  137. canJump = false;
  138. break;
  139. }
  140. };
  141. var onKeyUp = function ( event ) {
  142. switch( event.keyCode ) {
  143. case 38: // up
  144. case 87: // w
  145. moveForward = false;
  146. break;
  147. case 37: // left
  148. case 65: // a
  149. moveLeft = false;
  150. break;
  151. case 40: // down
  152. case 83: // s
  153. moveBackward = false;
  154. break;
  155. case 39: // right
  156. case 68: // d
  157. moveRight = false;
  158. break;
  159. }
  160. };
  161. document.addEventListener( 'keydown', onKeyDown, false );
  162. document.addEventListener( 'keyup', onKeyUp, false );
  163. raycaster = new THREE.Raycaster( new THREE.Vector3(), new THREE.Vector3( 0, - 1, 0 ), 0, 10 );
  164. // floor
  165. var floorGeometry = new THREE.PlaneBufferGeometry( 2000, 2000, 100, 100 );
  166. floorGeometry.rotateX( - Math.PI / 2 );
  167. // vertex displacement
  168. var position = floorGeometry.attributes.position;
  169. for ( var i = 0; i < position.count; i ++ ) {
  170. vertex.fromBufferAttribute( position, i );
  171. vertex.x += Math.random() * 20 - 10;
  172. vertex.y += Math.random() * 2;
  173. vertex.z += Math.random() * 20 - 10;
  174. position.setXYZ( i, vertex.x, vertex.y, vertex.z );
  175. }
  176. floorGeometry = floorGeometry.toNonIndexed(); // ensure each face has unique vertices
  177. count = floorGeometry.attributes.position.count;
  178. var colors = [];
  179. for ( var i = 0; i < count; i ++ ) {
  180. color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
  181. colors.push( color.r, color.g, color.b );
  182. }
  183. floorGeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
  184. var floorMaterial = new THREE.MeshBasicMaterial( { vertexColors: THREE.VertexColors } );
  185. var floor = new THREE.Mesh( floorGeometry, floorMaterial );
  186. scene.add( floor );
  187. // objects
  188. var boxGeometry = new THREE.BoxBufferGeometry( 20, 20, 20 );
  189. boxGeometry = boxGeometry.toNonIndexed(); // ensure each face has unique vertices
  190. count = boxGeometry.attributes.position.count;
  191. colors = [];
  192. for ( var i = 0; i < count; i ++ ) {
  193. color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
  194. colors.push( color.r, color.g, color.b );
  195. }
  196. boxGeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
  197. for ( var i = 0; i < 500; i ++ ) {
  198. var boxMaterial = new THREE.MeshPhongMaterial( { specular: 0xffffff, flatShading: true, vertexColors: THREE.VertexColors } );
  199. boxMaterial.color.setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
  200. var box = new THREE.Mesh( boxGeometry, boxMaterial );
  201. box.position.x = Math.floor( Math.random() * 20 - 10 ) * 20;
  202. box.position.y = Math.floor( Math.random() * 20 ) * 20 + 10;
  203. box.position.z = Math.floor( Math.random() * 20 - 10 ) * 20;
  204. scene.add( box );
  205. objects.push( box );
  206. }
  207. //
  208. renderer = new THREE.WebGLRenderer( { antialias: true } );
  209. renderer.setPixelRatio( window.devicePixelRatio );
  210. renderer.setSize( window.innerWidth, window.innerHeight );
  211. document.body.appendChild( renderer.domElement );
  212. //
  213. window.addEventListener( 'resize', onWindowResize, false );
  214. }
  215. function onWindowResize() {
  216. camera.aspect = window.innerWidth / window.innerHeight;
  217. camera.updateProjectionMatrix();
  218. renderer.setSize( window.innerWidth, window.innerHeight );
  219. }
  220. function animate() {
  221. requestAnimationFrame( animate );
  222. if ( controlsEnabled === true ) {
  223. raycaster.ray.origin.copy( controls.getObject().position );
  224. raycaster.ray.origin.y -= 10;
  225. var intersections = raycaster.intersectObjects( objects );
  226. var onObject = intersections.length > 0;
  227. var time = performance.now();
  228. var delta = ( time - prevTime ) / 1000;
  229. velocity.x -= velocity.x * 10.0 * delta;
  230. velocity.z -= velocity.z * 10.0 * delta;
  231. velocity.y -= 9.8 * 100.0 * delta; // 100.0 = mass
  232. direction.z = Number( moveForward ) - Number( moveBackward );
  233. direction.x = Number( moveLeft ) - Number( moveRight );
  234. direction.normalize(); // this ensures consistent movements in all directions
  235. if ( moveForward || moveBackward ) velocity.z -= direction.z * 400.0 * delta;
  236. if ( moveLeft || moveRight ) velocity.x -= direction.x * 400.0 * delta;
  237. if ( onObject === true ) {
  238. velocity.y = Math.max( 0, velocity.y );
  239. canJump = true;
  240. }
  241. controls.getObject().translateX( velocity.x * delta );
  242. controls.getObject().translateY( velocity.y * delta );
  243. controls.getObject().translateZ( velocity.z * delta );
  244. if ( controls.getObject().position.y < 10 ) {
  245. velocity.y = 0;
  246. controls.getObject().position.y = 10;
  247. canJump = true;
  248. }
  249. prevTime = time;
  250. }
  251. renderer.render( scene, camera );
  252. }
  253. </script>
  254. </body>
  255. </html>