misc_controls_pointerlock.html 8.0 KB

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  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 moveForward = false;
  60. var moveBackward = false;
  61. var moveLeft = false;
  62. var moveRight = false;
  63. var canJump = false;
  64. var prevTime = performance.now();
  65. var velocity = new THREE.Vector3();
  66. var direction = new THREE.Vector3();
  67. var vertex = new THREE.Vector3();
  68. var color = new THREE.Color();
  69. init();
  70. animate();
  71. function init() {
  72. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
  73. scene = new THREE.Scene();
  74. scene.background = new THREE.Color( 0xffffff );
  75. scene.fog = new THREE.Fog( 0xffffff, 0, 750 );
  76. var light = new THREE.HemisphereLight( 0xeeeeff, 0x777788, 0.75 );
  77. light.position.set( 0.5, 1, 0.75 );
  78. scene.add( light );
  79. controls = new THREE.PointerLockControls( camera );
  80. var blocker = document.getElementById( 'blocker' );
  81. var instructions = document.getElementById( 'instructions' );
  82. instructions.addEventListener( 'click', function ( event ) {
  83. controls.lock();
  84. }, false );
  85. controls.addEventListener( 'lock', function() {
  86. instructions.style.display = 'none';
  87. blocker.style.display = 'none';
  88. } );
  89. controls.addEventListener( 'unlock', function() {
  90. blocker.style.display = 'block';
  91. instructions.style.display = '';
  92. } );
  93. scene.add( controls.getObject() );
  94. var onKeyDown = function ( event ) {
  95. switch ( event.keyCode ) {
  96. case 38: // up
  97. case 87: // w
  98. moveForward = true;
  99. break;
  100. case 37: // left
  101. case 65: // a
  102. moveLeft = true; break;
  103. case 40: // down
  104. case 83: // s
  105. moveBackward = true;
  106. break;
  107. case 39: // right
  108. case 68: // d
  109. moveRight = true;
  110. break;
  111. case 32: // space
  112. if ( canJump === true ) velocity.y += 350;
  113. canJump = false;
  114. break;
  115. }
  116. };
  117. var onKeyUp = function ( event ) {
  118. switch( event.keyCode ) {
  119. case 38: // up
  120. case 87: // w
  121. moveForward = false;
  122. break;
  123. case 37: // left
  124. case 65: // a
  125. moveLeft = false;
  126. break;
  127. case 40: // down
  128. case 83: // s
  129. moveBackward = false;
  130. break;
  131. case 39: // right
  132. case 68: // d
  133. moveRight = false;
  134. break;
  135. }
  136. };
  137. document.addEventListener( 'keydown', onKeyDown, false );
  138. document.addEventListener( 'keyup', onKeyUp, false );
  139. raycaster = new THREE.Raycaster( new THREE.Vector3(), new THREE.Vector3( 0, - 1, 0 ), 0, 10 );
  140. // floor
  141. var floorGeometry = new THREE.PlaneBufferGeometry( 2000, 2000, 100, 100 );
  142. floorGeometry.rotateX( - Math.PI / 2 );
  143. // vertex displacement
  144. var position = floorGeometry.attributes.position;
  145. for ( var i = 0, l = position.count; i < l; i ++ ) {
  146. vertex.fromBufferAttribute( position, i );
  147. vertex.x += Math.random() * 20 - 10;
  148. vertex.y += Math.random() * 2;
  149. vertex.z += Math.random() * 20 - 10;
  150. position.setXYZ( i, vertex.x, vertex.y, vertex.z );
  151. }
  152. floorGeometry = floorGeometry.toNonIndexed(); // ensure each face has unique vertices
  153. position = floorGeometry.attributes.position;
  154. var colors = [];
  155. for ( var i = 0, l = position.count; i < l; i ++ ) {
  156. color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
  157. colors.push( color.r, color.g, color.b );
  158. }
  159. floorGeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
  160. var floorMaterial = new THREE.MeshBasicMaterial( { vertexColors: THREE.VertexColors } );
  161. var floor = new THREE.Mesh( floorGeometry, floorMaterial );
  162. scene.add( floor );
  163. // objects
  164. var boxGeometry = new THREE.BoxBufferGeometry( 20, 20, 20 );
  165. boxGeometry = boxGeometry.toNonIndexed(); // ensure each face has unique vertices
  166. position = boxGeometry.attributes.position;
  167. colors = [];
  168. for ( var i = 0, l = position.count; i < l; i ++ ) {
  169. color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
  170. colors.push( color.r, color.g, color.b );
  171. }
  172. boxGeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
  173. for ( var i = 0; i < 500; i ++ ) {
  174. var boxMaterial = new THREE.MeshPhongMaterial( { specular: 0xffffff, flatShading: true, vertexColors: THREE.VertexColors } );
  175. boxMaterial.color.setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
  176. var box = new THREE.Mesh( boxGeometry, boxMaterial );
  177. box.position.x = Math.floor( Math.random() * 20 - 10 ) * 20;
  178. box.position.y = Math.floor( Math.random() * 20 ) * 20 + 10;
  179. box.position.z = Math.floor( Math.random() * 20 - 10 ) * 20;
  180. scene.add( box );
  181. objects.push( box );
  182. }
  183. //
  184. renderer = new THREE.WebGLRenderer( { antialias: true } );
  185. renderer.setPixelRatio( window.devicePixelRatio );
  186. renderer.setSize( window.innerWidth, window.innerHeight );
  187. document.body.appendChild( renderer.domElement );
  188. //
  189. window.addEventListener( 'resize', onWindowResize, false );
  190. }
  191. function onWindowResize() {
  192. camera.aspect = window.innerWidth / window.innerHeight;
  193. camera.updateProjectionMatrix();
  194. renderer.setSize( window.innerWidth, window.innerHeight );
  195. }
  196. function animate() {
  197. requestAnimationFrame( animate );
  198. if ( controls.isLocked === true ) {
  199. raycaster.ray.origin.copy( controls.getObject().position );
  200. raycaster.ray.origin.y -= 10;
  201. var intersections = raycaster.intersectObjects( objects );
  202. var onObject = intersections.length > 0;
  203. var time = performance.now();
  204. var delta = ( time - prevTime ) / 1000;
  205. velocity.x -= velocity.x * 10.0 * delta;
  206. velocity.z -= velocity.z * 10.0 * delta;
  207. velocity.y -= 9.8 * 100.0 * delta; // 100.0 = mass
  208. direction.z = Number( moveForward ) - Number( moveBackward );
  209. direction.x = Number( moveLeft ) - Number( moveRight );
  210. direction.normalize(); // this ensures consistent movements in all directions
  211. if ( moveForward || moveBackward ) velocity.z -= direction.z * 400.0 * delta;
  212. if ( moveLeft || moveRight ) velocity.x -= direction.x * 400.0 * delta;
  213. if ( onObject === true ) {
  214. velocity.y = Math.max( 0, velocity.y );
  215. canJump = true;
  216. }
  217. controls.getObject().translateX( velocity.x * delta );
  218. controls.getObject().translateY( velocity.y * delta );
  219. controls.getObject().translateZ( velocity.z * delta );
  220. if ( controls.getObject().position.y < 10 ) {
  221. velocity.y = 0;
  222. controls.getObject().position.y = 10;
  223. canJump = true;
  224. }
  225. prevTime = time;
  226. }
  227. renderer.render( scene, camera );
  228. }
  229. </script>
  230. </body>
  231. </html>