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 () {
  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;
  103. break;
  104. case 40: // down
  105. case 83: // s
  106. moveBackward = true;
  107. break;
  108. case 39: // right
  109. case 68: // d
  110. moveRight = true;
  111. break;
  112. case 32: // space
  113. if ( canJump === true ) velocity.y += 350;
  114. canJump = false;
  115. break;
  116. }
  117. };
  118. var onKeyUp = function ( event ) {
  119. switch ( event.keyCode ) {
  120. case 38: // up
  121. case 87: // w
  122. moveForward = false;
  123. break;
  124. case 37: // left
  125. case 65: // a
  126. moveLeft = false;
  127. break;
  128. case 40: // down
  129. case 83: // s
  130. moveBackward = false;
  131. break;
  132. case 39: // right
  133. case 68: // d
  134. moveRight = false;
  135. break;
  136. }
  137. };
  138. document.addEventListener( 'keydown', onKeyDown, false );
  139. document.addEventListener( 'keyup', onKeyUp, false );
  140. raycaster = new THREE.Raycaster( new THREE.Vector3(), new THREE.Vector3( 0, - 1, 0 ), 0, 10 );
  141. // floor
  142. var floorGeometry = new THREE.PlaneBufferGeometry( 2000, 2000, 100, 100 );
  143. floorGeometry.rotateX( - Math.PI / 2 );
  144. // vertex displacement
  145. var position = floorGeometry.attributes.position;
  146. for ( var i = 0, l = position.count; i < l; i ++ ) {
  147. vertex.fromBufferAttribute( position, i );
  148. vertex.x += Math.random() * 20 - 10;
  149. vertex.y += Math.random() * 2;
  150. vertex.z += Math.random() * 20 - 10;
  151. position.setXYZ( i, vertex.x, vertex.y, vertex.z );
  152. }
  153. floorGeometry = floorGeometry.toNonIndexed(); // ensure each face has unique vertices
  154. position = floorGeometry.attributes.position;
  155. var colors = [];
  156. for ( var i = 0, l = position.count; i < l; i ++ ) {
  157. color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
  158. colors.push( color.r, color.g, color.b );
  159. }
  160. floorGeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
  161. var floorMaterial = new THREE.MeshBasicMaterial( { vertexColors: THREE.VertexColors } );
  162. var floor = new THREE.Mesh( floorGeometry, floorMaterial );
  163. scene.add( floor );
  164. // objects
  165. var boxGeometry = new THREE.BoxBufferGeometry( 20, 20, 20 );
  166. boxGeometry = boxGeometry.toNonIndexed(); // ensure each face has unique vertices
  167. position = boxGeometry.attributes.position;
  168. colors = [];
  169. for ( var i = 0, l = position.count; i < l; i ++ ) {
  170. color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
  171. colors.push( color.r, color.g, color.b );
  172. }
  173. boxGeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
  174. for ( var i = 0; i < 500; i ++ ) {
  175. var boxMaterial = new THREE.MeshPhongMaterial( { specular: 0xffffff, flatShading: true, vertexColors: THREE.VertexColors } );
  176. boxMaterial.color.setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
  177. var box = new THREE.Mesh( boxGeometry, boxMaterial );
  178. box.position.x = Math.floor( Math.random() * 20 - 10 ) * 20;
  179. box.position.y = Math.floor( Math.random() * 20 ) * 20 + 10;
  180. box.position.z = Math.floor( Math.random() * 20 - 10 ) * 20;
  181. scene.add( box );
  182. objects.push( box );
  183. }
  184. //
  185. renderer = new THREE.WebGLRenderer( { antialias: true } );
  186. renderer.setPixelRatio( window.devicePixelRatio );
  187. renderer.setSize( window.innerWidth, window.innerHeight );
  188. document.body.appendChild( renderer.domElement );
  189. //
  190. window.addEventListener( 'resize', onWindowResize, false );
  191. }
  192. function onWindowResize() {
  193. camera.aspect = window.innerWidth / window.innerHeight;
  194. camera.updateProjectionMatrix();
  195. renderer.setSize( window.innerWidth, window.innerHeight );
  196. }
  197. function animate() {
  198. requestAnimationFrame( animate );
  199. if ( controls.isLocked === true ) {
  200. raycaster.ray.origin.copy( controls.getObject().position );
  201. raycaster.ray.origin.y -= 10;
  202. var intersections = raycaster.intersectObjects( objects );
  203. var onObject = intersections.length > 0;
  204. var time = performance.now();
  205. var delta = ( time - prevTime ) / 1000;
  206. velocity.x -= velocity.x * 10.0 * delta;
  207. velocity.z -= velocity.z * 10.0 * delta;
  208. velocity.y -= 9.8 * 100.0 * delta; // 100.0 = mass
  209. direction.z = Number( moveForward ) - Number( moveBackward );
  210. direction.x = Number( moveLeft ) - Number( moveRight );
  211. direction.normalize(); // this ensures consistent movements in all directions
  212. if ( moveForward || moveBackward ) velocity.z -= direction.z * 400.0 * delta;
  213. if ( moveLeft || moveRight ) velocity.x -= direction.x * 400.0 * delta;
  214. if ( onObject === true ) {
  215. velocity.y = Math.max( 0, velocity.y );
  216. canJump = true;
  217. }
  218. controls.getObject().translateX( velocity.x * delta );
  219. controls.getObject().translateY( velocity.y * delta );
  220. controls.getObject().translateZ( velocity.z * delta );
  221. if ( controls.getObject().position.y < 10 ) {
  222. velocity.y = 0;
  223. controls.getObject().position.y = 10;
  224. canJump = true;
  225. }
  226. prevTime = time;
  227. }
  228. renderer.render( scene, camera );
  229. }
  230. </script>
  231. </body>
  232. </html>