misc_controls_pointerlock.html 7.7 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. #blocker {
  10. position: absolute;
  11. width: 100%;
  12. height: 100%;
  13. background-color: rgba(0,0,0,0.5);
  14. }
  15. #instructions {
  16. width: 100%;
  17. height: 100%;
  18. display: flex;
  19. flex-direction: column;
  20. justify-content: center;
  21. align-items: center;
  22. text-align: center;
  23. font-size: 14px;
  24. cursor: pointer;
  25. }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="blocker">
  30. <div id="instructions">
  31. <p style="font-size:36px">
  32. Click to play
  33. </p>
  34. <p>
  35. Move: WASD<br/>
  36. Jump: SPACE<br/>
  37. Look: MOUSE
  38. </p>
  39. </div>
  40. </div>
  41. <script type="module">
  42. import * as THREE from '../build/three.module.js';
  43. import { PointerLockControls } from './jsm/controls/PointerLockControls.js';
  44. let camera, scene, renderer, controls;
  45. const objects = [];
  46. let raycaster;
  47. let moveForward = false;
  48. let moveBackward = false;
  49. let moveLeft = false;
  50. let moveRight = false;
  51. let canJump = false;
  52. let prevTime = performance.now();
  53. const velocity = new THREE.Vector3();
  54. const direction = new THREE.Vector3();
  55. const vertex = new THREE.Vector3();
  56. const color = new THREE.Color();
  57. init();
  58. animate();
  59. function init() {
  60. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
  61. camera.position.y = 10;
  62. scene = new THREE.Scene();
  63. scene.background = new THREE.Color( 0xffffff );
  64. scene.fog = new THREE.Fog( 0xffffff, 0, 750 );
  65. const light = new THREE.HemisphereLight( 0xeeeeff, 0x777788, 0.75 );
  66. light.position.set( 0.5, 1, 0.75 );
  67. scene.add( light );
  68. controls = new PointerLockControls( camera, document.body );
  69. const blocker = document.getElementById( 'blocker' );
  70. const instructions = document.getElementById( 'instructions' );
  71. instructions.addEventListener( 'click', function () {
  72. controls.lock();
  73. } );
  74. controls.addEventListener( 'lock', function () {
  75. instructions.style.display = 'none';
  76. blocker.style.display = 'none';
  77. } );
  78. controls.addEventListener( 'unlock', function () {
  79. blocker.style.display = 'block';
  80. instructions.style.display = '';
  81. } );
  82. scene.add( controls.getObject() );
  83. const onKeyDown = function ( event ) {
  84. switch ( event.code ) {
  85. case 'ArrowUp':
  86. case 'KeyW':
  87. moveForward = true;
  88. break;
  89. case 'ArrowLeft':
  90. case 'KeyA':
  91. moveLeft = true;
  92. break;
  93. case 'ArrowDown':
  94. case 'KeyS':
  95. moveBackward = true;
  96. break;
  97. case 'ArrowRight':
  98. case 'KeyD':
  99. moveRight = true;
  100. break;
  101. case 'Space':
  102. if ( canJump === true ) velocity.y += 350;
  103. canJump = false;
  104. break;
  105. }
  106. };
  107. const onKeyUp = function ( event ) {
  108. switch ( event.code ) {
  109. case 'ArrowUp':
  110. case 'KeyW':
  111. moveForward = false;
  112. break;
  113. case 'ArrowLeft':
  114. case 'KeyA':
  115. moveLeft = false;
  116. break;
  117. case 'ArrowDown':
  118. case 'KeyS':
  119. moveBackward = false;
  120. break;
  121. case 'ArrowRight':
  122. case 'KeyD':
  123. moveRight = false;
  124. break;
  125. }
  126. };
  127. document.addEventListener( 'keydown', onKeyDown );
  128. document.addEventListener( 'keyup', onKeyUp );
  129. raycaster = new THREE.Raycaster( new THREE.Vector3(), new THREE.Vector3( 0, - 1, 0 ), 0, 10 );
  130. // floor
  131. let floorGeometry = new THREE.PlaneGeometry( 2000, 2000, 100, 100 );
  132. floorGeometry.rotateX( - Math.PI / 2 );
  133. // vertex displacement
  134. let position = floorGeometry.attributes.position;
  135. for ( let i = 0, l = position.count; i < l; i ++ ) {
  136. vertex.fromBufferAttribute( position, i );
  137. vertex.x += Math.random() * 20 - 10;
  138. vertex.y += Math.random() * 2;
  139. vertex.z += Math.random() * 20 - 10;
  140. position.setXYZ( i, vertex.x, vertex.y, vertex.z );
  141. }
  142. floorGeometry = floorGeometry.toNonIndexed(); // ensure each face has unique vertices
  143. position = floorGeometry.attributes.position;
  144. const colorsFloor = [];
  145. for ( let i = 0, l = position.count; i < l; i ++ ) {
  146. color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
  147. colorsFloor.push( color.r, color.g, color.b );
  148. }
  149. floorGeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colorsFloor, 3 ) );
  150. const floorMaterial = new THREE.MeshBasicMaterial( { vertexColors: true } );
  151. const floor = new THREE.Mesh( floorGeometry, floorMaterial );
  152. scene.add( floor );
  153. // objects
  154. const boxGeometry = new THREE.BoxGeometry( 20, 20, 20 ).toNonIndexed();
  155. position = boxGeometry.attributes.position;
  156. const colorsBox = [];
  157. for ( let i = 0, l = position.count; i < l; i ++ ) {
  158. color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
  159. colorsBox.push( color.r, color.g, color.b );
  160. }
  161. boxGeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colorsBox, 3 ) );
  162. for ( let i = 0; i < 500; i ++ ) {
  163. const boxMaterial = new THREE.MeshPhongMaterial( { specular: 0xffffff, flatShading: true, vertexColors: true } );
  164. boxMaterial.color.setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
  165. const box = new THREE.Mesh( boxGeometry, boxMaterial );
  166. box.position.x = Math.floor( Math.random() * 20 - 10 ) * 20;
  167. box.position.y = Math.floor( Math.random() * 20 ) * 20 + 10;
  168. box.position.z = Math.floor( Math.random() * 20 - 10 ) * 20;
  169. scene.add( box );
  170. objects.push( box );
  171. }
  172. //
  173. renderer = new THREE.WebGLRenderer( { antialias: true } );
  174. renderer.setPixelRatio( window.devicePixelRatio );
  175. renderer.setSize( window.innerWidth, window.innerHeight );
  176. document.body.appendChild( renderer.domElement );
  177. //
  178. window.addEventListener( 'resize', onWindowResize );
  179. }
  180. function onWindowResize() {
  181. camera.aspect = window.innerWidth / window.innerHeight;
  182. camera.updateProjectionMatrix();
  183. renderer.setSize( window.innerWidth, window.innerHeight );
  184. }
  185. function animate() {
  186. requestAnimationFrame( animate );
  187. const time = performance.now();
  188. if ( controls.isLocked === true ) {
  189. raycaster.ray.origin.copy( controls.getObject().position );
  190. raycaster.ray.origin.y -= 10;
  191. const intersections = raycaster.intersectObjects( objects );
  192. const onObject = intersections.length > 0;
  193. const delta = ( time - prevTime ) / 1000;
  194. velocity.x -= velocity.x * 10.0 * delta;
  195. velocity.z -= velocity.z * 10.0 * delta;
  196. velocity.y -= 9.8 * 100.0 * delta; // 100.0 = mass
  197. direction.z = Number( moveForward ) - Number( moveBackward );
  198. direction.x = Number( moveRight ) - Number( moveLeft );
  199. direction.normalize(); // this ensures consistent movements in all directions
  200. if ( moveForward || moveBackward ) velocity.z -= direction.z * 400.0 * delta;
  201. if ( moveLeft || moveRight ) velocity.x -= direction.x * 400.0 * delta;
  202. if ( onObject === true ) {
  203. velocity.y = Math.max( 0, velocity.y );
  204. canJump = true;
  205. }
  206. controls.moveRight( - velocity.x * delta );
  207. controls.moveForward( - velocity.z * delta );
  208. controls.getObject().position.y += ( velocity.y * delta ); // new behavior
  209. if ( controls.getObject().position.y < 10 ) {
  210. velocity.y = 0;
  211. controls.getObject().position.y = 10;
  212. canJump = true;
  213. }
  214. }
  215. prevTime = time;
  216. renderer.render( scene, camera );
  217. }
  218. </script>
  219. </body>
  220. </html>