physics_rapier_character_controller.html 7.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js physics - rapier3d character controller</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
  7. <meta property="og:title" content="three.js physics - rapier3d character controller">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/physics_rapier_character_controller.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/physics_rapier_character_controller.jpg">
  11. <link type="text/css" rel="stylesheet" href="main.css">
  12. <style>
  13. body {
  14. color: #333;
  15. }
  16. </style>
  17. </head>
  18. <body>
  19. <div id="info">
  20. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> physics - <a href="https://github.com/dimforge/rapier.js" target="_blank">rapier</a> character controller
  21. <p>WASD or Arrow keys to move</p>
  22. </div>
  23. <script type="importmap">
  24. {
  25. "imports": {
  26. "three": "../build/three.module.js",
  27. "three/addons/": "./jsm/"
  28. }
  29. }
  30. </script>
  31. <script type="module">
  32. import * as THREE from 'three';
  33. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  34. import { RapierPhysics } from 'three/addons/physics/RapierPhysics.js';
  35. import { RapierHelper } from 'three/addons/helpers/RapierHelper.js';
  36. import Stats from 'three/addons/libs/stats.module.js';
  37. let camera, scene, renderer, stats;
  38. let physics, characterController, physicsHelper;
  39. let player, movement;
  40. init();
  41. async function init() {
  42. scene = new THREE.Scene();
  43. scene.background = new THREE.Color( 0xbfd1e5 );
  44. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
  45. camera.position.set( 2, 5, 15 );
  46. const ambient = new THREE.HemisphereLight( 0x555555, 0xFFFFFF );
  47. scene.add( ambient );
  48. const light = new THREE.DirectionalLight( 0xffffff, 3 );
  49. light.position.set( 0, 12.5, 12.5 );
  50. light.castShadow = true;
  51. light.shadow.radius = 3;
  52. light.shadow.blurSamples = 8;
  53. light.shadow.mapSize.width = 1024;
  54. light.shadow.mapSize.height = 1024;
  55. const size = 10;
  56. light.shadow.camera.left = - size;
  57. light.shadow.camera.bottom = - size;
  58. light.shadow.camera.right = size;
  59. light.shadow.camera.top = size;
  60. light.shadow.camera.near = 1;
  61. light.shadow.camera.far = 50;
  62. scene.add( light );
  63. renderer = new THREE.WebGLRenderer( { antialias: true } );
  64. renderer.setPixelRatio( window.devicePixelRatio );
  65. renderer.setSize( window.innerWidth, window.innerHeight );
  66. renderer.shadowMap.enabled = true;
  67. document.body.appendChild( renderer.domElement );
  68. renderer.setAnimationLoop( animate );
  69. const controls = new OrbitControls( camera, renderer.domElement );
  70. controls.target = new THREE.Vector3( 0, 2, 0 );
  71. controls.update();
  72. const geometry = new THREE.BoxGeometry( 20, 0.5, 20 );
  73. const material = new THREE.MeshStandardMaterial( { color: 0xFFFFFF } );
  74. const ground = new THREE.Mesh( geometry, material );
  75. ground.receiveShadow = true;
  76. ground.position.y = - 0.25;
  77. ground.userData.physics = { mass: 0 };
  78. scene.add( ground );
  79. new THREE.TextureLoader().load( 'textures/grid.png', function ( texture ) {
  80. texture.wrapS = THREE.RepeatWrapping;
  81. texture.wrapT = THREE.RepeatWrapping;
  82. texture.repeat.set( 20, 20 );
  83. ground.material.map = texture;
  84. ground.material.needsUpdate = true;
  85. } );
  86. for ( let i = 0; i < 10; i ++ ) addBody( Math.random() > 0.7 );
  87. stats = new Stats();
  88. document.body.appendChild( stats.dom );
  89. initPhysics();
  90. onWindowResize();
  91. // Movement input
  92. movement = { forward: 0, right: 0 };
  93. window.addEventListener( 'keydown', ( event ) => {
  94. if ( event.key === 'w' || event.key === 'ArrowUp' ) movement.forward = 1;
  95. if ( event.key === 's' || event.key === 'ArrowDown' ) movement.forward = - 1;
  96. if ( event.key === 'a' || event.key === 'ArrowLeft' ) movement.right = - 1;
  97. if ( event.key === 'd' || event.key === 'ArrowRight' ) movement.right = 1;
  98. } );
  99. window.addEventListener( 'keyup', ( event ) => {
  100. if ( event.key === 'w' || event.key === 's' || event.key === 'ArrowUp' || event.key === 'ArrowDown' ) movement.forward = 0;
  101. if ( event.key === 'a' || event.key === 'd' || event.key === 'ArrowLeft' || event.key === 'ArrowRight' ) movement.right = 0;
  102. } );
  103. window.addEventListener( 'resize', onWindowResize, false );
  104. }
  105. function random( min, max ) {
  106. return Math.random() * ( max - min ) + min;
  107. }
  108. async function initPhysics() {
  109. //Initialize physics engine using the script in the jsm/physics folder
  110. physics = await RapierPhysics();
  111. //Optionally display collider outlines
  112. physicsHelper = new RapierHelper( physics.world );
  113. scene.add( physicsHelper );
  114. physics.addScene( scene );
  115. addCharacterController( );
  116. }
  117. function addCharacterController() {
  118. // Character Capsule
  119. const geometry = new THREE.CapsuleGeometry( 0.3, 1, 8, 8 );
  120. const material = new THREE.MeshStandardMaterial( { color: 0x0000ff } );
  121. player = new THREE.Mesh( geometry, material );
  122. player.castShadow = true;
  123. player.position.set( 0, 0.8, 0 );
  124. scene.add( player );
  125. // Rapier Character Controller
  126. characterController = physics.world.createCharacterController( 0.01 );
  127. characterController.setApplyImpulsesToDynamicBodies( true );
  128. characterController.setCharacterMass( 3 );
  129. const colliderDesc = physics.RAPIER.ColliderDesc.capsule( 0.5, 0.3 ).setTranslation( 0, 0.8, 0 );
  130. player.userData.collider = physics.world.createCollider( colliderDesc );
  131. }
  132. function addBody( fixed = true ) {
  133. const geometry = ( fixed ) ? new THREE.BoxGeometry( 1, 1, 1 ) : new THREE.SphereGeometry( 0.25 );
  134. const material = new THREE.MeshStandardMaterial( { color: fixed ? 0xFF0000 : 0x00FF00 } );
  135. const mesh = new THREE.Mesh( geometry, material );
  136. mesh.castShadow = true;
  137. mesh.position.set( random( - 10, 10 ), 0.5, random( - 10, 10 ) );
  138. mesh.userData.physics = { mass: fixed ? 0 : 0.5, restitution: fixed ? 0 : 0.3 };
  139. scene.add( mesh );
  140. }
  141. function onWindowResize( ) {
  142. camera.aspect = window.innerWidth / window.innerHeight;
  143. camera.updateProjectionMatrix();
  144. renderer.setSize( window.innerWidth, window.innerHeight );
  145. }
  146. function animate() {
  147. if ( physicsHelper ) physicsHelper.update();
  148. renderer.render( scene, camera );
  149. if ( physics && characterController ) {
  150. const deltaTime = 1 / 60;
  151. // Character movement
  152. const speed = 2.5 * deltaTime;
  153. const moveVector = new physics.RAPIER.Vector3( movement.right * speed, 0, - movement.forward * speed );
  154. characterController.computeColliderMovement( player.userData.collider, moveVector );
  155. // Read the result.
  156. const translation = characterController.computedMovement();
  157. const position = player.userData.collider.translation();
  158. position.x += translation.x;
  159. position.y += translation.y;
  160. position.z += translation.z;
  161. player.userData.collider.setTranslation( position );
  162. // Sync Three.js mesh with Rapier collider
  163. player.position.set( position.x, position.y, position.z );
  164. }
  165. stats.update();
  166. }
  167. </script>
  168. </body>
  169. </html>
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