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games_fps.html 12 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - misc - octree collisions</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. </head>
  9. <body>
  10. <div id="info">
  11. Octree threejs demo - basic collisions with static triangle mesh<br />
  12. MOUSE to look around and to throw balls<br/>
  13. WASD to move and SPACE to jump
  14. </div>
  15. <div id="container"></div>
  16. <script type="importmap">
  17. {
  18. "imports": {
  19. "three": "../build/three.module.js",
  20. "three/addons/": "./jsm/"
  21. }
  22. }
  23. </script>
  24. <script type="module">
  25. import * as THREE from 'three';
  26. import Stats from 'three/addons/libs/stats.module.js';
  27. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  28. import { Octree } from 'three/addons/math/Octree.js';
  29. import { OctreeHelper } from 'three/addons/helpers/OctreeHelper.js';
  30. import { Capsule } from 'three/addons/math/Capsule.js';
  31. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  32. const timer = new THREE.Timer();
  33. timer.connect( document );
  34. const scene = new THREE.Scene();
  35. scene.background = new THREE.Color( 0x88ccee );
  36. scene.fog = new THREE.Fog( 0x88ccee, 0, 50 );
  37. const camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 );
  38. camera.rotation.order = 'YXZ';
  39. const fillLight1 = new THREE.HemisphereLight( 0x8dc1de, 0x00668d, 1.5 );
  40. fillLight1.position.set( 2, 1, 1 );
  41. scene.add( fillLight1 );
  42. const directionalLight = new THREE.DirectionalLight( 0xffffff, 2.5 );
  43. directionalLight.position.set( - 5, 25, - 1 );
  44. directionalLight.castShadow = true;
  45. directionalLight.shadow.camera.near = 0.01;
  46. directionalLight.shadow.camera.far = 500;
  47. directionalLight.shadow.camera.right = 30;
  48. directionalLight.shadow.camera.left = - 30;
  49. directionalLight.shadow.camera.top = 30;
  50. directionalLight.shadow.camera.bottom = - 30;
  51. directionalLight.shadow.mapSize.width = 1024;
  52. directionalLight.shadow.mapSize.height = 1024;
  53. directionalLight.shadow.radius = 4;
  54. directionalLight.shadow.bias = - 0.00006;
  55. scene.add( directionalLight );
  56. const container = document.getElementById( 'container' );
  57. const renderer = new THREE.WebGLRenderer( { antialias: true } );
  58. renderer.setPixelRatio( window.devicePixelRatio );
  59. renderer.setSize( window.innerWidth, window.innerHeight );
  60. renderer.setAnimationLoop( animate );
  61. renderer.shadowMap.enabled = true;
  62. renderer.shadowMap.type = THREE.VSMShadowMap;
  63. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  64. container.appendChild( renderer.domElement );
  65. const stats = new Stats();
  66. stats.domElement.style.position = 'absolute';
  67. stats.domElement.style.top = '0px';
  68. container.appendChild( stats.domElement );
  69. const GRAVITY = 30;
  70. const NUM_SPHERES = 100;
  71. const SPHERE_RADIUS = 0.2;
  72. const STEPS_PER_FRAME = 5;
  73. const sphereGeometry = new THREE.IcosahedronGeometry( SPHERE_RADIUS, 5 );
  74. const sphereMaterial = new THREE.MeshLambertMaterial( { color: 0xdede8d } );
  75. const spheres = [];
  76. let sphereIdx = 0;
  77. for ( let i = 0; i < NUM_SPHERES; i ++ ) {
  78. const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
  79. sphere.castShadow = true;
  80. sphere.receiveShadow = true;
  81. scene.add( sphere );
  82. spheres.push( {
  83. mesh: sphere,
  84. collider: new THREE.Sphere( new THREE.Vector3( 0, - 100, 0 ), SPHERE_RADIUS ),
  85. velocity: new THREE.Vector3()
  86. } );
  87. }
  88. const worldOctree = new Octree();
  89. const playerCollider = new Capsule( new THREE.Vector3( 0, 0.35, 0 ), new THREE.Vector3( 0, 1, 0 ), 0.35 );
  90. const playerVelocity = new THREE.Vector3();
  91. const playerDirection = new THREE.Vector3();
  92. let playerOnFloor = false;
  93. let mouseTime = 0;
  94. const keyStates = {};
  95. const vector1 = new THREE.Vector3();
  96. const vector2 = new THREE.Vector3();
  97. const vector3 = new THREE.Vector3();
  98. document.addEventListener( 'keydown', ( event ) => {
  99. keyStates[ event.code ] = true;
  100. } );
  101. document.addEventListener( 'keyup', ( event ) => {
  102. keyStates[ event.code ] = false;
  103. } );
  104. container.addEventListener( 'mousedown', () => {
  105. document.body.requestPointerLock();
  106. mouseTime = performance.now();
  107. } );
  108. document.addEventListener( 'mouseup', () => {
  109. if ( document.pointerLockElement !== null ) throwBall();
  110. } );
  111. document.body.addEventListener( 'mousemove', ( event ) => {
  112. if ( document.pointerLockElement === document.body ) {
  113. camera.rotation.y -= event.movementX / 500;
  114. camera.rotation.x -= event.movementY / 500;
  115. }
  116. } );
  117. window.addEventListener( 'resize', onWindowResize );
  118. function onWindowResize() {
  119. camera.aspect = window.innerWidth / window.innerHeight;
  120. camera.updateProjectionMatrix();
  121. renderer.setSize( window.innerWidth, window.innerHeight );
  122. }
  123. function throwBall() {
  124. const sphere = spheres[ sphereIdx ];
  125. camera.getWorldDirection( playerDirection );
  126. sphere.collider.center.copy( playerCollider.end ).addScaledVector( playerDirection, playerCollider.radius * 1.5 );
  127. // throw the ball with more force if we hold the button longer, and if we move forward
  128. const impulse = 15 + 30 * ( 1 - Math.exp( ( mouseTime - performance.now() ) * 0.001 ) );
  129. sphere.velocity.copy( playerDirection ).multiplyScalar( impulse );
  130. sphere.velocity.addScaledVector( playerVelocity, 2 );
  131. sphereIdx = ( sphereIdx + 1 ) % spheres.length;
  132. }
  133. function playerCollisions() {
  134. const result = worldOctree.capsuleIntersect( playerCollider );
  135. playerOnFloor = false;
  136. if ( result ) {
  137. // determine if the surface we bumped into is something we can stand on
  138. playerOnFloor = result.normal.y >= 0.15; // allow slopes up to ~81° but ignore sheer vertical walls
  139. if ( ! playerOnFloor ) {
  140. playerVelocity.addScaledVector( result.normal, - result.normal.dot( playerVelocity ) );
  141. }
  142. if ( result.depth >= 1e-10 ) {
  143. playerCollider.translate( result.normal.multiplyScalar( result.depth ) );
  144. }
  145. }
  146. }
  147. function updatePlayer( deltaTime ) {
  148. let damping = Math.exp( - 4 * deltaTime ) - 1;
  149. if ( ! playerOnFloor ) {
  150. playerVelocity.y -= GRAVITY * deltaTime;
  151. // small air resistance
  152. damping *= 0.1;
  153. }
  154. playerVelocity.addScaledVector( playerVelocity, damping );
  155. const deltaPosition = playerVelocity.clone().multiplyScalar( deltaTime );
  156. playerCollider.translate( deltaPosition );
  157. playerCollisions();
  158. camera.position.copy( playerCollider.end );
  159. }
  160. function playerSphereCollision( sphere ) {
  161. const center = vector1.addVectors( playerCollider.start, playerCollider.end ).multiplyScalar( 0.5 );
  162. const sphere_center = sphere.collider.center;
  163. const r = playerCollider.radius + sphere.collider.radius;
  164. const r2 = r * r;
  165. // approximation: player = 3 spheres
  166. for ( const point of [ playerCollider.start, playerCollider.end, center ] ) {
  167. const d2 = point.distanceToSquared( sphere_center );
  168. if ( d2 < r2 ) {
  169. const normal = vector1.subVectors( point, sphere_center ).normalize();
  170. const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( playerVelocity ) );
  171. const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( sphere.velocity ) );
  172. playerVelocity.add( v2 ).sub( v1 );
  173. sphere.velocity.add( v1 ).sub( v2 );
  174. const d = ( r - Math.sqrt( d2 ) ) / 2;
  175. sphere_center.addScaledVector( normal, - d );
  176. }
  177. }
  178. }
  179. function spheresCollisions() {
  180. for ( let i = 0, length = spheres.length; i < length; i ++ ) {
  181. const s1 = spheres[ i ];
  182. for ( let j = i + 1; j < length; j ++ ) {
  183. const s2 = spheres[ j ];
  184. const d2 = s1.collider.center.distanceToSquared( s2.collider.center );
  185. const r = s1.collider.radius + s2.collider.radius;
  186. const r2 = r * r;
  187. if ( d2 < r2 ) {
  188. const normal = vector1.subVectors( s1.collider.center, s2.collider.center ).normalize();
  189. const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( s1.velocity ) );
  190. const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( s2.velocity ) );
  191. s1.velocity.add( v2 ).sub( v1 );
  192. s2.velocity.add( v1 ).sub( v2 );
  193. const d = ( r - Math.sqrt( d2 ) ) / 2;
  194. s1.collider.center.addScaledVector( normal, d );
  195. s2.collider.center.addScaledVector( normal, - d );
  196. }
  197. }
  198. }
  199. }
  200. function updateSpheres( deltaTime ) {
  201. spheres.forEach( sphere => {
  202. sphere.collider.center.addScaledVector( sphere.velocity, deltaTime );
  203. const result = worldOctree.sphereIntersect( sphere.collider );
  204. if ( result ) {
  205. sphere.velocity.addScaledVector( result.normal, - result.normal.dot( sphere.velocity ) * 1.5 );
  206. sphere.collider.center.add( result.normal.multiplyScalar( result.depth ) );
  207. } else {
  208. sphere.velocity.y -= GRAVITY * deltaTime;
  209. }
  210. const damping = Math.exp( - 1.5 * deltaTime ) - 1;
  211. sphere.velocity.addScaledVector( sphere.velocity, damping );
  212. playerSphereCollision( sphere );
  213. } );
  214. spheresCollisions();
  215. for ( const sphere of spheres ) {
  216. sphere.mesh.position.copy( sphere.collider.center );
  217. }
  218. }
  219. function getForwardVector() {
  220. camera.getWorldDirection( playerDirection );
  221. playerDirection.y = 0;
  222. playerDirection.normalize();
  223. return playerDirection;
  224. }
  225. function getSideVector() {
  226. camera.getWorldDirection( playerDirection );
  227. playerDirection.y = 0;
  228. playerDirection.normalize();
  229. playerDirection.cross( camera.up );
  230. return playerDirection;
  231. }
  232. function controls( deltaTime ) {
  233. // gives a bit of air control
  234. const speedDelta = deltaTime * ( playerOnFloor ? 25 : 8 );
  235. if ( keyStates[ 'KeyW' ] ) {
  236. playerVelocity.add( getForwardVector().multiplyScalar( speedDelta ) );
  237. }
  238. if ( keyStates[ 'KeyS' ] ) {
  239. playerVelocity.add( getForwardVector().multiplyScalar( - speedDelta ) );
  240. }
  241. if ( keyStates[ 'KeyA' ] ) {
  242. playerVelocity.add( getSideVector().multiplyScalar( - speedDelta ) );
  243. }
  244. if ( keyStates[ 'KeyD' ] ) {
  245. playerVelocity.add( getSideVector().multiplyScalar( speedDelta ) );
  246. }
  247. if ( playerOnFloor ) {
  248. if ( keyStates[ 'Space' ] ) {
  249. playerVelocity.y = 15;
  250. }
  251. }
  252. }
  253. const loader = new GLTFLoader().setPath( './models/gltf/' );
  254. loader.load( 'collision-world.glb', ( gltf ) => {
  255. scene.add( gltf.scene );
  256. worldOctree.fromGraphNode( gltf.scene );
  257. gltf.scene.traverse( child => {
  258. if ( child.isMesh ) {
  259. child.castShadow = true;
  260. child.receiveShadow = true;
  261. if ( child.material.map ) {
  262. child.material.map.anisotropy = 4;
  263. }
  264. }
  265. } );
  266. const helper = new OctreeHelper( worldOctree );
  267. helper.visible = false;
  268. scene.add( helper );
  269. const gui = new GUI( { width: 200 } );
  270. gui.add( { debug: false }, 'debug' )
  271. .onChange( function ( value ) {
  272. helper.visible = value;
  273. } );
  274. } );
  275. function teleportPlayerIfOob() {
  276. if ( camera.position.y <= - 25 ) {
  277. playerCollider.start.set( 0, 0.35, 0 );
  278. playerCollider.end.set( 0, 1, 0 );
  279. playerCollider.radius = 0.35;
  280. camera.position.copy( playerCollider.end );
  281. camera.rotation.set( 0, 0, 0 );
  282. }
  283. }
  284. function animate() {
  285. timer.update();
  286. const deltaTime = Math.min( 0.05, timer.getDelta() ) / STEPS_PER_FRAME;
  287. // we look for collisions in substeps to mitigate the risk of
  288. // an object traversing another too quickly for detection.
  289. for ( let i = 0; i < STEPS_PER_FRAME; i ++ ) {
  290. controls( deltaTime );
  291. updatePlayer( deltaTime );
  292. updateSpheres( deltaTime );
  293. teleportPlayerIfOob();
  294. }
  295. renderer.render( scene, camera );
  296. stats.update();
  297. }
  298. </script>
  299. </body>
  300. </html>
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