physics_rapier_character_controller.html 6.9 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. body {
  10. color: #333;
  11. }
  12. </style>
  13. </head>
  14. <body>
  15. <div id="info">
  16. <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
  17. <p>WASD or Arrow keys to move</p>
  18. </div>
  19. <script type="importmap">
  20. {
  21. "imports": {
  22. "three": "../build/three.module.js",
  23. "three/addons/": "./jsm/"
  24. }
  25. }
  26. </script>
  27. <script type="module">
  28. import * as THREE from 'three';
  29. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  30. import { RapierPhysics } from 'three/addons/physics/RapierPhysics.js';
  31. import { RapierHelper } from 'three/addons/helpers/RapierHelper.js';
  32. import Stats from 'three/addons/libs/stats.module.js';
  33. let camera, scene, renderer, stats;
  34. let physics, characterController, physicsHelper;
  35. let player, movement;
  36. init();
  37. async function init() {
  38. scene = new THREE.Scene();
  39. scene.background = new THREE.Color( 0xbfd1e5 );
  40. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
  41. camera.position.set( 2, 5, 15 );
  42. const ambient = new THREE.HemisphereLight( 0x555555, 0xFFFFFF );
  43. scene.add( ambient );
  44. const light = new THREE.DirectionalLight( 0xffffff, 3 );
  45. light.position.set( 0, 12.5, 12.5 );
  46. light.castShadow = true;
  47. light.shadow.radius = 3;
  48. light.shadow.blurSamples = 8;
  49. light.shadow.mapSize.width = 1024;
  50. light.shadow.mapSize.height = 1024;
  51. const size = 10;
  52. light.shadow.camera.left = - size;
  53. light.shadow.camera.bottom = - size;
  54. light.shadow.camera.right = size;
  55. light.shadow.camera.top = size;
  56. light.shadow.camera.near = 1;
  57. light.shadow.camera.far = 50;
  58. scene.add( light );
  59. renderer = new THREE.WebGLRenderer( { antialias: true } );
  60. renderer.setPixelRatio( window.devicePixelRatio );
  61. renderer.setSize( window.innerWidth, window.innerHeight );
  62. renderer.shadowMap.enabled = true;
  63. document.body.appendChild( renderer.domElement );
  64. renderer.setAnimationLoop( animate );
  65. const controls = new OrbitControls( camera, renderer.domElement );
  66. controls.target = new THREE.Vector3( 0, 2, 0 );
  67. controls.update();
  68. const geometry = new THREE.BoxGeometry( 20, 0.5, 20 );
  69. const material = new THREE.MeshStandardMaterial( { color: 0xFFFFFF } );
  70. const ground = new THREE.Mesh( geometry, material );
  71. ground.receiveShadow = true;
  72. ground.position.y = - 0.25;
  73. ground.userData.physics = { mass: 0 };
  74. scene.add( ground );
  75. new THREE.TextureLoader().load( 'textures/grid.png', function ( texture ) {
  76. texture.wrapS = THREE.RepeatWrapping;
  77. texture.wrapT = THREE.RepeatWrapping;
  78. texture.repeat.set( 20, 20 );
  79. ground.material.map = texture;
  80. ground.material.needsUpdate = true;
  81. } );
  82. for ( let i = 0; i < 10; i ++ ) addBody( Math.random() > 0.7 );
  83. stats = new Stats();
  84. document.body.appendChild( stats.dom );
  85. initPhysics();
  86. onWindowResize();
  87. // Movement input
  88. movement = { forward: 0, right: 0 };
  89. window.addEventListener( 'keydown', ( event ) => {
  90. if ( event.key === 'w' || event.key === 'ArrowUp' ) movement.forward = 1;
  91. if ( event.key === 's' || event.key === 'ArrowDown' ) movement.forward = - 1;
  92. if ( event.key === 'a' || event.key === 'ArrowLeft' ) movement.right = - 1;
  93. if ( event.key === 'd' || event.key === 'ArrowRight' ) movement.right = 1;
  94. } );
  95. window.addEventListener( 'keyup', ( event ) => {
  96. if ( event.key === 'w' || event.key === 's' || event.key === 'ArrowUp' || event.key === 'ArrowDown' ) movement.forward = 0;
  97. if ( event.key === 'a' || event.key === 'd' || event.key === 'ArrowLeft' || event.key === 'ArrowRight' ) movement.right = 0;
  98. } );
  99. window.addEventListener( 'resize', onWindowResize, false );
  100. }
  101. function random( min, max ) {
  102. return Math.random() * ( max - min ) + min;
  103. }
  104. async function initPhysics() {
  105. //Initialize physics engine using the script in the jsm/physics folder
  106. physics = await RapierPhysics();
  107. //Optionally display collider outlines
  108. physicsHelper = new RapierHelper( physics.world );
  109. scene.add( physicsHelper );
  110. physics.addScene( scene );
  111. addCharacterController( );
  112. }
  113. function addCharacterController() {
  114. // Character Capsule
  115. const geometry = new THREE.CapsuleGeometry( 0.3, 1, 8, 8 );
  116. const material = new THREE.MeshStandardMaterial( { color: 0x0000ff } );
  117. player = new THREE.Mesh( geometry, material );
  118. player.castShadow = true;
  119. player.position.set( 0, 0.8, 0 );
  120. scene.add( player );
  121. // Rapier Character Controller
  122. characterController = physics.world.createCharacterController( 0.01 );
  123. characterController.setApplyImpulsesToDynamicBodies( true );
  124. characterController.setCharacterMass( 3 );
  125. const colliderDesc = physics.RAPIER.ColliderDesc.capsule( 0.5, 0.3 ).setTranslation( 0, 0.8, 0 );
  126. player.userData.collider = physics.world.createCollider( colliderDesc );
  127. }
  128. function addBody( fixed = true ) {
  129. const geometry = ( fixed ) ? new THREE.BoxGeometry( 1, 1, 1 ) : new THREE.SphereGeometry( 0.25 );
  130. const material = new THREE.MeshStandardMaterial( { color: fixed ? 0xFF0000 : 0x00FF00 } );
  131. const mesh = new THREE.Mesh( geometry, material );
  132. mesh.castShadow = true;
  133. mesh.position.set( random( - 10, 10 ), 0.5, random( - 10, 10 ) );
  134. mesh.userData.physics = { mass: fixed ? 0 : 0.5, restitution: fixed ? 0 : 0.3 };
  135. scene.add( mesh );
  136. }
  137. function onWindowResize( ) {
  138. camera.aspect = window.innerWidth / window.innerHeight;
  139. camera.updateProjectionMatrix();
  140. renderer.setSize( window.innerWidth, window.innerHeight );
  141. }
  142. function animate() {
  143. if ( physicsHelper ) physicsHelper.update();
  144. renderer.render( scene, camera );
  145. if ( physics && characterController ) {
  146. const deltaTime = 1 / 60;
  147. // Character movement
  148. const speed = 2.5 * deltaTime;
  149. const moveVector = new physics.RAPIER.Vector3( movement.right * speed, 0, - movement.forward * speed );
  150. characterController.computeColliderMovement( player.userData.collider, moveVector );
  151. // Read the result.
  152. const translation = characterController.computedMovement();
  153. const position = player.userData.collider.translation();
  154. position.x += translation.x;
  155. position.y += translation.y;
  156. position.z += translation.z;
  157. player.userData.collider.setTranslation( position );
  158. // Sync Three.js mesh with Rapier collider
  159. player.position.set( position.x, position.y, position.z );
  160. }
  161. stats.update();
  162. }
  163. </script>
  164. </body>
  165. </html>
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