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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js physics - rapier3d character controller</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
- <link type="text/css" rel="stylesheet" href="main.css">
- <style>
- body {
- color: #333;
- }
- </style>
- </head>
- <body>
- <div id="info">
- <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
- <p>WASD or Arrow keys to move</p>
- </div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.module.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { RapierPhysics } from 'three/addons/physics/RapierPhysics.js';
- import { RapierHelper } from 'three/addons/helpers/RapierHelper.js';
- import Stats from 'three/addons/libs/stats.module.js';
- let camera, scene, renderer, stats;
- let physics, characterController, physicsHelper;
- let player, movement;
- init();
- async function init() {
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0xbfd1e5 );
- camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
- camera.position.set( 2, 5, 15 );
- const ambient = new THREE.HemisphereLight( 0x555555, 0xFFFFFF );
- scene.add( ambient );
- const light = new THREE.DirectionalLight( 0xffffff, 3 );
- light.position.set( 0, 12.5, 12.5 );
- light.castShadow = true;
- light.shadow.radius = 3;
- light.shadow.blurSamples = 8;
- light.shadow.mapSize.width = 1024;
- light.shadow.mapSize.height = 1024;
- const size = 10;
- light.shadow.camera.left = - size;
- light.shadow.camera.bottom = - size;
- light.shadow.camera.right = size;
- light.shadow.camera.top = size;
- light.shadow.camera.near = 1;
- light.shadow.camera.far = 50;
- scene.add( light );
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.shadowMap.enabled = true;
- document.body.appendChild( renderer.domElement );
- renderer.setAnimationLoop( animate );
- const controls = new OrbitControls( camera, renderer.domElement );
- controls.target = new THREE.Vector3( 0, 2, 0 );
- controls.update();
- const geometry = new THREE.BoxGeometry( 20, 0.5, 20 );
- const material = new THREE.MeshStandardMaterial( { color: 0xFFFFFF } );
- const ground = new THREE.Mesh( geometry, material );
- ground.receiveShadow = true;
- ground.position.y = - 0.25;
- ground.userData.physics = { mass: 0 };
- scene.add( ground );
- new THREE.TextureLoader().load( 'textures/grid.png', function ( texture ) {
- texture.wrapS = THREE.RepeatWrapping;
- texture.wrapT = THREE.RepeatWrapping;
- texture.repeat.set( 20, 20 );
- ground.material.map = texture;
- ground.material.needsUpdate = true;
- } );
- for ( let i = 0; i < 10; i ++ ) addBody( Math.random() > 0.7 );
- stats = new Stats();
- document.body.appendChild( stats.dom );
- initPhysics();
- onWindowResize();
- // Movement input
- movement = { forward: 0, right: 0 };
- window.addEventListener( 'keydown', ( event ) => {
- if ( event.key === 'w' || event.key === 'ArrowUp' ) movement.forward = 1;
- if ( event.key === 's' || event.key === 'ArrowDown' ) movement.forward = - 1;
- if ( event.key === 'a' || event.key === 'ArrowLeft' ) movement.right = - 1;
- if ( event.key === 'd' || event.key === 'ArrowRight' ) movement.right = 1;
-
- } );
- window.addEventListener( 'keyup', ( event ) => {
-
- if ( event.key === 'w' || event.key === 's' || event.key === 'ArrowUp' || event.key === 'ArrowDown' ) movement.forward = 0;
- if ( event.key === 'a' || event.key === 'd' || event.key === 'ArrowLeft' || event.key === 'ArrowRight' ) movement.right = 0;
-
- } );
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function random( min, max ) {
- return Math.random() * ( max - min ) + min;
- }
- async function initPhysics() {
- //Initialize physics engine using the script in the jsm/physics folder
- physics = await RapierPhysics();
- //Optionally display collider outlines
- physicsHelper = new RapierHelper( physics.world );
- scene.add( physicsHelper );
- physics.addScene( scene );
- addCharacterController( );
- }
- function addCharacterController() {
- // Character Capsule
- const geometry = new THREE.CapsuleGeometry( 0.3, 1, 8, 8 );
- const material = new THREE.MeshStandardMaterial( { color: 0x0000ff } );
- player = new THREE.Mesh( geometry, material );
- player.castShadow = true;
- player.position.set( 0, 0.8, 0 );
- scene.add( player );
- // Rapier Character Controller
- characterController = physics.world.createCharacterController( 0.01 );
- characterController.setApplyImpulsesToDynamicBodies( true );
- characterController.setCharacterMass( 3 );
- const colliderDesc = physics.RAPIER.ColliderDesc.capsule( 0.5, 0.3 ).setTranslation( 0, 0.8, 0 );
- player.userData.collider = physics.world.createCollider( colliderDesc );
- }
- function addBody( fixed = true ) {
-
- const geometry = ( fixed ) ? new THREE.BoxGeometry( 1, 1, 1 ) : new THREE.SphereGeometry( 0.25 );
- const material = new THREE.MeshStandardMaterial( { color: fixed ? 0xFF0000 : 0x00FF00 } );
- const mesh = new THREE.Mesh( geometry, material );
- mesh.castShadow = true;
- mesh.position.set( random( - 10, 10 ), 0.5, random( - 10, 10 ) );
- mesh.userData.physics = { mass: fixed ? 0 : 0.5, restitution: fixed ? 0 : 0.3 };
- scene.add( mesh );
- }
- function onWindowResize( ) {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function animate() {
- if ( physicsHelper ) physicsHelper.update();
- renderer.render( scene, camera );
- if ( physics && characterController ) {
- const deltaTime = 1 / 60;
- // Character movement
- const speed = 2.5 * deltaTime;
- const moveVector = new physics.RAPIER.Vector3( movement.right * speed, 0, - movement.forward * speed );
- characterController.computeColliderMovement( player.userData.collider, moveVector );
- // Read the result.
- const translation = characterController.computedMovement();
- const position = player.userData.collider.translation();
- position.x += translation.x;
- position.y += translation.y;
- position.z += translation.z;
- player.userData.collider.setTranslation( position );
- // Sync Three.js mesh with Rapier collider
- player.position.set( position.x, position.y, position.z );
- }
- stats.update();
- }
- </script>
- </body>
- </html>
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