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. <meta property="og:title" content="three.js - misc - octree collisions">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/games_fps.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/games_fps.jpg">
  11. <link type="text/css" rel="stylesheet" href="main.css">
  12. </head>
  13. <body>
  14. <div id="info">
  15. Octree threejs demo - basic collisions with static triangle mesh<br />
  16. MOUSE to look around and to throw balls<br/>
  17. WASD to move and SPACE to jump
  18. </div>
  19. <div id="container"></div>
  20. <script type="importmap">
  21. {
  22. "imports": {
  23. "three": "../build/three.module.js",
  24. "three/addons/": "./jsm/"
  25. }
  26. }
  27. </script>
  28. <script type="module">
  29. import * as THREE from 'three';
  30. import Stats from 'three/addons/libs/stats.module.js';
  31. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  32. import { Octree } from 'three/addons/math/Octree.js';
  33. import { OctreeHelper } from 'three/addons/helpers/OctreeHelper.js';
  34. import { Capsule } from 'three/addons/math/Capsule.js';
  35. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  36. const timer = new THREE.Timer();
  37. timer.connect( document );
  38. const scene = new THREE.Scene();
  39. scene.background = new THREE.Color( 0x88ccee );
  40. scene.fog = new THREE.Fog( 0x88ccee, 0, 50 );
  41. const camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 );
  42. camera.rotation.order = 'YXZ';
  43. const fillLight1 = new THREE.HemisphereLight( 0x8dc1de, 0x00668d, 1.5 );
  44. fillLight1.position.set( 2, 1, 1 );
  45. scene.add( fillLight1 );
  46. const directionalLight = new THREE.DirectionalLight( 0xffffff, 2.5 );
  47. directionalLight.position.set( - 5, 25, - 1 );
  48. directionalLight.castShadow = true;
  49. directionalLight.shadow.camera.near = 0.01;
  50. directionalLight.shadow.camera.far = 500;
  51. directionalLight.shadow.camera.right = 30;
  52. directionalLight.shadow.camera.left = - 30;
  53. directionalLight.shadow.camera.top = 30;
  54. directionalLight.shadow.camera.bottom = - 30;
  55. directionalLight.shadow.mapSize.width = 1024;
  56. directionalLight.shadow.mapSize.height = 1024;
  57. directionalLight.shadow.radius = 4;
  58. directionalLight.shadow.bias = - 0.00006;
  59. scene.add( directionalLight );
  60. const container = document.getElementById( 'container' );
  61. const renderer = new THREE.WebGLRenderer( { antialias: true } );
  62. renderer.setPixelRatio( window.devicePixelRatio );
  63. renderer.setSize( window.innerWidth, window.innerHeight );
  64. renderer.setAnimationLoop( animate );
  65. renderer.shadowMap.enabled = true;
  66. renderer.shadowMap.type = THREE.VSMShadowMap;
  67. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  68. container.appendChild( renderer.domElement );
  69. const stats = new Stats();
  70. stats.domElement.style.position = 'absolute';
  71. stats.domElement.style.top = '0px';
  72. container.appendChild( stats.domElement );
  73. const GRAVITY = 30;
  74. const NUM_SPHERES = 100;
  75. const SPHERE_RADIUS = 0.2;
  76. const STEPS_PER_FRAME = 5;
  77. const sphereGeometry = new THREE.IcosahedronGeometry( SPHERE_RADIUS, 5 );
  78. const sphereMaterial = new THREE.MeshLambertMaterial( { color: 0xdede8d } );
  79. const spheres = [];
  80. let sphereIdx = 0;
  81. for ( let i = 0; i < NUM_SPHERES; i ++ ) {
  82. const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
  83. sphere.castShadow = true;
  84. sphere.receiveShadow = true;
  85. scene.add( sphere );
  86. spheres.push( {
  87. mesh: sphere,
  88. collider: new THREE.Sphere( new THREE.Vector3( 0, - 100, 0 ), SPHERE_RADIUS ),
  89. velocity: new THREE.Vector3()
  90. } );
  91. }
  92. const worldOctree = new Octree();
  93. const playerCollider = new Capsule( new THREE.Vector3( 0, 0.35, 0 ), new THREE.Vector3( 0, 1, 0 ), 0.35 );
  94. const playerVelocity = new THREE.Vector3();
  95. const playerDirection = new THREE.Vector3();
  96. let playerOnFloor = false;
  97. let mouseTime = 0;
  98. const keyStates = {};
  99. const vector1 = new THREE.Vector3();
  100. const vector2 = new THREE.Vector3();
  101. const vector3 = new THREE.Vector3();
  102. document.addEventListener( 'keydown', ( event ) => {
  103. keyStates[ event.code ] = true;
  104. } );
  105. document.addEventListener( 'keyup', ( event ) => {
  106. keyStates[ event.code ] = false;
  107. } );
  108. container.addEventListener( 'mousedown', () => {
  109. document.body.requestPointerLock();
  110. mouseTime = performance.now();
  111. } );
  112. document.addEventListener( 'mouseup', () => {
  113. if ( document.pointerLockElement !== null ) throwBall();
  114. } );
  115. document.body.addEventListener( 'mousemove', ( event ) => {
  116. if ( document.pointerLockElement === document.body ) {
  117. camera.rotation.y -= event.movementX / 500;
  118. camera.rotation.x -= event.movementY / 500;
  119. }
  120. } );
  121. window.addEventListener( 'resize', onWindowResize );
  122. function onWindowResize() {
  123. camera.aspect = window.innerWidth / window.innerHeight;
  124. camera.updateProjectionMatrix();
  125. renderer.setSize( window.innerWidth, window.innerHeight );
  126. }
  127. function throwBall() {
  128. const sphere = spheres[ sphereIdx ];
  129. camera.getWorldDirection( playerDirection );
  130. sphere.collider.center.copy( playerCollider.end ).addScaledVector( playerDirection, playerCollider.radius * 1.5 );
  131. // throw the ball with more force if we hold the button longer, and if we move forward
  132. const impulse = 15 + 30 * ( 1 - Math.exp( ( mouseTime - performance.now() ) * 0.001 ) );
  133. sphere.velocity.copy( playerDirection ).multiplyScalar( impulse );
  134. sphere.velocity.addScaledVector( playerVelocity, 2 );
  135. sphereIdx = ( sphereIdx + 1 ) % spheres.length;
  136. }
  137. function playerCollisions() {
  138. const result = worldOctree.capsuleIntersect( playerCollider );
  139. playerOnFloor = false;
  140. if ( result ) {
  141. // determine if the surface we bumped into is something we can stand on
  142. playerOnFloor = result.normal.y >= 0.15; // allow slopes up to ~81° but ignore sheer vertical walls
  143. if ( ! playerOnFloor ) {
  144. playerVelocity.addScaledVector( result.normal, - result.normal.dot( playerVelocity ) );
  145. }
  146. if ( result.depth >= 1e-10 ) {
  147. playerCollider.translate( result.normal.multiplyScalar( result.depth ) );
  148. }
  149. }
  150. }
  151. function updatePlayer( deltaTime ) {
  152. let damping = Math.exp( - 4 * deltaTime ) - 1;
  153. if ( ! playerOnFloor ) {
  154. playerVelocity.y -= GRAVITY * deltaTime;
  155. // small air resistance
  156. damping *= 0.1;
  157. }
  158. playerVelocity.addScaledVector( playerVelocity, damping );
  159. const deltaPosition = playerVelocity.clone().multiplyScalar( deltaTime );
  160. playerCollider.translate( deltaPosition );
  161. playerCollisions();
  162. camera.position.copy( playerCollider.end );
  163. }
  164. function playerSphereCollision( sphere ) {
  165. const center = vector1.addVectors( playerCollider.start, playerCollider.end ).multiplyScalar( 0.5 );
  166. const sphere_center = sphere.collider.center;
  167. const r = playerCollider.radius + sphere.collider.radius;
  168. const r2 = r * r;
  169. // approximation: player = 3 spheres
  170. for ( const point of [ playerCollider.start, playerCollider.end, center ] ) {
  171. const d2 = point.distanceToSquared( sphere_center );
  172. if ( d2 < r2 ) {
  173. const normal = vector1.subVectors( point, sphere_center ).normalize();
  174. const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( playerVelocity ) );
  175. const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( sphere.velocity ) );
  176. playerVelocity.add( v2 ).sub( v1 );
  177. sphere.velocity.add( v1 ).sub( v2 );
  178. const d = ( r - Math.sqrt( d2 ) ) / 2;
  179. sphere_center.addScaledVector( normal, - d );
  180. }
  181. }
  182. }
  183. function spheresCollisions() {
  184. for ( let i = 0, length = spheres.length; i < length; i ++ ) {
  185. const s1 = spheres[ i ];
  186. for ( let j = i + 1; j < length; j ++ ) {
  187. const s2 = spheres[ j ];
  188. const d2 = s1.collider.center.distanceToSquared( s2.collider.center );
  189. const r = s1.collider.radius + s2.collider.radius;
  190. const r2 = r * r;
  191. if ( d2 < r2 ) {
  192. const normal = vector1.subVectors( s1.collider.center, s2.collider.center ).normalize();
  193. const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( s1.velocity ) );
  194. const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( s2.velocity ) );
  195. s1.velocity.add( v2 ).sub( v1 );
  196. s2.velocity.add( v1 ).sub( v2 );
  197. const d = ( r - Math.sqrt( d2 ) ) / 2;
  198. s1.collider.center.addScaledVector( normal, d );
  199. s2.collider.center.addScaledVector( normal, - d );
  200. }
  201. }
  202. }
  203. }
  204. function updateSpheres( deltaTime ) {
  205. spheres.forEach( sphere => {
  206. sphere.collider.center.addScaledVector( sphere.velocity, deltaTime );
  207. const result = worldOctree.sphereIntersect( sphere.collider );
  208. if ( result ) {
  209. sphere.velocity.addScaledVector( result.normal, - result.normal.dot( sphere.velocity ) * 1.5 );
  210. sphere.collider.center.add( result.normal.multiplyScalar( result.depth ) );
  211. } else {
  212. sphere.velocity.y -= GRAVITY * deltaTime;
  213. }
  214. const damping = Math.exp( - 1.5 * deltaTime ) - 1;
  215. sphere.velocity.addScaledVector( sphere.velocity, damping );
  216. playerSphereCollision( sphere );
  217. } );
  218. spheresCollisions();
  219. for ( const sphere of spheres ) {
  220. sphere.mesh.position.copy( sphere.collider.center );
  221. }
  222. }
  223. function getForwardVector() {
  224. camera.getWorldDirection( playerDirection );
  225. playerDirection.y = 0;
  226. playerDirection.normalize();
  227. return playerDirection;
  228. }
  229. function getSideVector() {
  230. camera.getWorldDirection( playerDirection );
  231. playerDirection.y = 0;
  232. playerDirection.normalize();
  233. playerDirection.cross( camera.up );
  234. return playerDirection;
  235. }
  236. function controls( deltaTime ) {
  237. // gives a bit of air control
  238. const speedDelta = deltaTime * ( playerOnFloor ? 25 : 8 );
  239. if ( keyStates[ 'KeyW' ] ) {
  240. playerVelocity.add( getForwardVector().multiplyScalar( speedDelta ) );
  241. }
  242. if ( keyStates[ 'KeyS' ] ) {
  243. playerVelocity.add( getForwardVector().multiplyScalar( - speedDelta ) );
  244. }
  245. if ( keyStates[ 'KeyA' ] ) {
  246. playerVelocity.add( getSideVector().multiplyScalar( - speedDelta ) );
  247. }
  248. if ( keyStates[ 'KeyD' ] ) {
  249. playerVelocity.add( getSideVector().multiplyScalar( speedDelta ) );
  250. }
  251. if ( playerOnFloor ) {
  252. if ( keyStates[ 'Space' ] ) {
  253. playerVelocity.y = 15;
  254. }
  255. }
  256. }
  257. const loader = new GLTFLoader().setPath( './models/gltf/' );
  258. loader.load( 'collision-world.glb', ( gltf ) => {
  259. scene.add( gltf.scene );
  260. worldOctree.fromGraphNode( gltf.scene );
  261. gltf.scene.traverse( child => {
  262. if ( child.isMesh ) {
  263. child.castShadow = true;
  264. child.receiveShadow = true;
  265. if ( child.material.map ) {
  266. child.material.map.anisotropy = 4;
  267. }
  268. }
  269. } );
  270. const helper = new OctreeHelper( worldOctree );
  271. helper.visible = false;
  272. scene.add( helper );
  273. const gui = new GUI( { width: 200 } );
  274. gui.add( { debug: false }, 'debug' )
  275. .onChange( function ( value ) {
  276. helper.visible = value;
  277. } );
  278. } );
  279. function teleportPlayerIfOob() {
  280. if ( camera.position.y <= - 25 ) {
  281. playerCollider.start.set( 0, 0.35, 0 );
  282. playerCollider.end.set( 0, 1, 0 );
  283. playerCollider.radius = 0.35;
  284. camera.position.copy( playerCollider.end );
  285. camera.rotation.set( 0, 0, 0 );
  286. }
  287. }
  288. function animate() {
  289. timer.update();
  290. const deltaTime = Math.min( 0.05, timer.getDelta() ) / STEPS_PER_FRAME;
  291. // we look for collisions in substeps to mitigate the risk of
  292. // an object traversing another too quickly for detection.
  293. for ( let i = 0; i < STEPS_PER_FRAME; i ++ ) {
  294. controls( deltaTime );
  295. updatePlayer( deltaTime );
  296. updateSpheres( deltaTime );
  297. teleportPlayerIfOob();
  298. }
  299. renderer.render( scene, camera );
  300. stats.update();
  301. }
  302. </script>
  303. </body>
  304. </html>
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