You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
earthquake_3d_viewer_front/three/examples/physics_rapier_character_co...

244 lines
6.9 KiB
HTML

<!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>