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