You can not select more than 25 topics
			Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
		
		
		
		
			
				
					500 lines
				
				12 KiB
			
		
		
			
		
	
	
					500 lines
				
				12 KiB
			| 
								 
											3 years ago
										 
									 | 
							
								<!DOCTYPE html>
							 | 
						||
| 
								 | 
							
								<html lang="en">
							 | 
						||
| 
								 | 
							
									<head>
							 | 
						||
| 
								 | 
							
										<title>three.js - misc - octree collisions</title>
							 | 
						||
| 
								 | 
							
										<meta charset=utf-8 />
							 | 
						||
| 
								 | 
							
										<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
							 | 
						||
| 
								 | 
							
										<link type="text/css" rel="stylesheet" href="main.css">
							 | 
						||
| 
								 | 
							
									</head>
							 | 
						||
| 
								 | 
							
									<body>
							 | 
						||
| 
								 | 
							
										<div id="info">
							 | 
						||
| 
								 | 
							
											Octree threejs demo - basic collisions with static triangle mesh<br />
							 | 
						||
| 
								 | 
							
											MOUSE to look around and to throw balls<br/>
							 | 
						||
| 
								 | 
							
											WASD to move and SPACE to jump
							 | 
						||
| 
								 | 
							
										</div>
							 | 
						||
| 
								 | 
							
										<div id="container"></div>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<!-- Import maps polyfill -->
							 | 
						||
| 
								 | 
							
										<!-- Remove this when import maps will be widely supported -->
							 | 
						||
| 
								 | 
							
										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<script type="importmap">
							 | 
						||
| 
								 | 
							
											{
							 | 
						||
| 
								 | 
							
												"imports": {
							 | 
						||
| 
								 | 
							
													"three": "../build/three.module.js",
							 | 
						||
| 
								 | 
							
													"three/addons/": "./jsm/"
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										<script type="module">
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											import * as THREE from 'three';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											import Stats from 'three/addons/libs/stats.module.js';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											import { Octree } from 'three/addons/math/Octree.js';
							 | 
						||
| 
								 | 
							
											import { OctreeHelper } from 'three/addons/helpers/OctreeHelper.js';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											import { Capsule } from 'three/addons/math/Capsule.js';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const clock = new THREE.Clock();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const scene = new THREE.Scene();
							 | 
						||
| 
								 | 
							
											scene.background = new THREE.Color( 0x88ccee );
							 | 
						||
| 
								 | 
							
											scene.fog = new THREE.Fog( 0x88ccee, 0, 50 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 );
							 | 
						||
| 
								 | 
							
											camera.rotation.order = 'YXZ';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const fillLight1 = new THREE.HemisphereLight( 0x4488bb, 0x002244, 0.5 );
							 | 
						||
| 
								 | 
							
											fillLight1.position.set( 2, 1, 1 );
							 | 
						||
| 
								 | 
							
											scene.add( fillLight1 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.8 );
							 | 
						||
| 
								 | 
							
											directionalLight.position.set( - 5, 25, - 1 );
							 | 
						||
| 
								 | 
							
											directionalLight.castShadow = true;
							 | 
						||
| 
								 | 
							
											directionalLight.shadow.camera.near = 0.01;
							 | 
						||
| 
								 | 
							
											directionalLight.shadow.camera.far = 500;
							 | 
						||
| 
								 | 
							
											directionalLight.shadow.camera.right = 30;
							 | 
						||
| 
								 | 
							
											directionalLight.shadow.camera.left = - 30;
							 | 
						||
| 
								 | 
							
											directionalLight.shadow.camera.top	= 30;
							 | 
						||
| 
								 | 
							
											directionalLight.shadow.camera.bottom = - 30;
							 | 
						||
| 
								 | 
							
											directionalLight.shadow.mapSize.width = 1024;
							 | 
						||
| 
								 | 
							
											directionalLight.shadow.mapSize.height = 1024;
							 | 
						||
| 
								 | 
							
											directionalLight.shadow.radius = 4;
							 | 
						||
| 
								 | 
							
											directionalLight.shadow.bias = - 0.00006;
							 | 
						||
| 
								 | 
							
											scene.add( directionalLight );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const container = document.getElementById( 'container' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const renderer = new THREE.WebGLRenderer( { antialias: true } );
							 | 
						||
| 
								 | 
							
											renderer.setPixelRatio( window.devicePixelRatio );
							 | 
						||
| 
								 | 
							
											renderer.setSize( window.innerWidth, window.innerHeight );
							 | 
						||
| 
								 | 
							
											renderer.shadowMap.enabled = true;
							 | 
						||
| 
								 | 
							
											renderer.shadowMap.type = THREE.VSMShadowMap;
							 | 
						||
| 
								 | 
							
											renderer.outputEncoding = THREE.sRGBEncoding;
							 | 
						||
| 
								 | 
							
											renderer.toneMapping = THREE.ACESFilmicToneMapping;
							 | 
						||
| 
								 | 
							
											container.appendChild( renderer.domElement );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const stats = new Stats();
							 | 
						||
| 
								 | 
							
											stats.domElement.style.position = 'absolute';
							 | 
						||
| 
								 | 
							
											stats.domElement.style.top = '0px';
							 | 
						||
| 
								 | 
							
											container.appendChild( stats.domElement );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const GRAVITY = 30;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const NUM_SPHERES = 100;
							 | 
						||
| 
								 | 
							
											const SPHERE_RADIUS = 0.2;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const STEPS_PER_FRAME = 5;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const sphereGeometry = new THREE.IcosahedronGeometry( SPHERE_RADIUS, 5 );
							 | 
						||
| 
								 | 
							
											const sphereMaterial = new THREE.MeshLambertMaterial( { color: 0xbbbb44 } );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const spheres = [];
							 | 
						||
| 
								 | 
							
											let sphereIdx = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0; i < NUM_SPHERES; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
							 | 
						||
| 
								 | 
							
												sphere.castShadow = true;
							 | 
						||
| 
								 | 
							
												sphere.receiveShadow = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												scene.add( sphere );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												spheres.push( {
							 | 
						||
| 
								 | 
							
													mesh: sphere,
							 | 
						||
| 
								 | 
							
													collider: new THREE.Sphere( new THREE.Vector3( 0, - 100, 0 ), SPHERE_RADIUS ),
							 | 
						||
| 
								 | 
							
													velocity: new THREE.Vector3()
							 | 
						||
| 
								 | 
							
												} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const worldOctree = new Octree();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const playerCollider = new Capsule( new THREE.Vector3( 0, 0.35, 0 ), new THREE.Vector3( 0, 1, 0 ), 0.35 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const playerVelocity = new THREE.Vector3();
							 | 
						||
| 
								 | 
							
											const playerDirection = new THREE.Vector3();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											let playerOnFloor = false;
							 | 
						||
| 
								 | 
							
											let mouseTime = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const keyStates = {};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const vector1 = new THREE.Vector3();
							 | 
						||
| 
								 | 
							
											const vector2 = new THREE.Vector3();
							 | 
						||
| 
								 | 
							
											const vector3 = new THREE.Vector3();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											document.addEventListener( 'keydown', ( event ) => {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												keyStates[ event.code ] = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											document.addEventListener( 'keyup', ( event ) => {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												keyStates[ event.code ] = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											container.addEventListener( 'mousedown', () => {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												document.body.requestPointerLock();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												mouseTime = performance.now();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											document.addEventListener( 'mouseup', () => {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( document.pointerLockElement !== null ) throwBall();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											document.body.addEventListener( 'mousemove', ( event ) => {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( document.pointerLockElement === document.body ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													camera.rotation.y -= event.movementX / 500;
							 | 
						||
| 
								 | 
							
													camera.rotation.x -= event.movementY / 500;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											window.addEventListener( 'resize', onWindowResize );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function onWindowResize() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												camera.aspect = window.innerWidth / window.innerHeight;
							 | 
						||
| 
								 | 
							
												camera.updateProjectionMatrix();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.setSize( window.innerWidth, window.innerHeight );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function throwBall() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const sphere = spheres[ sphereIdx ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												camera.getWorldDirection( playerDirection );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												sphere.collider.center.copy( playerCollider.end ).addScaledVector( playerDirection, playerCollider.radius * 1.5 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// throw the ball with more force if we hold the button longer, and if we move forward
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const impulse = 15 + 30 * ( 1 - Math.exp( ( mouseTime - performance.now() ) * 0.001 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												sphere.velocity.copy( playerDirection ).multiplyScalar( impulse );
							 | 
						||
| 
								 | 
							
												sphere.velocity.addScaledVector( playerVelocity, 2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												sphereIdx = ( sphereIdx + 1 ) % spheres.length;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function playerCollisions() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const result = worldOctree.capsuleIntersect( playerCollider );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												playerOnFloor = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( result ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													playerOnFloor = result.normal.y > 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( ! playerOnFloor ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														playerVelocity.addScaledVector( result.normal, - result.normal.dot( playerVelocity ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													playerCollider.translate( result.normal.multiplyScalar( result.depth ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function updatePlayer( deltaTime ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												let damping = Math.exp( - 4 * deltaTime ) - 1;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( ! playerOnFloor ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													playerVelocity.y -= GRAVITY * deltaTime;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// small air resistance
							 | 
						||
| 
								 | 
							
													damping *= 0.1;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												playerVelocity.addScaledVector( playerVelocity, damping );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const deltaPosition = playerVelocity.clone().multiplyScalar( deltaTime );
							 | 
						||
| 
								 | 
							
												playerCollider.translate( deltaPosition );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												playerCollisions();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												camera.position.copy( playerCollider.end );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function playerSphereCollision( sphere ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const center = vector1.addVectors( playerCollider.start, playerCollider.end ).multiplyScalar( 0.5 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const sphere_center = sphere.collider.center;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const r = playerCollider.radius + sphere.collider.radius;
							 | 
						||
| 
								 | 
							
												const r2 = r * r;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// approximation: player = 3 spheres
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( const point of [ playerCollider.start, playerCollider.end, center ] ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const d2 = point.distanceToSquared( sphere_center );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( d2 < r2 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const normal = vector1.subVectors( point, sphere_center ).normalize();
							 | 
						||
| 
								 | 
							
														const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( playerVelocity ) );
							 | 
						||
| 
								 | 
							
														const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( sphere.velocity ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														playerVelocity.add( v2 ).sub( v1 );
							 | 
						||
| 
								 | 
							
														sphere.velocity.add( v1 ).sub( v2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const d = ( r - Math.sqrt( d2 ) ) / 2;
							 | 
						||
| 
								 | 
							
														sphere_center.addScaledVector( normal, - d );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function spheresCollisions() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( let i = 0, length = spheres.length; i < length; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const s1 = spheres[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													for ( let j = i + 1; j < length; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const s2 = spheres[ j ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														const d2 = s1.collider.center.distanceToSquared( s2.collider.center );
							 | 
						||
| 
								 | 
							
														const r = s1.collider.radius + s2.collider.radius;
							 | 
						||
| 
								 | 
							
														const r2 = r * r;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														if ( d2 < r2 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															const normal = vector1.subVectors( s1.collider.center, s2.collider.center ).normalize();
							 | 
						||
| 
								 | 
							
															const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( s1.velocity ) );
							 | 
						||
| 
								 | 
							
															const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( s2.velocity ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															s1.velocity.add( v2 ).sub( v1 );
							 | 
						||
| 
								 | 
							
															s2.velocity.add( v1 ).sub( v2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															const d = ( r - Math.sqrt( d2 ) ) / 2;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															s1.collider.center.addScaledVector( normal, d );
							 | 
						||
| 
								 | 
							
															s2.collider.center.addScaledVector( normal, - d );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function updateSpheres( deltaTime ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												spheres.forEach( sphere => {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													sphere.collider.center.addScaledVector( sphere.velocity, deltaTime );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const result = worldOctree.sphereIntersect( sphere.collider );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( result ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														sphere.velocity.addScaledVector( result.normal, - result.normal.dot( sphere.velocity ) * 1.5 );
							 | 
						||
| 
								 | 
							
														sphere.collider.center.add( result.normal.multiplyScalar( result.depth ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														sphere.velocity.y -= GRAVITY * deltaTime;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const damping = Math.exp( - 1.5 * deltaTime ) - 1;
							 | 
						||
| 
								 | 
							
													sphere.velocity.addScaledVector( sphere.velocity, damping );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													playerSphereCollision( sphere );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												spheresCollisions();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( const sphere of spheres ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													sphere.mesh.position.copy( sphere.collider.center );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function getForwardVector() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												camera.getWorldDirection( playerDirection );
							 | 
						||
| 
								 | 
							
												playerDirection.y = 0;
							 | 
						||
| 
								 | 
							
												playerDirection.normalize();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												return playerDirection;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function getSideVector() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												camera.getWorldDirection( playerDirection );
							 | 
						||
| 
								 | 
							
												playerDirection.y = 0;
							 | 
						||
| 
								 | 
							
												playerDirection.normalize();
							 | 
						||
| 
								 | 
							
												playerDirection.cross( camera.up );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												return playerDirection;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function controls( deltaTime ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// gives a bit of air control
							 | 
						||
| 
								 | 
							
												const speedDelta = deltaTime * ( playerOnFloor ? 25 : 8 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( keyStates[ 'KeyW' ] ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													playerVelocity.add( getForwardVector().multiplyScalar( speedDelta ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( keyStates[ 'KeyS' ] ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													playerVelocity.add( getForwardVector().multiplyScalar( - speedDelta ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( keyStates[ 'KeyA' ] ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													playerVelocity.add( getSideVector().multiplyScalar( - speedDelta ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( keyStates[ 'KeyD' ] ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													playerVelocity.add( getSideVector().multiplyScalar( speedDelta ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( playerOnFloor ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( keyStates[ 'Space' ] ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														playerVelocity.y = 15;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const loader = new GLTFLoader().setPath( './models/gltf/' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											loader.load( 'collision-world.glb', ( gltf ) => {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												scene.add( gltf.scene );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												worldOctree.fromGraphNode( gltf.scene );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												gltf.scene.traverse( child => {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( child.isMesh ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														child.castShadow = true;
							 | 
						||
| 
								 | 
							
														child.receiveShadow = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														if ( child.material.map ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															child.material.map.anisotropy = 4;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const helper = new OctreeHelper( worldOctree );
							 | 
						||
| 
								 | 
							
												helper.visible = false;
							 | 
						||
| 
								 | 
							
												scene.add( helper );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const gui = new GUI( { width: 200 } );
							 | 
						||
| 
								 | 
							
												gui.add( { debug: false }, 'debug' )
							 | 
						||
| 
								 | 
							
													.onChange( function ( value ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														helper.visible = value;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												animate();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function teleportPlayerIfOob() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( camera.position.y <= - 25 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													playerCollider.start.set( 0, 0.35, 0 );
							 | 
						||
| 
								 | 
							
													playerCollider.end.set( 0, 1, 0 );
							 | 
						||
| 
								 | 
							
													playerCollider.radius = 0.35;
							 | 
						||
| 
								 | 
							
													camera.position.copy( playerCollider.end );
							 | 
						||
| 
								 | 
							
													camera.rotation.set( 0, 0, 0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function animate() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const deltaTime = Math.min( 0.05, clock.getDelta() ) / STEPS_PER_FRAME;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// we look for collisions in substeps to mitigate the risk of
							 | 
						||
| 
								 | 
							
												// an object traversing another too quickly for detection.
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( let i = 0; i < STEPS_PER_FRAME; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													controls( deltaTime );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													updatePlayer( deltaTime );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													updateSpheres( deltaTime );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													teleportPlayerIfOob();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.render( scene, camera );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												stats.update();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												requestAnimationFrame( animate );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
									</body>
							 | 
						||
| 
								 | 
							
								</html>
							 |