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