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games_fps

对应 three.js 示例地址

仅需关注 init 函数的内容,其他部分都是示例小程序所使用的描述配置。

js
import * as THREE from "three";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import { Octree } from "three/examples/jsm/math/Octree.js";
import { OctreeHelper } from "three/examples/jsm/helpers/OctreeHelper.js";
import { Capsule } from "three/examples/jsm/math/Capsule.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "games_fps",
  useLoaders: [GLTFLoader],
  needArrowControls: true,
  info: [
    [
      {
        tag: "text",
        content: "Octree threejs demo - basic collisions with static triangle mesh"
      }
    ],
    [
      {
        tag: "text",
        content: "MOUSE to look around and to throw balls"
      }
    ],
    [
      {
        tag: "text",
        content: "WASD to move and SPACE to jump"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    const clock = new THREE.Clock();
    const scene = new THREE.Scene();
    scene.background = new THREE.Color(8965358);
    scene.fog = new THREE.Fog(8965358, 0, 50);
    const camera = new THREE.PerspectiveCamera(
      70,
      window.innerWidth / window.innerHeight,
      0.1,
      1e3
    );
    camera.rotation.order = "YXZ";
    const fillLight1 = new THREE.HemisphereLight(9290206, 26253, 1.5);
    fillLight1.position.set(2, 1, 1);
    scene.add(fillLight1);
    const directionalLight = new THREE.DirectionalLight(16777215, 2.5);
    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 = -6e-5;
    scene.add(directionalLight);
    const renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
    renderer.setPixelRatio(window.devicePixelRatio);
    renderer.setSize(window.innerWidth, window.innerHeight);
    renderer.setAnimationLoop(animate);
    renderer.shadowMap.enabled = true;
    renderer.shadowMap.type = THREE.VSMShadowMap;
    renderer.toneMapping = THREE.ACESFilmicToneMapping;
    const stats = new Stats(renderer);
    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: 14605965 });
    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;
    const keyStates = {};
    const vector1 = new THREE.Vector3();
    const vector2 = new THREE.Vector3();
    const vector3 = new THREE.Vector3();
    window.addEventListener("keydown", (event) => {
      keyStates[event.code] = true;
    });
    window.addEventListener("keyup", (event) => {
      keyStates[event.code] = false;
    });
    let prevX = 0, prevY = 0;
    canvas.addEventListener("pointerdown", (event) => {
      prevX = event.clientX;
      prevY = event.clientY;
    });
    canvas.addEventListener("pointermove", (event) => {
      const offsetX = event.clientX - prevX;
      const offsetY = event.clientY - prevY;
      camera.rotation.y -= offsetX / 500;
      camera.rotation.x -= offsetY / 500;
      prevX = event.clientX;
      prevY = event.clientY;
    });
    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);
      const impulse = 20;
      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));
        }
        if (result.depth >= 1e-10) {
          playerCollider.translate(result.normal.multiplyScalar(result.depth));
        }
      }
    }
    function updatePlayer(deltaTime) {
      let damping = Math.exp(-4 * deltaTime) - 1;
      if (!playerOnFloor) {
        playerVelocity.y -= GRAVITY * deltaTime;
        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;
      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) {
      const speedDelta = deltaTime * (playerOnFloor ? 25 : 8);
      if (keyStates["ArrowUp"] || keyStates["KeyW"]) {
        playerVelocity.add(getForwardVector().multiplyScalar(speedDelta));
      }
      if (keyStates["ArrowDown"] || keyStates["KeyS"]) {
        playerVelocity.add(getForwardVector().multiplyScalar(-speedDelta));
      }
      if (keyStates["ArrowLeft"] || keyStates["KeyA"]) {
        playerVelocity.add(getSideVector().multiplyScalar(-speedDelta));
      }
      if (keyStates["ArrowRight"] || 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;
      });
      gui.add({ throwBall }, "throwBall");
      gui.add(
        {
          jump() {
            keyStates["Space"] = true;
            setTimeout(() => {
              keyStates["Space"] = false;
            }, 200);
          }
        },
        "jump"
      );
      needToDispose(renderer, scene);
    });
    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;
      for (let i = 0; i < STEPS_PER_FRAME; i++) {
        controls(deltaTime);
        updatePlayer(deltaTime);
        updateSpheres(deltaTime);
        teleportPlayerIfOob();
      }
      renderer.render(scene, camera);
      stats.update();
    }
  }
};
export {
  exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
 * 官网示例的多端使用封装把版本
 * */
export interface OfficialExampleInfo extends MiniProgramMeta {
  /*** 示例名称(保持和官网一致)*/
  name: string;
  /** main */
  init: (context: LoadContext) => void;
}

export interface LoadContext {
  //为了减少官方代码的改动,实际上等同于 canvas
  window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
  /** HTMLCanvasElement */
  canvas: any;
  /** https://www.npmjs.com/package/lil-gui */
  GUI: any;
  /**
   * https://www.npmjs.com/package/stats.js
   * 也可以使用其他受支持的版本
   * */
  Stats: any;
  /** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
  needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);

  /**基于 raq 的通用封装 */
  useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };

  /** 显示加载模态框 */
  requestLoading(text?: string): Promise<void>;

  /** 隐藏加载模态框*/
  cancelLoading(): void;

  /** 保存文件的通用封装*/
  saveFile(
    fileName: string,
    data: ArrayBuffer | TypedArray | DataView | string
  ): Promise<string | null>;

  /** 示例使用 DracoDecoder 时的资源路径 */
  DecoderPath: {
    GLTF: string;
    STANDARD: string;
  };

  /** 为资源路径拼上 CDN 前缀 */
  withCDNPrefix(path: string): string;

  /**
   * 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
   * 正常情况(web) 可直接使用 THREE.VideoTexture
   * */
  getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;

  /**
   * 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
   * 正常情况(web) 可参考示例 webgl_materials_video_webcam
   * */
  getCameraTexture(): { isVideoTexture: true };

  /** 用于动态修改 info 中的占位符*/
  bindInfoText(template: `$${string}$`, initValue?: string): { value: string };

  /** 分屏控件对应的事件回调 */
  onSlideStart(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideEnd(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}

export type VideoOptions = {
  src: string;
  /** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
  width: number;
  /** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
  height: number;
  loop?: boolean;
  autoplay?: boolean;
  muted?: boolean;
};

/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
  /** 用于统计加载相关信息 */
  useLoaders: Loader[];
  /** 通用 info */
  info: TagItem[][];
  /** 特殊 info */
  infoPanel?: {
    left?: [string, string][];
    right?: [string, string][];
  };
  /** 分屏控件配置 */
  needSlider?: {
    /** 方向 */
    direction?: 'horizontal' | 'vertical';
    /** 初始偏移 0-100 */
    initPosition?: number;
  };
  /** 操作摇杆控件 */
  needArrowControls?: boolean;
  /** 默认需要的画布类型 */
  canvasType?: '2d' | 'webgl' | 'webgl2';
  /** 为保持效果一致所需要的画布样式 */
  canvasStyle?: {
    bgColor?: string;
    width?: number | string;
    height?: number | string;
  };
  /** 部分示例需要在加载前进行一些提示 */
  initAfterConfirm?: {
    /**
     * 提示类型
     * @default 'default'
     * */
    type?: 'warning' | 'default';
    text: string[];
  };
}

export interface BaseTag<T extends string> {
  tag: T;
  content: string;
}

export interface ATag extends BaseTag<'a'> {
  link: string;
}

export type TextTag = BaseTag<'text'>;

export type TagItem = TextTag | ATag;