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;