ggabcd-meshwalk
Version:
MeshWalk.js is a JS library which helps your TPS game development with three.js.
140 lines (106 loc) • 3.93 kB
HTML
<html>
<head>
<meta charset="utf-8">
<title>=^.^=</title>
<style>
body{margin: 0;padding: 0; background: #000;}
canvas{display: block;}
.info{
color: #fff;
position: absolute;
top: 0;
left: 0;
}
</style>
</head>
<body>
<div class="info">
u can import terrain models as heightfields.
</div>
<script type="module">
import * as THREE from 'https://unpkg.com/three@0.120.0/build/three.module.js';
import { GLTFLoader } from 'https://unpkg.com/three@0.120.0/examples/jsm/loaders/GLTFLoader.js';
import * as MW from './meshwalk.module.js';
// See demo/3_cameraControl.html first
MW.install( THREE );
const world = new MW.World();
const min = new THREE.Vector3( - 15, - 15, - 15 );
const max = new THREE.Vector3( 15, 15, 15 );
const partition = 5;
const region = new MW.Octree( min, max, partition );
world.add( region );
const width = window.innerWidth;
const height = window.innerHeight;
const clock = new THREE.Clock();
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 40, width / height, 1, 1000 );
camera.position.set( 0, 0, 8 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( width, height );
document.body.appendChild( renderer.domElement );
const playerRadius = 1;
const playerObjectHolder = new THREE.Object3D();
playerObjectHolder.position.set( 0, 10, 0 );
scene.add( playerObjectHolder );
const sphere = new THREE.Mesh(
new THREE.SphereGeometry( playerRadius, 16, 16 ),
new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true} )
);
playerObjectHolder.add( sphere );
const playerController = new MW.CharacterController( playerObjectHolder, playerRadius );
world.add( playerController );
const keyInputControl = new MW.KeyInputControl();
const tpsCameraControls = new MW.TPSCameraControls(
camera, // three.js camera
playerObjectHolder, // tracking object
renderer.domElement
);
// bind events
keyInputControl.addEventListener( 'movekeyon', () => playerController.isRunning = true );
keyInputControl.addEventListener( 'movekeyoff', () => playerController.isRunning = false );
keyInputControl.addEventListener( 'jumpkeypress', () => playerController.jump() );
// synk with keybord input and camera control input
keyInputControl.addEventListener( 'movekeychange', () => {
const cameraFrontAngle = tpsCameraControls.frontAngle;
const characterFrontAngle = keyInputControl.frontAngle;
playerController.direction = cameraFrontAngle + characterFrontAngle;
} );
// 'updated' event is fired by `tpsCameraControls.update()`
tpsCameraControls.addEventListener( 'update', () => {
const cameraFrontAngle = tpsCameraControls.frontAngle;
const characterFrontAngle = keyInputControl.frontAngle;
playerController.direction = cameraFrontAngle + characterFrontAngle;
} );
const loader = new GLTFLoader();
loader.load( 'terrain.glb', ( gltf ) => {
const box = new THREE.Mesh(
new THREE.BoxGeometry( 14, 1, 5 ),
new THREE.MeshNormalMaterial()
);
box.position.set( - 3, 7.5, - 13 );
scene.add( box );
const boxHelper = new THREE.WireframeHelper( box );
boxHelper.position.copy( box.position );
scene.add( boxHelper );
region.importThreeMesh( box );
const terrain = gltf.scene.children[ 0 ];
terrain.material = new THREE.MeshNormalMaterial();
terrain.scale.multiplyScalar( 2 );
scene.add( terrain );
const terrainHelper = new THREE.WireframeHelper( terrain );
terrainHelper.scale.copy( terrain.scale );
scene.add( terrainHelper );
region.importThreeMesh( terrain );
tpsCameraControls.colliderMeshes.push( terrain );
( function update () {
const delta = clock.getDelta();
requestAnimationFrame( update );
world.step( Math.min( delta, 0.02 ) );
tpsCameraControls.update( delta );
renderer.render( scene, camera );
} )();
} );
</script>
</body>
</html>