我正在使用three.js和cannon.js,但是我坚持能够使墙壁坚固,或者任何坚固不动的东西并且确实能够让玩家回归。 http://www.trepaning.com/3js/SEA3d/elvisCollideWalls.html
这是我到目前为止的代码。有任何见解赞赏。我更喜欢自己搞清楚这些东西,但是让墙壁变得坚固的一件事就是让我恢复原状,我感谢任何信息让我超越这个驼峰。
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var initScene;
var MARGIN = 10;
var MARGINSIDE = 0;
var WIDTH = window.innerWidth || ( 2 + 2 * MARGINSIDE );
//var WIDTH = window.innerWidth/3 || ( 2 + 2 * MARGINSIDE );
//var HEIGHT = window.innerHeight/3 || ( 2 + 2 * MARGIN );
var HEIGHT = window.innerHeight || ( 2 + 2 * MARGIN );
var SCREEN_WIDTH = WIDTH -2 * MARGINSIDE;
var SCREEN_HEIGHT = HEIGHT -2 * MARGIN;
var FAR = 10000;
var DAY = 0;
var stats, camera, scene, renderer;
var mesh, geometry;
var sunLight, pointLight, ambientLight, hemiLight;
var parameters
var clock = new THREE.Clock();
var inRender = true;
var inResize = false;
// cannon physics
var world;
var worldScale = 100;
var timeStep = 1/60;
var walls=[], balls=[], ballMeshes=[], boxes=[], boxMeshes=[];
var solidMaterial;
var playerMaterialPhy;
var playerRigid;
var playerPhysicsMesh;
var UNITSIZE = 250
var WALLHEIGHT = UNITSIZE / 3;
var map = [ // 1 2 3 4 5 6 7 8 9
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1,], // 0
[1, 1, 0, 0, 0, 0, 0, 1, 1, 1,], // 1
[1, 1, 0, 0, 2, 0, 0, 0, 0, 1,], // 2
[1, 0, 0, 1, 0, 2, 0, 0, 0, 1,], // 3
[1, 0, 0, 2, 0, 0, 2, 1, 0, 1,], // 4
[1, 0, 0, 0, 2, 0, 0, 0, 0, 1,], // 5
[1, 1, 1, 0, 0, 0, 0, 0, 1, 1,], // 6
[1, 1, 1, 0, 0, 0, 0, 0, 1, 1,], // 7
[1, 1, 1, 1, 1, 1, 0, 0, 1, 1,], // 8
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1,], // 9
], mapW = map.length, mapH = map[0].length;
// player
var loader;
var player;
var playerMaterial;
var playerMap = { map:undefined, normal:undefined};
var players=[];
var playerName = "LegoElvis";
var scaleFactor = 5;
var velocity = {x : 0, z : 0};
var playerControls = {
moveForward: false,
moveBackward: false,
moveLeft: false,
moveRight: false,
bodyOrientation: 0,
maxSpeed: 275,
maxReverseSpeed: -275,
frontAcceleration: 600,
backAcceleration: 600,
frontDecceleration: 600,
angularSpeed: 2.5,
speed: 0
};
var shadowConfig = {
Visible: false,
Near: 750,
Far: 4000,
Fov: 75,
Bias: -0.0002,
Darkness: 0.5,
Resolution:1024
};
var playerConfig = {
name: "",
loading: 0,
scale: 1,
CloneNumber: 30,
Clone: false
};
var LightConfig = {
Ambient: 0x554b3b,
Fog : 0x00283f
};
var MaterialConfig = {
shininess : 0,
specular: 1,
normalScaleX: 0,
normalScaleY: 0,
bias:0,
bumpScale: 2,
metal:false
};
var sky;
var skyCubeNight, skyCubeDay;
var skyShader;
initScene = function () {
// RENDERER
renderer = new THREE.WebGLRenderer( { clearColor: LightConfig.Fog, clearAlpha: 1, antialias: true } );
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
renderer.setClearColor( LightConfig.Fog, 1 );
renderer.domElement.style.position = "absolute";
document.getElementById( 'viewport' ).appendChild( renderer.domElement );
renderer.shadowMapEnabled = true;
renderer.shadowMapType = THREE.PCFSoftShadowMap;
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.physicallyBasedShading = true;
// SCENE
scene = new THREE.Scene();
scene.fog = new THREE.Fog( LightConfig.Fog , 1000, FAR );
// CAMERA
camera = new THREE.PerspectiveCamera( 45, SCREEN_WIDTH / SCREEN_HEIGHT, 2, FAR );
camera.position.set( 50, 300, 350 );
// CAMERA CONTROL
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.center.set( 0, 0, 0 );
controls.keys = [];
controls.maxPolarAngle = toRad(90);
controls.userRotateSpeed = 1.8;
controls.zoomSpeed = 1.6;
controls.userPanSpeed = 0.8;
// GROUND
var mapGround = THREE.ImageUtils.loadTexture( "images/legoElvis.jpg" );
mapGround.anisotropy = renderer.getMaxAnisotropy();
mapGround.repeat.set( 100, 100 );
mapGround.wrapS = mapGround.wrapT = THREE.RepeatWrapping;
mapGround.magFilter = THREE.NearestFilter;
mapGround.format = THREE.RGBFormat;
var groundMaterial = new THREE.MeshPhongMaterial( { shininess: 10, ambient: 0x444444, color: 0xffffff, specular: 0xffffff, map: mapGround, metal: false } );
var planeGeometry = new THREE.PlaneGeometry( 100, 100 );
var ground = new THREE.Mesh( planeGeometry, groundMaterial );
ground.position.set( 0, 0, 0 );
ground.rotation.x = - Math.PI / 2;
ground.scale.set( 1000, 1000, 1000 );
ground.receiveShadow = true;
scene.add( ground );
initLights();
initPhysics();
loadSea3dModel();
stats = new Stats();
document.getElementById('my-stat').appendChild(stats.domElement);
// LISTENERS
window.addEventListener( 'resize', onWindowResize, false );
document.addEventListener( 'keydown', onKeyDown, false );
document.addEventListener( 'keyup', onKeyUp, false );
// TWEEN
parameters = { control: 0 };
animate();
}
//-----------------------------------------------------
// LIGHT
//-----------------------------------------------------
function initLights() {
var sunIntensity = 0.8;
var pointIntensity = 0.3;
var pointColor = 0xffffff;
var skyIntensity = 1;
ambientLight = new THREE.AmbientLight( LightConfig.Ambient );
scene.add( ambientLight );
hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 0.6 );
hemiLight.color.setHSL( 0.63, 0.05, 0 );
hemiLight.groundColor.setHex( 0xe4c8a0 );
hemiLight.position.set( 0, 400, 0 );
scene.add( hemiLight );
pointLight = new THREE.PointLight( LightConfig.Moon, pointIntensity, 5000 );
pointLight.position.set( -1000, 0, -1000 );
scene.add( pointLight );
sunLight = new THREE.SpotLight( LightConfig.Sun, sunIntensity, 0, Math.PI/2, 1 );
sunLight.position.set( 1000, 2000, 1000 );
sunLight.castShadow = true;
sunLight.shadowCameraVisible = shadowConfig.Visible;
sunLight.shadowCameraNear = shadowConfig.Near;
sunLight.shadowCameraFar = shadowConfig.Far;
sunLight.shadowCameraFov = shadowConfig.Fov;
sunLight.shadowBias = shadowConfig.Bias;
sunLight.shadowDarkness = shadowConfig.Darkness * sunIntensity;
sunLight.shadowMapWidth = shadowConfig.Resolution;
sunLight.shadowMapHeight = shadowConfig.Resolution;
scene.add( sunLight );
}
function enableCascadeShadow() {
renderer.shadowMapCascade = true;
sunLight.shadowCascade = true;
sunLight.shadowCascadeCount = 3;
sunLight.shadowCascadeNearZ = [ -1.000, 0.995, 0.998 ];
sunLight.shadowCascadeFarZ = [ 0.995, 0.998, 1.000 ];
sunLight.shadowCascadeWidth = [ shadowConfig.Resolution, shadowConfig.Resolution, shadowConfig.Resolution ];
sunLight.shadowCascadeHeight = [ shadowConfig.Resolution, shadowConfig.Resolution, shadowConfig.Resolution ];
}
//-----------------------------------------------------
// RESIZE
//-----------------------------------------------------
function onWindowResize( event ) {
inResize = true;
//document.getElementById("viewport").style.background = '#222222';
SCREEN_WIDTH = window.innerWidth - 2 * MARGINSIDE;
SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
camera.updateProjectionMatrix();
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
}
//-----------------------------------------------------
// KEYBOARD
//-----------------------------------------------------
function onKeyDown ( event ) {
switch ( event.keyCode ) {
case 38: /*up*/
case 87: /*W*/
case 90: /*Z*/ playerControls.moveForward = true; break;
case 40: /*down*/
case 83: /*S*/ playerControls.moveBackward = true; break;
case 37: /*left*/
case 65: /*A*/
case 81: /*Q*/ playerControls.moveLeft = true; break;
case 39: /*right*/
case 68: /*D*/ playerControls.moveRight = true; break;
}
}
function onKeyUp ( event ) {
switch( event.keyCode ) {
case 38: /*up*/
case 87: /*W*/
case 90: /*Z*/ playerControls.moveForward = false; break;
case 40: /*down*/
case 83: /*S*/ playerControls.moveBackward = false; break;
case 37: /*left*/
case 65: /*A*/
case 81: /*Q*/ playerControls.moveLeft = false; break;
case 39: /*right*/
case 68: /*D*/ playerControls.moveRight = false; break;
}
};
//-----------------------------------------------------
// SEA3D
//-----------------------------------------------------
function loadSea3dModel() {
loader = new THREE.SEA3D( false );
//loader.matrixAutoUpdate = true;
//loader.invertCamera = true;
loader.onComplete = function( e ) {
player = loader.getMesh(playerName);
player.play("idle");
player.scale.set( playerConfig.scale*3, playerConfig.scale*3, -playerConfig.scale*3 );
scene.add( player );
creatPlayerPhysics();
};
//loader.load( 'folder/'+playerName+'.sea' );
loader.load( 'models/legoElvis.sea' );
}
// PLAYER ANIMATION
function updatePlayer(delta) {
if (playerControls.moveForward){
if (player.currentAnimation.name == "idle") player.play("walk");
} else if (playerControls.moveBackward){
if (player.currentAnimation.name == "idle") player.play("walk");
}
else {
if(player.currentAnimation.name == "walk") player.play("idle");
}
THREE.AnimationHandler.update( delta );
updatePlayerMove(delta);
}
// PLAYER MOVE
function updatePlayerMove( delta ) {
playerControls.maxReverseSpeed = -playerControls.maxSpeed;
if ( playerControls.moveForward ) playerControls.speed = THREE.Math.clamp( playerControls.speed + delta * playerControls.frontAcceleration, playerControls.maxReverseSpeed, playerControls.maxSpeed );
if ( playerControls.moveBackward ) playerControls.speed = THREE.Math.clamp( playerControls.speed - delta * playerControls.backAcceleration, playerControls.maxReverseSpeed, playerControls.maxSpeed );
// orientation based on controls
// (don't just stand while turning)
var dir = 1;
if ( playerControls.moveLeft ) {
playerControls.bodyOrientation += delta * playerControls.angularSpeed;
playerControls.speed = THREE.Math.clamp( playerControls.speed + dir * delta * playerControls.frontAcceleration, playerControls.maxReverseSpeed, playerControls.maxSpeed );
}
if ( playerControls.moveRight ) {
playerControls.bodyOrientation -= delta * playerControls.angularSpeed;
playerControls.speed = THREE.Math.clamp( playerControls.speed + dir * delta * playerControls.frontAcceleration, playerControls.maxReverseSpeed, playerControls.maxSpeed );
}
// speed decay
if ( ! ( playerControls.moveForward || playerControls.moveBackward ) ) {
if ( playerControls.speed > 0 ) {
var k = exponentialEaseOut( playerControls.speed / playerControls.maxSpeed );
playerControls.speed = THREE.Math.clamp( playerControls.speed - k * delta * playerControls.frontDecceleration, 0, playerControls.maxSpeed );
} else {
var k = exponentialEaseOut( playerControls.speed / playerControls.maxReverseSpeed );
playerControls.speed = THREE.Math.clamp( playerControls.speed + k * delta * playerControls.backAcceleration, playerControls.maxReverseSpeed, 0 );
}
}
// displacement
var forwardDelta = playerControls.speed * delta;
velocity.x = Math.sin( playerControls.bodyOrientation ) * forwardDelta;
velocity.z = Math.cos( playerControls.bodyOrientation ) * forwardDelta;
player.position.x += velocity.x;
player.position.z += velocity.z;
player.position.y = playerConfig.scale*scaleFactor;
// steering
player.rotation.y = playerControls.bodyOrientation;
if(controls){
//controls.target.set( player.position.x, player.position.y, player.position.z );
camera.position.x += velocity.x;
camera.position.z += velocity.z;
controls.center.set( player.position.x, player.position.y, player.position.z );
}
if(playerRigid){
//playerRigid.position.set(player.position.x, player.position.y+3, player.position.z );
playerRigid.position.set(player.position.x, player.position.y+80, player.position.z+15 );
playerRigid.quaternion.setFromAxisAngle(new CANNON.Vec3(0,1,0),player.rotation.y);
}
};
function exponentialEaseOut( k ) { return k === 1 ? 1 : - Math.pow( 2, - 10 * k ) + 1; };
//-----------------------------------------------------
// RENDER LOOP
//-----------------------------------------------------
function animate() {
requestAnimationFrame( animate );
if(inRender || inResize){
//if(isPad)PadTest();
//updateCamera();
var delta = clock.getDelta();
if(player!=null)updatePlayer(delta);
updatePhysics();
render();
stats.update();
}
inResize = false;
}
function render() {
TWEEN.update();
controls.update();
scene.fog.color.setHSL( 0.63, 0.05, parameters.control );
renderer.setClearColor( scene.fog.color, 1 );
pointLight.intensity = - parameters.control * 0.5 + 1;
hemiLight.color.setHSL( 0.63, 0.05, parameters.control )
sunLight.shadowDarkness = shadowConfig.Darkness * sunLight.intensity;
renderer.render( scene, camera );
}
function tell(s){
document.getElementById("debug").innerHTML = s;
}
//-----------------------------------------------------
// PHYSICS
//-----------------------------------------------------
function initPhysics() {
world = new CANNON.World();
world.quatNormalizeSkip = 0;
world.quatNormalizeFast = false;
var solver = new CANNON.GSSolver();
world.defaultContactMaterial.contactEquationStiffness = 1e9;
world.defaultContactMaterial.contactEquationRegularizationTime = 4;
solver.iterations = 3;
solver.tolerance = 0.1;
world.gravity.set(0,-9.82*worldScale,0);//world.gravity.set(0,-9.82,0); // m/s²
world.broadphase = new CANNON.NaiveBroadphase();
// Create a slippery material (friction coefficient = 0.0)
physicsMaterial = new CANNON.Material("slipperyMaterial");
solidMaterial = new CANNON.Material("solidMaterial");
playerMaterialPhy = new CANNON.Material("playerMat");
var physicsContactMaterial = new CANNON.ContactMaterial(physicsMaterial, physicsMaterial, 0.0, 0.3 );
var playerContactMaterial = new CANNON.ContactMaterial(playerMaterialPhy, playerMaterialPhy, 0.0, 0.3 );
var solidContactMaterial = new CANNON.ContactMaterial(solidMaterial, solidMaterial, 0.2, 0.6 );
world.addContactMaterial(physicsContactMaterial);
world.addContactMaterial(playerContactMaterial);
world.addContactMaterial(solidContactMaterial);
// Create infinie plane
var groundShape = new CANNON.Plane();
var groundBody = new CANNON.RigidBody(0,groundShape,physicsMaterial);
groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1,0,0),-Math.PI/2);
world.add(groundBody);
createBoxeObject();
createBallObject();
}
function creatPlayerPhysics() {
if(playerPhysicsMesh){
scene.remove(playerPhysicsMesh);
playerPhysicsMesh.geometry.dispose();
}
if(playerRigid)world.remove(playerRigid);
//player body
var halfExtents = new CANNON.Vec3(0.5*worldScale,playerConfig.scale*80, 0.25*worldScale);
var playerShape = new CANNON.Box(halfExtents);
playerRigid = new CANNON.RigidBody(0,playerShape, playerMaterialPhy);
world.add(playerRigid);
playerRigid.linearDamping=0.01;
playerRigid.angularDamping=0.01;
var boxGeometry = new THREE.CubeGeometry(halfExtents.x*2,halfExtents.y*2,halfExtents.z*2);
playerPhysicsMesh = new THREE.Mesh( boxGeometry );
scene.add(playerPhysicsMesh);
playerPhysicsMesh.useQuaternion = true;
playerPhysicsMesh.castShadow = false;
playerPhysicsMesh.receiveShadow = false;
showPlayerPhysics();
}
function showPlayerPhysics() {
//if(OptionConfig.ShowPlayerHitBox)playerPhysicsMesh.visible = true;
//else playerPhysicsMesh.visible = true;
playerPhysicsMesh.visible = true;
}
function createBallObject() {
var s = worldScale;
var mat = new THREE.MeshLambertMaterial( { color: 0xdddddd } );
var radius;
var mass = 4;
var sphereShape;
for(var i=0; i<5; i++){
radius = (0.2+(Math.random()*0.8))*s;
sphereShape = new CANNON.Sphere(radius);
ballGeometry = new THREE.SphereGeometry(radius, 32, 32 );
var sphereBody = new CANNON.RigidBody(mass,sphereShape,physicsMaterial);
//sphereBody.linearDamping = 0.9;
var x = ((Math.random()-0.5)*20)*s;
var y = (1 + (Math.random()-0.5)*1)*s;
var z = ((Math.random()-0.5)*20)*s;
sphereBody.position.set(x,y,z);
sphereBody.linearDamping=0.03;
sphereBody.angularDamping=0.03;
world.add(sphereBody);
var ballMesh = new THREE.Mesh( ballGeometry, mat );
scene.add(ballMesh);
ballMesh.useQuaternion = true;
ballMesh.castShadow = true;
ballMesh.receiveShadow = true;
// add to array
balls.push(sphereBody);
ballMeshes.push(ballMesh);
}
}
function createBoxeObject() {
var s = worldScale;
var material = new THREE.MeshLambertMaterial( { color: 0x222222 } );
// Add boxes
var sx, xy, xz;
var halfExtents = new CANNON.Vec3(1*s,1*s,1*s);
var boxShape = new CANNON.Box(halfExtents);
var boxGeometry = new THREE.CubeGeometry(halfExtents.x*2,halfExtents.y*2,halfExtents.z*2);
for(var i=0; i<5; i++){
sx= 0.2+(Math.random()*0.8);
sy= 0.2+(Math.random()*0.8);
sz= 0.2+(Math.random()*0.8);
halfExtents = new CANNON.Vec3(sx*s,sy*s,sz*s);
boxShape = new CANNON.Box(halfExtents);
boxGeometry = new THREE.CubeGeometry(halfExtents.x*2,halfExtents.y*2,halfExtents.z*2);
var x = ((Math.random()-0.5)*20)*s;
var y = (1 + (Math.random()-0.5)*1)*s;
var z = ((Math.random()-0.5)*20)*s;
var boxBody = new CANNON.RigidBody(9,boxShape, solidMaterial);
var boxMesh = new THREE.Mesh( boxGeometry, material );
world.add(boxBody);
scene.add(boxMesh);
boxBody.position.set(x,y,z);
//boxMesh.position.set(x,y,z);
boxBody.quaternion.setFromAxisAngle(new CANNON.Vec3(0,0,0),toRad(Math.random()*360));
boxMesh.castShadow = true;
boxMesh.receiveShadow = true;
boxMesh.useQuaternion = true;
boxes.push(boxBody);
boxMeshes.push(boxMesh);
}
function createObstacle() {
obstacleMesh = new THREE.CubeGeometry(150, 50, 50)
obstacleMaterial = new THREE.MeshLambertMaterial( { color: 0x666666 } );
obstacleObject = new THREE.Mesh(obstacleMesh, obstacleMaterial);
obstacleObject.position.set(0, 26, 200);
obstacleObject.castShadow = true;
obstacleObject.receiveShadow = true;
scene.add(obstacleObject);
}
createObstacle();
function setupScene() {
var units = mapW;
// Geometry: walls
var cube = new THREE.CubeGeometry(UNITSIZE, WALLHEIGHT, UNITSIZE);
var materials = [
new THREE.MeshLambertMaterial({map: THREE.ImageUtils.loadTexture('images/legoElvisR.jpg')}), //wall 1
new THREE.MeshLambertMaterial({map: THREE.ImageUtils.loadTexture('images/legoElvisG.jpg')}), //wall 2
];
for (var i = 0; i < mapW; i++) {
for (var j = 0, m = map[i].length; j < m; j++) {
if (map[i][j]) {
var wall = new THREE.Mesh(cube, materials[map[i][j]-1]);
wall.position.x = (i - units/2) * UNITSIZE;
wall.position.y = WALLHEIGHT/2;
wall.position.z = (j - units/2) * UNITSIZE;
wall.castShadow = true;
wall.receiveShadow = true;
scene.add(wall);
}
}
}
}
setupScene();
// Add linked boxes
var size = 0.5*s;
var he = new CANNON.Vec3(size,size,size*0.1);
var boxShape = new CANNON.Box(he);
var mass = 0;
var space = 0.1*size;
var N=5, last;
var boxGeometry = new THREE.CubeGeometry(he.x*2,he.y*2,he.z*2);
for(var i=0; i<N; i++){
var boxbody = new CANNON.RigidBody(mass,boxShape, solidMaterial);
var boxMesh = new THREE.Mesh( boxGeometry, material );
boxbody.position.set(5*s,((N-i)*(size*2+2*space) + size*2+space)-150,0);
boxbody.linearDamping=0.01;
boxbody.angularDamping=0.01;
boxMesh.useQuaternion = true;
boxMesh.castShadow = true;
boxMesh.receiveShadow = true;
world.add(boxbody);
scene.add(boxMesh);
boxes.push(boxbody);
boxMeshes.push(boxMesh);
if(i!=0){
// Connect this body to the last one
var c1 = new CANNON.PointToPointConstraint(boxbody,new CANNON.Vec3(-size,size+space,0),last,new CANNON.Vec3(-size,-size-space,0));
var c2 = new CANNON.PointToPointConstraint(boxbody,new CANNON.Vec3(size,size+space,0),last,new CANNON.Vec3(size,-size-space,0));
world.addConstraint(c1);
world.addConstraint(c2);
} else {
mass=0.3;
}
last = boxbody;
}
}
function updatePhysics() {
if(!world) return;
world.step(timeStep);
// update player mesh test
if(playerRigid !== undefined){
playerRigid.position.copy(playerPhysicsMesh.position);
playerRigid.quaternion.copy(playerPhysicsMesh.quaternion);
}
// Update ball positions
for(var i=0; i<balls.length; i++){
balls[i].position.copy(ballMeshes[i].position);
balls[i].quaternion.copy(ballMeshes[i].quaternion);
}
// Update box positions
for(var i=0; i<boxes.length; i++){
boxes[i].position.copy(boxMeshes[i].position);
boxes[i].quaternion.copy(boxMeshes[i].quaternion);
}
}
//-----------------------------------------------------
// MATH
//-----------------------------------------------------
function toRad(Value) {
return Value * Math.PI / 180;
}
window.onload = initScene;
答案 0 :(得分:2)
在updatePlayerMove
中更新物理时,可以设置相应Cannon.js主体的位置。由于你一直覆盖它的位置,这个机构永远不会有机会更新它的位置。
设置这样的物体位置会使物理不稳定。你会得到大而且错误的重叠。当然,玩家可以穿过墙壁。
尝试通过力度控制玩家身体。 Cannon.js然后会为你提供玩家的响应,物理将变得稳定:
playerRigid.velocity.set(vx,vy,vz);