mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-23 05:57:57 +01:00
325 lines
9.0 KiB
HTML
325 lines
9.0 KiB
HTML
|
<!DOCTYPE html>
|
||
|
<html lang="en">
|
||
|
<head>
|
||
|
<title>three.js - platformer demo</title>
|
||
|
<meta charset="utf-8">
|
||
|
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
|
||
|
<style>
|
||
|
body {
|
||
|
background-color: rgb(200,200,200);
|
||
|
margin: 0px;
|
||
|
overflow: hidden;
|
||
|
}
|
||
|
|
||
|
#info {
|
||
|
position: absolute;
|
||
|
top: 0px; width: 100%;
|
||
|
color: #ffffff;
|
||
|
padding: 5px;
|
||
|
font-family:Monospace;
|
||
|
font-size:13px;
|
||
|
font-weight: bold;
|
||
|
text-align:center;
|
||
|
}
|
||
|
|
||
|
a {
|
||
|
color: #ffffff;
|
||
|
}
|
||
|
</style>
|
||
|
</head>
|
||
|
<body>
|
||
|
|
||
|
<div id="container"></div>
|
||
|
<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - platformer demo. cubemap by <a href="http://www.zfight.com/" target="_blank">Jochum Skoglund</a>.<br />Use arrow keys to look around and WASD to move.</div>
|
||
|
|
||
|
<script src="../build/three.min.js"></script>
|
||
|
|
||
|
<script>
|
||
|
|
||
|
// player motion parameters
|
||
|
|
||
|
var motion = {
|
||
|
airborne : false,
|
||
|
position : new THREE.Vector3(), velocity : new THREE.Vector3(),
|
||
|
rotation : new THREE.Vector2(), spinning : new THREE.Vector2()
|
||
|
};
|
||
|
|
||
|
motion.position.y = -150;
|
||
|
|
||
|
|
||
|
// game systems code
|
||
|
|
||
|
var resetPlayer = function() {
|
||
|
if( motion.position.y < -123 ) {
|
||
|
motion.position.set( -2, 7.7, 25 );
|
||
|
motion.velocity.multiplyScalar( 0 );
|
||
|
}
|
||
|
};
|
||
|
|
||
|
var keyboardControls = (function() {
|
||
|
|
||
|
var keys = { SP : 32, W : 87, A : 65, S : 83, D : 68, UP : 38, LT : 37, DN : 40, RT : 39 };
|
||
|
|
||
|
var keysPressed = {};
|
||
|
|
||
|
(function( watchedKeyCodes ) {
|
||
|
var handler = function( down ) {
|
||
|
return function( e ) {
|
||
|
var index = watchedKeyCodes.indexOf( e.keyCode );
|
||
|
if( index >= 0 ) {
|
||
|
keysPressed[watchedKeyCodes[index]] = down; e.preventDefault();
|
||
|
}
|
||
|
};
|
||
|
}
|
||
|
window.addEventListener( "keydown", handler( true ), false );
|
||
|
window.addEventListener( "keyup", handler( false ), false );
|
||
|
})([
|
||
|
keys.SP, keys.W, keys.A, keys.S, keys.D, keys.UP, keys.LT, keys.DN, keys.RT
|
||
|
]);
|
||
|
|
||
|
var forward = new THREE.Vector3();
|
||
|
var sideways = new THREE.Vector3();
|
||
|
|
||
|
return function() {
|
||
|
if( !motion.airborne ) {
|
||
|
|
||
|
// look around
|
||
|
var sx = keysPressed[keys.UP] ? 0.03 : ( keysPressed[keys.DN] ? -0.03 : 0 );
|
||
|
var sy = keysPressed[keys.LT] ? 0.03 : ( keysPressed[keys.RT] ? -0.03 : 0 );
|
||
|
|
||
|
if( Math.abs( sx ) >= Math.abs( motion.spinning.x ) ) motion.spinning.x = sx;
|
||
|
if( Math.abs( sy ) >= Math.abs( motion.spinning.y ) ) motion.spinning.y = sy;
|
||
|
|
||
|
// move around
|
||
|
forward.set( Math.sin( motion.rotation.y ), 0, Math.cos( motion.rotation.y ) );
|
||
|
sideways.set( forward.z, 0, -forward.x );
|
||
|
|
||
|
forward.multiplyScalar( keysPressed[keys.W] ? -0.1 : (keysPressed[keys.S] ? 0.1 : 0));
|
||
|
sideways.multiplyScalar( keysPressed[keys.A] ? -0.1 : (keysPressed[keys.D] ? 0.1 : 0));
|
||
|
|
||
|
var combined = forward.add( sideways );
|
||
|
if( Math.abs( combined.x ) >= Math.abs( motion.velocity.x ) ) motion.velocity.x = combined.x;
|
||
|
if( Math.abs( combined.y ) >= Math.abs( motion.velocity.y ) ) motion.velocity.y = combined.y;
|
||
|
if( Math.abs( combined.z ) >= Math.abs( motion.velocity.z ) ) motion.velocity.z = combined.z;
|
||
|
}
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
var jumpPads = (function() {
|
||
|
var pads = [ new THREE.Vector3( -17.5, 8, -10 ), new THREE.Vector3( 17.5, 8, -10 ), new THREE.Vector3( 0, 8, 21 ) ];
|
||
|
var temp = new THREE.Vector3();
|
||
|
|
||
|
return function() {
|
||
|
if( !motion.airborne ) {
|
||
|
for( var j = 0, n = pads.length; j < n; j++ ) {
|
||
|
if ( pads[j].distanceToSquared( motion.position ) < 2.3 ) {
|
||
|
|
||
|
// calculate velocity towards another side of platform from jump pad position
|
||
|
temp.copy( pads[j] ); temp.y = 0; temp.setLength( -0.8 ); temp.y = 0.7;
|
||
|
|
||
|
motion.airborne = true; motion.velocity.copy( temp ); break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
var applyPhysics = (function() {
|
||
|
var timeStep = 5;
|
||
|
var timeLeft = timeStep + 1;
|
||
|
|
||
|
var birdsEye = 100;
|
||
|
var kneeDeep = 0.4;
|
||
|
|
||
|
var raycaster = new THREE.Raycaster();
|
||
|
raycaster.ray.direction.set( 0, -1, 0 );
|
||
|
|
||
|
var angles = new THREE.Vector2();
|
||
|
var displacement = new THREE.Vector3();
|
||
|
|
||
|
return function( dt ) {
|
||
|
var platform = scene.getObjectByName( "platform", true );
|
||
|
if( platform ) {
|
||
|
|
||
|
timeLeft += dt;
|
||
|
|
||
|
// run several fixed-step iterations to approximate varying-step
|
||
|
|
||
|
dt = 5;
|
||
|
while( timeLeft >= dt ) {
|
||
|
|
||
|
var time = 0.3, damping = 0.93, gravity = 0.01, tau = 2 * Math.PI;
|
||
|
|
||
|
raycaster.ray.origin.copy( motion.position );
|
||
|
raycaster.ray.origin.y += birdsEye;
|
||
|
|
||
|
var hits = raycaster.intersectObject( platform );
|
||
|
|
||
|
motion.airborne = true;
|
||
|
|
||
|
// are we above, or at most knee deep in, the platform?
|
||
|
|
||
|
if( ( hits.length > 0 ) && ( hits[0].face.normal.y > 0 ) ) {
|
||
|
var actualHeight = hits[0].distance - birdsEye;
|
||
|
|
||
|
// collision: stick to the surface if landing on it
|
||
|
|
||
|
if( ( motion.velocity.y <= 0 ) && ( Math.abs( actualHeight ) < kneeDeep ) ) {
|
||
|
motion.position.y -= actualHeight;
|
||
|
motion.velocity.y = 0;
|
||
|
motion.airborne = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( motion.airborne ) motion.velocity.y -= gravity;
|
||
|
|
||
|
angles.copy( motion.spinning ).multiplyScalar( time );
|
||
|
if( !motion.airborne ) motion.spinning.multiplyScalar( damping );
|
||
|
|
||
|
displacement.copy( motion.velocity ).multiplyScalar( time );
|
||
|
if( !motion.airborne ) motion.velocity.multiplyScalar( damping );
|
||
|
|
||
|
motion.rotation.add( angles );
|
||
|
motion.position.add( displacement );
|
||
|
|
||
|
// limit the tilt at ±0.4 radians
|
||
|
|
||
|
motion.rotation.x = Math.max( -0.4, Math.min ( +0.4, motion.rotation.x ) );
|
||
|
|
||
|
// wrap horizontal rotation to 0...2π
|
||
|
|
||
|
motion.rotation.y += tau; motion.rotation.y %= tau;
|
||
|
|
||
|
timeLeft -= dt;
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
var updateCamera = (function() {
|
||
|
var euler = new THREE.Euler( 0, 0, 0, 'YXZ' );
|
||
|
|
||
|
return function() {
|
||
|
euler.x = motion.rotation.x;
|
||
|
euler.y = motion.rotation.y;
|
||
|
camera.quaternion.setFromEuler( euler );
|
||
|
|
||
|
camera.position.copy( motion.position );
|
||
|
|
||
|
camera.position.y += 3.0;
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
|
||
|
// init 3D stuff
|
||
|
|
||
|
function makeSkybox( urls, size ) {
|
||
|
var skyboxCubemap = THREE.ImageUtils.loadTextureCube( urls );
|
||
|
skyboxCubemap.format = THREE.RGBFormat;
|
||
|
|
||
|
var skyboxShader = THREE.ShaderLib['cube'];
|
||
|
skyboxShader.uniforms['tCube'].value = skyboxCubemap;
|
||
|
|
||
|
return new THREE.Mesh(
|
||
|
new THREE.BoxGeometry( size, size, size ),
|
||
|
new THREE.ShaderMaterial({
|
||
|
fragmentShader : skyboxShader.fragmentShader, vertexShader : skyboxShader.vertexShader,
|
||
|
uniforms : skyboxShader.uniforms, depthWrite : false, side : THREE.BackSide
|
||
|
})
|
||
|
);
|
||
|
};
|
||
|
|
||
|
function makePlatform( jsonUrl, textureUrl, textureQuality ) {
|
||
|
var placeholder = new THREE.Object3D();
|
||
|
|
||
|
var texture = THREE.ImageUtils.loadTexture( textureUrl );
|
||
|
texture.minFilter = THREE.LinearFilter;
|
||
|
texture.anisotropy = textureQuality;
|
||
|
|
||
|
var loader = new THREE.JSONLoader();
|
||
|
loader.load( jsonUrl, function( geometry ) {
|
||
|
|
||
|
geometry.computeFaceNormals();
|
||
|
|
||
|
var platform = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial({ map : texture }) );
|
||
|
|
||
|
platform.name = "platform";
|
||
|
|
||
|
placeholder.add( platform );
|
||
|
});
|
||
|
|
||
|
return placeholder;
|
||
|
};
|
||
|
|
||
|
var renderer = new THREE.WebGLRenderer({ antialias : true });
|
||
|
renderer.setPixelRatio( window.devicePixelRatio );
|
||
|
|
||
|
var camera = new THREE.PerspectiveCamera( 60, 1, 0.1, 9000 );
|
||
|
|
||
|
var scene = new THREE.Scene();
|
||
|
|
||
|
scene.add( camera );
|
||
|
|
||
|
scene.add( makeSkybox( [
|
||
|
'textures/cube/skybox/px.jpg', // right
|
||
|
'textures/cube/skybox/nx.jpg', // left
|
||
|
'textures/cube/skybox/py.jpg', // top
|
||
|
'textures/cube/skybox/ny.jpg', // bottom
|
||
|
'textures/cube/skybox/pz.jpg', // back
|
||
|
'textures/cube/skybox/nz.jpg' // front
|
||
|
], 8000 ));
|
||
|
|
||
|
scene.add( makePlatform(
|
||
|
'models/platform/platform.json',
|
||
|
'models/platform/platform.jpg',
|
||
|
renderer.getMaxAnisotropy()
|
||
|
));
|
||
|
|
||
|
|
||
|
// start the game
|
||
|
|
||
|
var start = function( gameLoop, gameViewportSize ) {
|
||
|
var resize = function() {
|
||
|
var viewport = gameViewportSize();
|
||
|
renderer.setSize( viewport.width, viewport.height );
|
||
|
camera.aspect = viewport.width / viewport.height;
|
||
|
camera.updateProjectionMatrix();
|
||
|
};
|
||
|
|
||
|
window.addEventListener( 'resize', resize, false );
|
||
|
resize();
|
||
|
|
||
|
var lastTimeStamp;
|
||
|
var render = function( timeStamp ) {
|
||
|
var timeElapsed = lastTimeStamp ? timeStamp - lastTimeStamp : 0; lastTimeStamp = timeStamp;
|
||
|
|
||
|
// call our game loop with the time elapsed since last rendering, in ms
|
||
|
gameLoop( timeElapsed );
|
||
|
|
||
|
renderer.render( scene, camera );
|
||
|
requestAnimationFrame( render );
|
||
|
};
|
||
|
|
||
|
requestAnimationFrame( render );
|
||
|
};
|
||
|
|
||
|
|
||
|
var gameLoop = function( dt ) {
|
||
|
resetPlayer();
|
||
|
keyboardControls();
|
||
|
jumpPads();
|
||
|
applyPhysics( dt );
|
||
|
updateCamera();
|
||
|
};
|
||
|
|
||
|
var gameViewportSize = function() { return {
|
||
|
width: window.innerWidth, height: window.innerHeight
|
||
|
}};
|
||
|
|
||
|
document.getElementById( 'container' ).appendChild( renderer.domElement );
|
||
|
|
||
|
start( gameLoop, gameViewportSize );
|
||
|
</script>
|
||
|
</body>
|
||
|
</html>
|