Web实现第一人称漫游代码

web实现类似于打cs第一称视角

1.导入各种文件

2代码实现

Click to play

(W, A, S, D = Move, SPACE = Jump, MOUSE = Look around)

var camera, scene, renderer, controls;

var objects = [];

var raycaster;

var blocker = document.getElementById( 'blocker' );

var instructions = document.getElementById( 'instructions' );

            THREE.DRACOLoader.setDecoderPath( './' );

            THREE.DRACOLoader.setDecoderConfig( { type: 'js' } );

            var dracoLoader = new THREE.DRACOLoader();

// http://www.html5rocks.com/en/tutorials/pointerlock/intro/

var havePointerLock = 'pointerLockElement' in document || 'mozPointerLockElement' in document || 'webkitPointerLockElement' in document;

if ( havePointerLock ) {

var element = document.body;

var pointerlockchange = function ( event ) {

if ( document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element ) {

controlsEnabled = true;

controls.enabled = true;

blocker.style.display = 'none';

} else {

controls.enabled = false;

blocker.style.display = 'block';

instructions.style.display = '';

}

};

var pointerlockerror = function ( event ) {

instructions.style.display = '';

};

// Hook pointer lock state change events

document.addEventListener( 'pointerlockchange', pointerlockchange, false );

document.addEventListener( 'mozpointerlockchange', pointerlockchange, false );

document.addEventListener( 'webkitpointerlockchange', pointerlockchange, false );

document.addEventListener( 'pointerlockerror', pointerlockerror, false );

document.addEventListener( 'mozpointerlockerror', pointerlockerror, false );

document.addEventListener( 'webkitpointerlockerror', pointerlockerror, false );

instructions.addEventListener( 'click', function ( event ) {

instructions.style.display = 'none';

// Ask the browser to lock the pointer

element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;

element.requestPointerLock();

}, false );

} else {

instructions.innerHTML = 'Your browser doesn\'t seem to support Pointer Lock API';

}

init();

animate();

var controlsEnabled = false;

var moveForward = false;

var moveBackward = false;

var moveLeft = false;

var moveRight = false;

var canJump = false;

var prevTime = performance.now();

var velocity = new THREE.Vector3();

var direction = new THREE.Vector3();

function init() {

camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 100000 );

camera.position.z=0;

camera.position.y=0;

camera.lookAt({

x:0,

y:0,

z:0

})

scene = new THREE.Scene();

scene.background = new THREE.Color( 0xffffff );

// scene.fog = new THREE.Fog( 0xffffff, 0, 750 );

// var light = new THREE.HemisphereLight( 0xeeeeff, 0x777788, 0.75 );

// light.position.set( 0.5, 1, 0.75 );

// scene.add( light );

                var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );

                scene.add( ambientLight );

                var pointLight = new THREE.PointLight( 0xffffff, 0.8 );

                camera.add( pointLight );

                scene.add( camera );

                //

                // light = new THREE.DirectionalLight(0xffffff,1);

                // light.position.set(0,0,10000);

                // scene.add(light);

controls = new THREE.PointerLockControls( camera );

scene.add( controls.getObject() );

var onKeyDown = function ( event ) {

switch ( event.keyCode ) {

case 38: // up

case 87: // w

moveForward = true;

break;

case 37: // left

case 65: // a

moveLeft = true; break;

case 40: // down

case 83: // s

moveBackward = true;

break;

case 39: // right

case 68: // d

moveRight = true;

break;

case 32: // space

if ( canJump === true ) velocity.y += 350;

canJump = false;

break;

}

};

var onKeyUp = function ( event ) {

switch( event.keyCode ) {

case 38: // up

case 87: // w

moveForward = false;

break;

case 37: // left

case 65: // a

moveLeft = false;

break;

case 40: // down

case 83: // s

moveBackward = false;

break;

case 39: // right

case 68: // d

moveRight = false;

break;

}

};

document.addEventListener( 'keydown', onKeyDown, false );

document.addEventListener( 'keyup', onKeyUp, false );

raycaster = new THREE.Raycaster( new THREE.Vector3(), new THREE.Vector3( 0, - 1, 0 ), 0, 10 );

// floor

// var floorGeometry = new THREE.PlaneGeometry( 2000, 2000, 100, 100 );

                // floorGeometry.rotateX( - Math.PI / 2 );

                //

                // for ( var i = 0, l = floorGeometry.vertices.length; i < l; i ++ ) {

                //

                // var vertex = floorGeometry.vertices[ i ];

                // vertex.x += Math.random() * 20 - 10;

                // vertex.y += Math.random() * 2;

                // vertex.z += Math.random() * 20 - 10;

                //

                // }

                //

                // for ( var i = 0, l = floorGeometry.faces.length; i < l; i ++ ) {

                //

                // var face = floorGeometry.faces[ i ];

                // face.vertexColors[ 0 ] = new THREE.Color().setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );

                // face.vertexColors[ 1 ] = new THREE.Color().setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );

                // face.vertexColors[ 2 ] = new THREE.Color().setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );

                //

                // }

                //

                // var floorMaterial = new THREE.MeshBasicMaterial( { vertexColors: THREE.VertexColors } );

                //

                // var floor = new THREE.Mesh( floorGeometry, floorMaterial );

                // scene.add( floor );

// objects

                //

// var boxGeometry = new THREE.BoxGeometry( 20, 20, 20 );

                //

// for ( var i = 0, l = boxGeometry.faces.length; i < l; i ++ ) {

                //

// var face = boxGeometry.faces[ i ];

// face.vertexColors[ 0 ] = new THREE.Color().setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );

// face.vertexColors[ 1 ] = new THREE.Color().setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );

// face.vertexColors[ 2 ] = new THREE.Color().setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );

                //

// }

                //

// for ( var i = 0; i < 500; i ++ ) {

                //

// var boxMaterial = new THREE.MeshPhongMaterial( { specular: 0xffffff, flatShading: true, vertexColors: THREE.VertexColors } );

// boxMaterial.color.setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );

                //

// var box = new THREE.Mesh( boxGeometry, boxMaterial );

// box.position.x = Math.floor( Math.random() * 20 - 10 ) * 20;

// box.position.y = Math.floor( Math.random() * 20 ) * 20 + 10;

// box.position.z = Math.floor( Math.random() * 20 - 10 ) * 20;

                //

// scene.add( box );

// objects.push( box );

                //

// }

//

                dracoLoader.load( 'models/out.drc', function ( geometry ) {

                    geometry.computeVertexNormals();

                    var material = new THREE.MeshLambertMaterial();

                    var mesh = new THREE.Mesh( geometry, material );

                    mesh.castShadow = true;

                    mesh.receiveShadow = true;

                    scene.add( mesh );

mesh.position.y=-200;

                    // Release the cached decoder module.

                    THREE.DRACOLoader.releaseDecoderModule();

                } );

renderer = new THREE.WebGLRenderer();

renderer.setPixelRatio( window.devicePixelRatio );

renderer.setSize( window.innerWidth, window.innerHeight );

document.body.appendChild( renderer.domElement );

//

window.addEventListener( 'resize', onWindowResize, false );

}

function onWindowResize() {

camera.aspect = window.innerWidth / window.innerHeight;

camera.updateProjectionMatrix();

renderer.setSize( window.innerWidth, window.innerHeight );

}

function animate() {

requestAnimationFrame( animate );

if ( controlsEnabled === true ) {

raycaster.ray.origin.copy( controls.getObject().position );

raycaster.ray.origin.y -= 10;

var intersections = raycaster.intersectObjects( objects );

var onObject = intersections.length > 0;

var time = performance.now();

var delta = ( time - prevTime ) / 1000;

velocity.x -= velocity.x * 8.0 * delta;

velocity.z -= velocity.z * 8.0 * delta;

velocity.y -= 9.8 * 100.0 * delta; // 100.0 = mass

direction.z = Number( moveForward ) - Number( moveBackward );

direction.x = Number( moveLeft ) - Number( moveRight );

direction.normalize(); // this ensures consistent movements in all directions

if ( moveForward || moveBackward ) velocity.z -= direction.z * 1200.0 * delta;

if ( moveLeft || moveRight ) velocity.x -= direction.x * 1200.0 * delta;

if ( onObject === true ) {

velocity.y = Math.max( 0, velocity.y );

canJump = true;

}

controls.getObject().translateX( velocity.x * delta );

controls.getObject().translateY( velocity.y * delta );

controls.getObject().translateZ( velocity.z * delta );

if ( controls.getObject().position.y < 10 ) {

velocity.y = 0;

controls.getObject().position.y = 10;

canJump = true;

}

prevTime = time;

}

renderer.render( scene, camera );

}


具体可以实现类似于打cs的效果


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