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- <!DOCTYPE HTML>
- <html lang="en">
- <head>
- <title>Ray collision test</title>
- <meta charset="utf-8">
- <link rel="stylesheet" type="text/css" href="../css/style.css">
- </head>
- <body>
- <div id="infobutton">
- <a href="javascript:toggleInfo()"><img src="../general/i.png" border="0"></a>
- </div>
- <div id="info">
- <B>Ray collision test - WebGL(html5)</B><BR>
- Arrowkeys to move. Space to jump.
- <P>A test to do some sort of collision checking. By shooting a ray and see if it hits a mesh.<BR>It's probably a stupid/ineffective way of doing this, don't know how these things are<BR>usually dealt with when it comes to 3d.</P>
- Done using <a href="https://github.com/mrdoob/three.js" target="_blank">three.js</a>.
- <P><B>Note.</B> You need a modern browser that supports WebGL for this to run the way it is intended.<BR>
- For example. <a href="http://www.google.com/landing/chrome/beta/" target="_blank">Google Chrome 9+</a> or <a href="http://www.mozilla.com/firefox/beta/" target="_blank">Firefox 4+</a>.</P>
- <font color="#777777">(C) OutsideOfSociety 2010.
- </div>
- <script type="text/javascript" src="../build/ThreeExtras.js"></script>
- <script type="text/javascript" src="keys.js"></script>
- <script type="text/javascript" src="../general/RequestAnimationFrame.js"></script>
- <script type="text/javascript" src="../general/Stats.js"></script>
- <script type="text/javascript" src="../general/info.js"></script>
- <script type="text/javascript">
- var SCREEN_WIDTH = window.innerWidth;
- var SCREEN_HEIGHT = window.innerHeight;
- var FLOOR = -250;
- var container;
- var stats;
- var camera;
- var scene;
- var webglRenderer;
- var mesh, zmesh, lightMesh, geometry;
- var directionalLight, pointLight;
- var mouseX = 0;
- var mouseY = 0;
- var windowHalfX = window.innerWidth >> 1;
- var windowHalfY = window.innerHeight >> 1;
- var render_gl = 1;
- var has_gl = 0;
- var cubeRefMesh;
- var collideMesh;
- var r = 0;
- var gravity = 1;
- var yspeed = 0;
- var onGround = true;
- init(), animate();
- function addMesh( geometry, scale, x, y, z, rx, ry, rz, material ) {
- mesh = new THREE.Mesh( geometry, material );
- mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
- mesh.position.x = x;
- mesh.position.y = y;
- mesh.position.z = z;
- mesh.rotation.x = rx;
- mesh.rotation.y = ry;
- mesh.rotation.z = rz;
- mesh.overdraw = true;
- mesh.doubleSided = false;
- mesh.updateMatrix();
- scene.addObject(mesh);
- return mesh;
- }
- function init() {
- container = document.createElement('div');
- document.body.appendChild(container);
- var aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
- camera = new THREE.Camera( 75, aspect, 1, 100000 );
- camera.position.z = 600;
- camera.position.x = 0;
- camera.position.y = 200;
- camera.updateMatrix();
- scene = new THREE.Scene();
- // LIGHTS
- var ambient = new THREE.AmbientLight( 0x101010 );
- scene.addLight( ambient );
- directionalLight = new THREE.DirectionalLight( 0xffffff, 1.0 );
- directionalLight.position.x = 1;
- directionalLight.position.y = 1;
- directionalLight.position.z = 2;
- directionalLight.position.normalize();
- scene.addLight( directionalLight );
- pointLight = new THREE.PointLight( 0x666666 );
- pointLight.position.x = 0;
- pointLight.position.y = 0;
- pointLight.position.z = 0;
- scene.addLight( pointLight );
- var cubeRef = new Cube( 100, 100, 100, 1, 1 );
- cubeRefMesh = addMesh( cubeRef, 1, -300, FLOOR+50, 0, 0,0,0, new THREE.MeshLambertMaterial( { color: 0xFF0000 } ) );
- camera.target = cubeRefMesh;
- var collideCube = new Cube( 20, 20, 20, 1, 1 );
- collideMesh = addMesh( collideCube, 1, -300, FLOOR+5000, 0, 0,0,0, new THREE.MeshLambertMaterial( { color: 0xFF0000 } ) );
- var cube = new Cube( 300, 300, 300, 1, 1 );
- addMesh( cube, 1, 0, FLOOR+150, 0, 0,1.57,0, getMaterial() );
- addMesh( cube, 1, 300, FLOOR+150+300, 0, 0,1.57,0, getMaterial() );
- addMesh( cube, 1, 600, FLOOR+150+600, 0, 0,1.57,0, getMaterial() );
- addMesh( cube, 1, 0, FLOOR+150, -1500, 0,1.57,0, getMaterial() );
- addMesh( cube, 1, -600, FLOOR+150, -1500, 0,1.57,0, getMaterial() );
- addMesh( cube, 1, -1200, FLOOR+150+300, -1500, 0,1.57,0, getMaterial(true) );
- addMesh( cube, 1, 0, FLOOR+150, -2100, 0,1.57,0, getMaterial() );
- plane = new Plane( 100, 100, 15, 10 );
- for(var i=0; i<plane.uvs.length; i++) {
- var uvs = plane.uvs[i];
- for ( j = 0, jl = uvs.length; j < jl; j++ ) {
- uvs[j].u *= 10;
- uvs[j].v *= 10;
- }
- }
- addMesh( plane, 100, 0, FLOOR, 0, -1.57,0,0, getFloorMaterial() );
- try {
- webglRenderer = new THREE.WebGLRenderer( scene );
- webglRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
- container.appendChild( webglRenderer.domElement );
- has_gl = 1;
- }
- catch (e) {
- // need webgl
- document.getElementById('info').innerHTML = "<P><BR><B>Note.</B> You need a modern browser that supports WebGL for this to run the way it is intended.<BR>For example. <a href='http://www.google.com/landing/chrome/beta/' target='_blank'>Google Chrome 9+</a> or <a href='http://www.mozilla.com/firefox/beta/' target='_blank'>Firefox 4+</a>.</P><CENTER><BR><img src='../general/WebGL_logo.png' border='0'></CENTER>";
- document.getElementById('info').style.display = "block";
- return;
- }
- stats = new Stats();
- stats.domElement.style.position = 'absolute';
- stats.domElement.style.top = '0px';
- stats.domElement.style.zIndex = 100;
- container.appendChild( stats.domElement );
- document.addEventListener( 'keydown', keyD, false );
- document.addEventListener( 'keyup', keyU, false );
- }
- function getMaterial (qmark) {
- var imageTextureMaterial = new THREE.MeshLambertMaterial( { map: new THREE.Texture(), shading: THREE.FlatShading } );
- var img = new Image();
- imageTextureMaterial.map.image = img;
- img.onload = function () {
- imageTextureMaterial.map.image.loaded = 1;
- };
- if (qmark) {
- img.src = "../textures/qmark1.png";
- } else {
- img.src = "../textures/rock.png";
- }
- return imageTextureMaterial;
- }
- function getFloorMaterial () {
- var floorTextureMaterial = new THREE.MeshPhongMaterial( { map: new THREE.Texture(null, THREE.UVMapping, THREE.RepeatWrapping, THREE.RepeatWrapping), ambient: 0xCCCCCC, specular: 0x666666, shininess: 90, shading: THREE.SmoothShading } );
- var img = new Image();
- floorTextureMaterial.map.image = img;
- img.onload = function () {
- floorTextureMaterial.map.image.loaded = 1;
- };
- img.src = "../textures/grid.png";
- return floorTextureMaterial;
- }
- function control() {
- var speed = 10;
- var halfSize = 50;
- var nearHalfSize = halfSize-5;
- if (keyUp) {
- cubeRefMesh.position.z -= speed;
- }
- if (keyDown) {
- cubeRefMesh.position.z += speed;
- }
- if (keyLeft) {
- cubeRefMesh.position.x -= speed;
- }
- if (keyRight) {
- cubeRefMesh.position.x += speed;
- }
- if (keySpace && onGround) {
- yspeed = 30;
- onGround = false;
- }
- collideMesh.position.y = 6000;
- onGround = false;
- // y
- yspeed -= gravity;
- cubeRefMesh.position.y += yspeed;
- var down_vector = new THREE.Vector3( 0, -1, 0 );
- var up_vector = new THREE.Vector3( 0, 1, 0 );
- var bl = new THREE.Vector3( cubeRefMesh.position.x-halfSize, cubeRefMesh.position.y, cubeRefMesh.position.z-halfSize );
- var br = new THREE.Vector3( cubeRefMesh.position.x+halfSize, cubeRefMesh.position.y, cubeRefMesh.position.z-halfSize );
- var fl = new THREE.Vector3( cubeRefMesh.position.x-halfSize, cubeRefMesh.position.y, cubeRefMesh.position.z+halfSize );
- var fr = new THREE.Vector3( cubeRefMesh.position.x+halfSize, cubeRefMesh.position.y, cubeRefMesh.position.z+halfSize );
- // down
- if (yspeed < 0) {
- // bl
- var bl_ray = new THREE.Ray( bl, down_vector );
- var bl_intersects = bl_ray.intersectScene( scene );
- if ( bl_intersects.length > 0 && bl_intersects[0].distance < halfSize ) {
- cubeRefMesh.position.y = bl_intersects[0].point.y+halfSize;
- onGround = true;
- }
- // br
- var br_ray = new THREE.Ray( br, down_vector );
- var br_intersects = br_ray.intersectScene( scene );
- if ( br_intersects.length > 0 && br_intersects[0].distance < halfSize ) {
- cubeRefMesh.position.y = br_intersects[0].point.y+halfSize;
- onGround = true;
- }
- // fl
- var fl_ray = new THREE.Ray( fl, down_vector );
- var fl_intersects = fl_ray.intersectScene( scene );
- if ( fl_intersects.length > 0 && fl_intersects[0].distance < halfSize ) {
- cubeRefMesh.position.y = fl_intersects[0].point.y+halfSize;
- onGround = true;
- }
- // fr
- var fr_ray = new THREE.Ray( fr, down_vector );
- var fr_intersects = fr_ray.intersectScene( scene );
- if ( fr_intersects.length > 0 && fr_intersects[0].distance < halfSize ) {
- cubeRefMesh.position.y = fr_intersects[0].point.y+halfSize;
- onGround = true;
- }
- }
- // up
- if (yspeed > 0) {
- // bl
- var bl_ray = new THREE.Ray( bl, up_vector );
- var bl_intersects = bl_ray.intersectScene( scene );
- if ( bl_intersects.length > 0 && bl_intersects[0].distance < halfSize ) {
- cubeRefMesh.position.y = bl_intersects[0].point.y-halfSize;
- yspeed = 0;
- }
- // br
- var br_ray = new THREE.Ray( br, up_vector );
- var br_intersects = br_ray.intersectScene( scene );
- if ( br_intersects.length > 0 && br_intersects[0].distance < halfSize ) {
- cubeRefMesh.position.y = br_intersects[0].point.y-halfSize;
- yspeed = 0;
- }
- // fl
- var fl_ray = new THREE.Ray( fl, up_vector );
- var fl_intersects = fl_ray.intersectScene( scene );
- if ( fl_intersects.length > 0 && fl_intersects[0].distance < halfSize ) {
- cubeRefMesh.position.y = fl_intersects[0].point.y-halfSize;
- yspeed = 0;
- }
- // fr
- var fr_ray = new THREE.Ray( fr, up_vector );
- var fr_intersects = fr_ray.intersectScene( scene );
- if ( fr_intersects.length > 0 && fr_intersects[0].distance < halfSize ) {
- cubeRefMesh.position.y = fr_intersects[0].point.y-halfSize;
- yspeed = 0;
- }
- }
- if (onGround) {
- yspeed = 0;
- }
- cubeRefMesh.updateMatrix();
- // ray
- var f_vector = new THREE.Vector3( 0, 0, -1 );
- var b_vector = new THREE.Vector3( 0, 0, 1 );
- var l_vector = new THREE.Vector3( -1, 0, 0 );
- var r_vector = new THREE.Vector3( 1, 0, 0 );
- var left = new THREE.Vector3( cubeRefMesh.position.x-halfSize, cubeRefMesh.position.y-nearHalfSize, cubeRefMesh.position.z );
- var right = new THREE.Vector3( cubeRefMesh.position.x+halfSize, cubeRefMesh.position.y-nearHalfSize, cubeRefMesh.position.z );
- var front = new THREE.Vector3( cubeRefMesh.position.x, cubeRefMesh.position.y-nearHalfSize, cubeRefMesh.position.z+halfSize );
- var back = new THREE.Vector3( cubeRefMesh.position.x, cubeRefMesh.position.y-nearHalfSize, cubeRefMesh.position.z-halfSize );
- // front
- if (keyUp) {
- var left_ray = new THREE.Ray( left, f_vector );
- var left_intersects = left_ray.intersectScene( scene );
- if ( left_intersects.length > 0 && left_intersects[0].distance < halfSize ) {
- cubeRefMesh.position.z = left_intersects[0].point.z+halfSize+1;
- }
- var right_ray = new THREE.Ray( right, f_vector );
- var right_intersects = right_ray.intersectScene( scene );
- if ( right_intersects.length > 0 && right_intersects[0].distance < halfSize ) {
- cubeRefMesh.position.z = right_intersects[0].point.z+halfSize+1;
- }
- }
- // back
- if (keyDown) {
- var left_ray = new THREE.Ray( left, b_vector );
- var left_intersects = left_ray.intersectScene( scene );
- if ( left_intersects.length > 0 && left_intersects[0].distance < halfSize ) {
- cubeRefMesh.position.z = left_intersects[0].point.z-halfSize-1;
- }
- var right_ray = new THREE.Ray( right, b_vector );
- var right_intersects = right_ray.intersectScene( scene );
- if ( right_intersects.length > 0 && right_intersects[0].distance < halfSize ) {
- cubeRefMesh.position.z = right_intersects[0].point.z-halfSize-1;
- }
- }
- // right
- if (keyRight) {
- var back_ray = new THREE.Ray( back, r_vector );
- var back_intersects = back_ray.intersectScene( scene );
- if ( back_intersects.length > 0 && back_intersects[0].distance < halfSize ) {
- cubeRefMesh.position.x = back_intersects[0].point.x-halfSize-1;
- }
- var front_ray = new THREE.Ray( front, r_vector );
- var front_intersects = front_ray.intersectScene( scene );
- if ( front_intersects.length > 0 && front_intersects[0].distance < halfSize ) {
- cubeRefMesh.position.x = front_intersects[0].point.x-halfSize-1;
- }
- }
- // left
- if (keyLeft) {
- var back_ray = new THREE.Ray( back, l_vector );
- var back_intersects = back_ray.intersectScene( scene );
- if ( back_intersects.length > 0 && back_intersects[0].distance < halfSize ) {
- cubeRefMesh.position.x = back_intersects[0].point.x+halfSize+1;
- }
- var front_ray = new THREE.Ray( front, l_vector );
- var front_intersects = front_ray.intersectScene( scene );
- if ( front_intersects.length > 0 && front_intersects[0].distance < halfSize ) {
- cubeRefMesh.position.x = front_intersects[0].point.x+halfSize+1;
- }
- }
- cubeRefMesh.updateMatrix();
- collideMesh.position.y += 100;
- }
- function animate() {
- requestAnimationFrame( animate );
- loop();
- }
- function loop() {
- control();
- camera.position.x = 0+cubeRefMesh.position.x-(cubeRefMesh.position.x/5);//200*Math.cos(r);
- camera.position.y = 200+cubeRefMesh.position.y;
- camera.position.z = cubeRefMesh.position.z+600;
- pointLight.position.x = 1000*Math.cos(r);
- pointLight.position.z = 1000*Math.sin(r);
- r += 0.01;
- if ( render_gl && has_gl ) webglRenderer.render( scene, camera );
- stats.update();
- }
- </script>
- </body>
- </html>
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