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762ecf63
T
three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
762ecf63
编写于
12月 23, 2020
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Examples: Improved games_fps.
上级
9cfd4260
变更
1
显示空白变更内容
内联
并排
Showing
1 changed file
with
32 addition
and
25 deletion
+32
-25
examples/games_fps.html
examples/games_fps.html
+32
-25
未找到文件。
examples/games_fps.html
浏览文件 @
762ecf63
...
...
@@ -34,7 +34,7 @@
scene
.
add
(
ambientlight
);
const
fillLight1
=
new
THREE
.
DirectionalLight
(
0xff9999
,
0.5
);
fillLight1
.
position
.
set
(
-
1
,
1
,
2
);
fillLight1
.
position
.
set
(
-
1
,
1
,
2
);
scene
.
add
(
fillLight1
);
const
fillLight2
=
new
THREE
.
DirectionalLight
(
0x8888ff
,
0.2
);
...
...
@@ -57,7 +57,7 @@
scene
.
add
(
directionalLight
);
const
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer
.
setPixelRatio
(
1
);
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
renderer
.
shadowMap
.
enabled
=
true
;
renderer
.
shadowMap
.
type
=
THREE
.
VSMShadowMap
;
...
...
@@ -85,7 +85,7 @@
for
(
let
i
=
0
;
i
<
NUM_SPHERES
;
i
++
)
{
le
t
sphere
=
new
THREE
.
Mesh
(
sphereGeometry
,
sphereMaterial
);
cons
t
sphere
=
new
THREE
.
Mesh
(
sphereGeometry
,
sphereMaterial
);
sphere
.
castShadow
=
true
;
sphere
.
receiveShadow
=
true
;
...
...
@@ -118,7 +118,7 @@
},
false
);
document
.
addEventListener
(
'
mousedown
'
,
(
event
)
=>
{
document
.
addEventListener
(
'
mousedown
'
,
()
=>
{
document
.
body
.
requestPointerLock
();
...
...
@@ -167,7 +167,7 @@
playerOnFloor
=
result
.
normal
.
y
>
0
;
if
(
!
playerOnFloor
)
{
if
(
!
playerOnFloor
)
{
playerVelocity
.
addScaledVector
(
result
.
normal
,
-
result
.
normal
.
dot
(
playerVelocity
)
);
...
...
@@ -201,29 +201,29 @@
}
function
spheresCollisions
(){
function
spheresCollisions
()
{
for
(
let
i
=
0
;
i
<
spheres
.
length
;
i
++
)
{
for
(
let
i
=
0
;
i
<
spheres
.
length
;
i
++
)
{
le
t
s1
=
spheres
[
i
];
cons
t
s1
=
spheres
[
i
];
for
(
let
j
=
i
+
1
;
j
<
spheres
.
length
;
j
++
)
{
for
(
let
j
=
i
+
1
;
j
<
spheres
.
length
;
j
++
)
{
le
t
s2
=
spheres
[
j
];
cons
t
s2
=
spheres
[
j
];
le
t
d2
=
s1
.
collider
.
center
.
distanceToSquared
(
s2
.
collider
.
center
);
le
t
r
=
s1
.
collider
.
radius
+
s2
.
collider
.
radius
;
le
t
r2
=
r
*
r
;
cons
t
d2
=
s1
.
collider
.
center
.
distanceToSquared
(
s2
.
collider
.
center
);
cons
t
r
=
s1
.
collider
.
radius
+
s2
.
collider
.
radius
;
cons
t
r2
=
r
*
r
;
if
(
d2
<
r2
)
{
if
(
d2
<
r2
)
{
le
t
normal
=
s1
.
collider
.
clone
().
center
.
sub
(
s2
.
collider
.
center
).
normalize
();
le
t
v1
=
normal
.
clone
().
multiplyScalar
(
normal
.
dot
(
s1
.
velocity
)
);
le
t
v2
=
normal
.
clone
().
multiplyScalar
(
normal
.
dot
(
s2
.
velocity
)
);
s1
.
velocity
.
add
(
v2
).
sub
(
v1
);
s2
.
velocity
.
add
(
v1
).
sub
(
v2
);
cons
t
normal
=
s1
.
collider
.
clone
().
center
.
sub
(
s2
.
collider
.
center
).
normalize
();
cons
t
v1
=
normal
.
clone
().
multiplyScalar
(
normal
.
dot
(
s1
.
velocity
)
);
cons
t
v2
=
normal
.
clone
().
multiplyScalar
(
normal
.
dot
(
s2
.
velocity
)
);
s1
.
velocity
.
add
(
v2
).
sub
(
v1
);
s2
.
velocity
.
add
(
v1
).
sub
(
v2
);
var
d
=
(
r
-
Math
.
sqrt
(
d2
)
)
/
2
;
const
d
=
(
r
-
Math
.
sqrt
(
d2
)
)
/
2
;
s1
.
collider
.
center
.
addScaledVector
(
normal
,
d
);
s2
.
collider
.
center
.
addScaledVector
(
normal
,
-
d
);
...
...
@@ -231,6 +231,7 @@
}
}
}
}
...
...
@@ -336,18 +337,24 @@
gltf
.
scene
.
traverse
(
child
=>
{
if
(
child
.
type
===
'
Mesh
'
)
{
if
(
child
.
isMesh
)
{
child
.
castShadow
=
true
;
child
.
receiveShadow
=
true
;
if
(
child
.
material
.
map
)
{
child
.
material
.
map
.
anisotropy
=
8
;
}
}
}
);
animate
();
});
}
);
function
animate
()
{
...
...
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