Files
three.js/examples/webgl_collisions_trigger.html
T
2011-10-06 06:15:03 +02:00

185 lines
4.0 KiB
HTML

<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - collision detection</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 {
font-family: Monospace;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
#oldie {
background-color: #ddd !important
}
#info {
position: absolute;
top: 30px;
left: 10px;
width: 800px;
color: #000000;
padding: 5px;
font-family: Monospace;
font-size: 13px;
text-align: left;
z-index: 100;
}
#options {
position: absolute;
top: 10px;
left: 10px;
width: 800px;
color: #000000;
padding: 5px;
font-family: Monospace;
font-size: 13px;
text-align: left;
z-index: 100;
}
</style>
<script src="../build/Three.js"></script>
<script src="js/RequestAnimationFrame.js"></script>
<script>
var camera, cameraTarget, scene, renderer, info, mouse2d, sun, loader, sphere;
var range = 400, speed = 1, sphereSize = 4;
var cubes = [];
function init() {
container = document.createElement('div');
document.body.appendChild(container);
info = document.getElementById("info");
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 300, 120, 0 );
mouse2d = new THREE.Vector3( 0, 0, 1 );
loader = new THREE.Loader( true );
scene = new THREE.Scene();
sphere = new THREE.Mesh( new THREE.SphereGeometry( sphereSize, 10, 10 ), new THREE.MeshLambertMaterial( { color: 0xff0000 } ) );
scene.add( sphere );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
var ambientLight = new THREE.AmbientLight( 0xdddddd );
scene.add( ambientLight );
sun = new THREE.DirectionalLight( 0xffffff );
sun.position.set( 1, -1, 1 ).normalize();
scene.add( sun );
createObstacles();
container.onmousemove = onDocumentMouseMove;
animate();
}
function createObstacles(){
createCube( 100, 50, 10, new THREE.Vector3(0, 0, 100) );
cameraTarget = createCube( 100, 50, 10, new THREE.Vector3( 0, 0, 200 )) ;
createCube(100, 50, 10, new THREE.Vector3(0, 0, 300));
}
function createCube( sx, sy, sz, p ) {
var cube = new THREE.Mesh( new THREE.CubeGeometry( sx, sy, sz ), new THREE.MeshLambertMaterial( { color: 0x003300 } ) );
cube.position = p;
scene.add( cube );
THREE.Collisions.colliders.push( THREE.CollisionUtils.MeshOBB( cube ) );
cubes.push( cube );
return cube;
}
function onDocumentMouseMove( event ){
event.preventDefault();
mouse2d.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse2d.y = -(event.clientY / window.innerHeight) * 2 + 1;
mouse2d.z = 1;
}
function animate() {
requestAnimationFrame( animate );
sphere.position.z += speed;
if( sphere.position.z > range ) sphere.position.z = 0;
for ( var i = 0; i < cubes.length; i++ ) {
cubes[ i ].materials[ 0 ].color.setHex( 0x003300 );
}
var ray = new THREE.Ray( sphere.position, new THREE.Vector3( 0, 0, 1 ) );
var c = THREE.Collisions.rayCastNearest( ray );
if ( c && c.distance == -1 ) {
info.innerHTML = "Colliding!";
c.mesh.materials[ 0 ].color.setHex( 0xff0000 );
} else if( c && c.distance >= 0 ) {
info.innerHTML = "Approaching @ " + c.distance;
} else {
info.innerHTML = "No collider in sight.";
}
camera.position.x = Math.cos(mouse2d.x * Math.PI) * 300;
camera.position.z = 200 + Math.sin(mouse2d.x * Math.PI) * 300;
camera.lookAt( cameraTarget.position );
renderer.render( scene, camera );
}
function vts(v){
if (!v)
return "undefined<br>";
else
return v.x + " , " + v.y + " , " + v.z + "<br>";
}
</script>
</head>
<body onload="init();">
<div id="info">
</div>
<div id="options">
</div>
</body>
</html>