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<!DOCTYPE html
>
<
html
lang
="
en
"
>
<
head
>
<
title
>
three.js - pointerlock controls
</
title
>
<
meta
charset
="
utf-8
"
>
<
meta
name
="
viewport
"
content
="
width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0
"
>
<
meta
property
="
og:title
"
content
="
three.js - pointerlock controls
"
>
<
meta
property
="
og:type
"
content
="
website
"
>
<
meta
property
="
og:url
"
content
="
https://threejs.org/examples/misc_controls_pointerlock.html
"
>
<
meta
property
="
og:image
"
content
="
https://threejs.org/examples/screenshots/misc_controls_pointerlock.jpg
"
>
<
link
type
="
text/css
"
rel
="
stylesheet
"
href
="
main.css
"
>
<
style
>
#
blocker
{
position
:
absolute;
width
:
100
%
;
height
:
100
%
;
background-color
:
rgba
(
0
,
0
,
0
,
0.5
);
}
#
instructions
{
width
:
100
%
;
height
:
100
%
;
display
:
flex;
flex-direction
:
column;
justify-content
:
center;
align-items
:
center;
text-align
:
center;
font-size
:
14
px
;
cursor
:
pointer;
}
</
style
>
</
head
>
<
body
>
<
div
id
="
blocker
"
>
<
div
id
="
instructions
"
>
<
p
style
="
font-size:36px
"
>
Click to play
</
p
>
<
p
>
Move: WASD
<
br
/>
Jump: SPACE
<
br
/>
Look: MOUSE
</
p
>
</
div
>
</
div
>
<
script
type
="
importmap
"
>
{
"imports"
:
{
"three"
:
"../build/three.module.js"
,
"three/addons/"
:
"./jsm/"
}
}
</
script
>
<
script
type
="
module
"
>
import
*
as
THREE
from
'three'
;
import
{
PointerLockControls
}
from
'three/addons/controls/PointerLockControls.js'
;
let
camera
,
scene
,
renderer
,
controls
;
const
objects
=
[
]
;
let
raycaster
;
let
moveForward
=
false
;
let
moveBackward
=
false
;
let
moveLeft
=
false
;
let
moveRight
=
false
;
let
canJump
=
false
;
let
prevTime
=
performance
.
now
(
)
;
const
velocity
=
new
THREE
.
Vector3
(
)
;
const
direction
=
new
THREE
.
Vector3
(
)
;
const
vertex
=
new
THREE
.
Vector3
(
)
;
const
color
=
new
THREE
.
Color
(
)
;
init
(
)
;
function
init
(
)
{
camera
=
new
THREE
.
PerspectiveCamera
(
75
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
1000
)
;
camera
.
position
.
y
=
10
;
scene
=
new
THREE
.
Scene
(
)
;
scene
.
background
=
new
THREE
.
Color
(
0xffffff
)
;
scene
.
fog
=
new
THREE
.
Fog
(
0xffffff
,
0
,
750
)
;
const
light
=
new
THREE
.
HemisphereLight
(
0xeeeeff
,
0x777788
,
2.5
)
;
light
.
position
.
set
(
0.5
,
1
,
0.75
)
;
scene
.
add
(
light
)
;
controls
=
new
PointerLockControls
(
camera
,
document
.
body
)
;
const
blocker
=
document
.
getElementById
(
'blocker'
)
;
const
instructions
=
document
.
getElementById
(
'instructions'
)
;
instructions
.
addEventListener
(
'click'
,
function
(
)
{
controls
.
lock
(
)
;
}
)
;
controls
.
addEventListener
(
'lock'
,
function
(
)
{
instructions
.
style
.
display
=
'none'
;
blocker
.
style
.
display
=
'none'
;
}
)
;
controls
.
addEventListener
(
'unlock'
,
function
(
)
{
blocker
.
style
.
display
=
'block'
;
instructions
.
style
.
display
=
''
;
}
)
;
scene
.
add
(
controls
.
object
)
;
const
onKeyDown
=
function
(
event
)
{
switch
(
event
.
code
)
{
case
'ArrowUp'
:
case
'KeyW'
:
moveForward
=
true
;
break
;
case
'ArrowLeft'
:
case
'KeyA'
:
moveLeft
=
true
;
break
;
case
'ArrowDown'
:
case
'KeyS'
:
moveBackward
=
true
;
break
;
case
'ArrowRight'
:
case
'KeyD'
:
moveRight
=
true
;
break
;
case
'Space'
:
if
(
canJump
===
true
)
velocity
.
y
+=
350
;
canJump
=
false
;
break
;
}
}
;
const
onKeyUp
=
function
(
event
)
{
switch
(
event
.
code
)
{
case
'ArrowUp'
:
case
'KeyW'
:
moveForward
=
false
;
break
;
case
'ArrowLeft'
:
case
'KeyA'
:
moveLeft
=
false
;
break
;
case
'ArrowDown'
:
case
'KeyS'
:
moveBackward
=
false
;
break
;
case
'ArrowRight'
:
case
'KeyD'
:
moveRight
=
false
;
break
;
}
}
;
document
.
addEventListener
(
'keydown'
,
onKeyDown
)
;
document
.
addEventListener
(
'keyup'
,
onKeyUp
)
;
raycaster
=
new
THREE
.
Raycaster
(
new
THREE
.
Vector3
(
)
,
new
THREE
.
Vector3
(
0
,
-
1
,
0
)
,
0
,
10
)
;
// floor
let
floorGeometry
=
new
THREE
.
PlaneGeometry
(
2000
,
2000
,
100
,
100
)
;
floorGeometry
.
rotateX
(
-
Math
.
PI
/
2
)
;
// vertex displacement
let
position
=
floorGeometry
.
attributes
.
position
;
for
(
let
i
=
0
,
l
=
position
.
count
;
i
<
l
;
i
++
)
{
vertex
.
fromBufferAttribute
(
position
,
i
)
;
vertex
.
x
+=
Math
.
random
(
)
*
20
-
10
;
vertex
.
y
+=
Math
.
random
(
)
*
2
;
vertex
.
z
+=
Math
.
random
(
)
*
20
-
10
;
position
.
setXYZ
(
i
,
vertex
.
x
,
vertex
.
y
,
vertex
.
z
)
;
}
floorGeometry
=
floorGeometry
.
toNonIndexed
(
)
;
// ensure each face has unique vertices
position
=
floorGeometry
.
attributes
.
position
;
const
colorsFloor
=
[
]
;
for
(
let
i
=
0
,
l
=
position
.
count
;
i
<
l
;
i
++
)
{
color
.
setHSL
(
Math
.
random
(
)
*
0.3
+
0.5
,
0.75
,
Math
.
random
(
)
*
0.25
+
0.75
,
THREE
.
SRGBColorSpace
)
;
colorsFloor
.
push
(
color
.
r
,
color
.
g
,
color
.
b
)
;
}
floorGeometry
.
setAttribute
(
'color'
,
new
THREE
.
Float32BufferAttribute
(
colorsFloor
,
3
)
)
;
const
floorMaterial
=
new
THREE
.
MeshBasicMaterial
(
{
vertexColors
:
true
}
)
;
const
floor
=
new
THREE
.
Mesh
(
floorGeometry
,
floorMaterial
)
;
scene
.
add
(
floor
)
;
// objects
const
boxGeometry
=
new
THREE
.
BoxGeometry
(
20
,
20
,
20
)
.
toNonIndexed
(
)
;
position
=
boxGeometry
.
attributes
.
position
;
const
colorsBox
=
[
]
;
for
(
let
i
=
0
,
l
=
position
.
count
;
i
<
l
;
i
++
)
{
color
.
setHSL
(
Math
.
random
(
)
*
0.3
+
0.5
,
0.75
,
Math
.
random
(
)
*
0.25
+
0.75
,
THREE
.
SRGBColorSpace
)
;
colorsBox
.
push
(
color
.
r
,
color
.
g
,
color
.
b
)
;
}
boxGeometry
.
setAttribute
(
'color'
,
new
THREE
.
Float32BufferAttribute
(
colorsBox
,
3
)
)
;
for
(
let
i
=
0
;
i
<
500
;
i
++
)
{
const
boxMaterial
=
new
THREE
.
MeshPhongMaterial
(
{
specular
:
0xffffff
,
flatShading
:
true
,
vertexColors
:
true
}
)
;
boxMaterial
.
color
.
setHSL
(
Math
.
random
(
)
*
0.2
+
0.5
,
0.75
,
Math
.
random
(
)
*
0.25
+
0.75
,
THREE
.
SRGBColorSpace
)
;
const
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
)
;
}
//
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
)
;
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
)
;
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
)
;
renderer
.
setAnimationLoop
(
animate
)
;
document
.
body
.
appendChild
(
renderer
.
domElement
)
;
//
window
.
addEventListener
(
'resize'
,
onWindowResize
)
;
}
function
onWindowResize
(
)
{
camera
.
aspect
=
window
.
innerWidth
/
window
.
innerHeight
;
camera
.
updateProjectionMatrix
(
)
;
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
)
;
}
function
animate
(
)
{
const
time
=
performance
.
now
(
)
;
if
(
controls
.
isLocked
===
true
)
{
raycaster
.
ray
.
origin
.
copy
(
controls
.
object
.
position
)
;
raycaster
.
ray
.
origin
.
y
-=
10
;
const
intersections
=
raycaster
.
intersectObjects
(
objects
,
false
)
;
const
onObject
=
intersections
.
length
>
0
;
const
delta
=
(
time
-
prevTime
)
/
1000
;
velocity
.
x
-=
velocity
.
x
*
10.0
*
delta
;
velocity
.
z
-=
velocity
.
z
*
10.0
*
delta
;
velocity
.
y
-=
9.8
*
100.0
*
delta
;
// 100.0 = mass
direction
.
z
=
Number
(
moveForward
)
-
Number
(
moveBackward
)
;
direction
.
x
=
Number
(
moveRight
)
-
Number
(
moveLeft
)
;
direction
.
normalize
(
)
;
// this ensures consistent movements in all directions
if
(
moveForward
||
moveBackward
)
velocity
.
z
-=
direction
.
z
*
400.0
*
delta
;
if
(
moveLeft
||
moveRight
)
velocity
.
x
-=
direction
.
x
*
400.0
*
delta
;
if
(
onObject
===
true
)
{
velocity
.
y
=
Math
.
max
(
0
,
velocity
.
y
)
;
canJump
=
true
;
}
controls
.
moveRight
(
-
velocity
.
x
*
delta
)
;
controls
.
moveForward
(
-
velocity
.
z
*
delta
)
;
controls
.
object
.
position
.
y
+=
(
velocity
.
y
*
delta
)
;
// new behavior
if
(
controls
.
object
.
position
.
y
<
10
)
{
velocity
.
y
=
0
;
controls
.
object
.
position
.
y
=
10
;
canJump
=
true
;
}
}
prevTime
=
time
;
renderer
.
render
(
scene
,
camera
)
;
}
</
script
>
</
body
>
</
html
>
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