three实现控制人物在三维场景爬楼梯效果代码
代码语言:html
所属分类:三维
代码描述:three实现控制人物在三维场景爬楼梯效果代码,按住键盘方向键或wasd键进行前后左右移动。
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Soldier Model Control</title> <style> body { margin: 0; } canvas { display: block; } </style> </head> <body> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.133.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/GLTFLoader.133.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/OrbitControls.133.js"></script> <script> let scene, camera, renderer, soldier, mixer, clock; let moveForward = false, moveBackward = false, moveLeft = false, moveRight = false; let controls; let idleAction, walkAction; let jump = false; let velocity = new THREE.Vector3(); const gravity = -0.1; const groundY = 0; const stepHeight = 1; const stepCount = 166; init(); animate(); function init() { scene = new THREE.Scene(); scene.background = new THREE.Color(0x87CEEB); // Sky blue background camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); camera.position.set(0, 5, 10); camera.lookAt(0, 0, 0); renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight); renderer.shadowMap.enabled = true; // Enable shadow mapping document.body.appendChild(renderer.domElement); const ambientLight = new THREE.AmbientLight(0xffffff, 1.5); scene.add(ambientLight); const directionalLight = new THREE.DirectionalLight(0xffffff, 1.5); directionalLight.position.set(0, 6, 2); directionalLight.castShadow = true; // Enable shadow casting directionalLight.shadow.mapSize.width = 1024; directionalLight.shadow.mapSize.height = 1024; directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 500; scene.add(directionalLight); clock = new THREE.Clock(); // Load Soldier model const loader = new THREE.GLTFLoader(); loader.load('https://threejs.org/examples/models/gltf/Soldier.glb', (gltf) => { soldier = gltf.scene; soldier.traverse((child) => { if (child.isMesh) { child.castShadow = true; // Enable shadow casting for soldier } }); scene.add(soldier); mixer = new THREE.AnimationMixer(soldier); const animations = gltf.animations; idleAction = mixer.clipAction(animations[0]); walkAction = mixer.clipAction(animations[1]); idleAction.play(); // Set up controls document.addEventListener('keydown', onKeyDown); document.addEventListener('keyup', onKeyUp); }); // Ground const groundGeometry = new THREE.PlaneGeometry(100, 100); const groundMaterial = new THREE.MeshStandardMaterial({ color: 0xcccccc }); const ground = new THREE.Mesh(groundGeometry, groundMaterial); ground.rotation.x = -Math.PI / 2; ground.receiveShadow = true; // Enable shadow receiving for ground scene.add(ground); // Stairs const stairGeometry = new THREE.BoxGeometry(5, 0.5, 1); const stairMaterial = new THREE.MeshStandardMaterial({ color: 0x777777 }); for (let i = 0; i < stepCount; i++) { const stair = new THREE.Mesh(stairGeometry, stairMaterial); stair.position.set(0, i * 0.5 + 0.25, -3+i * -1); stair.castShadow = true; // Enable shadow casting for stairs scene.add(stair); } // OrbitControls for mouse interaction controls = new THREE.OrbitControls(camera, renderer.domElement); controls.target.set(0, 1, 0); controls.update(); } function onKeyDown(event) { switch (event.code) { case 'ArrowUp': .........完整代码请登录后点击上方下载按钮下载查看
网友评论0