3D 3D -игровая камера управляет по -разному для всех направленийJavascript

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Anonymous
 3D 3D -игровая камера управляет по -разному для всех направлений

Сообщение Anonymous »

Я сделал эту игру, и когда я смотрю в одном направлении, элементы управления камерой нормальны, но если я заглядываю за собой, то они обратно, и на сторону, это заставляет мою камеру рулон. Я подозреваю, что это потому, что камера только относится к исходному направлению, но я не могу ее исправить. Кто -нибудь может помочь? По какой -то причине он отображает ошибку при переполнении стека, но в другом редакторе работает нормально. Вот мой код: < /p>

Код: Выделить всё





First Person Game with Four Cameras

body { margin: 0; }
canvas { display: block;  }
#minimap {
position: absolute;
top: 10px;
left: 10px;
width: 200px;
height: 200px;
border: 1px solid #000;
background-color: rgba(255, 255, 255, 0.5);
pointer-events: none;
}
#controls {
position: absolute;
top: 10px;
right: 10px;
background: rgba(255, 255, 255, 0.8);
padding: 10px;
border-radius: 5px;
}
#controls label {
display: block;
margin: 10px 0;
}
input[type=range] {
width: 100%;
height: 10px;
-webkit-appearance: none;
appearance: none;
background: #ddd;
border-radius: 5px;
}
input[type=range]::-webkit-slider-thumb {
-webkit-appearance: none;
appearance: none;
width: 20px;
height: 20px;
background: #4CAF50;
border-radius: 50%;
cursor: pointer;
}
input[type=range]::-moz-range-thumb {
width: 20px;
height: 20px;
background: #4CAF50;
border: none;
border-radius: 50%;
cursor: pointer;
}





Field of View: 
Brightness: 
Pause



let scene, renderer;
let moveForward = false, moveBackward = false, moveLeft = false, moveRight = false;
let velocity = new THREE.Vector3();
let direction = new THREE.Vector3();
let canJump = false;
let prevTime = performance.now();
let cubes = [], cubeVelocities = [];
let heldCube = null;
let aiBlock;

const speed = 150.0;
const jumpVelocity = 30.0;
const gravity = 9.8 * 5.0;
const pickUpDistance = 2.0;
const originalCubeScale = 1;
const heldCubeScale = 0.5;
const friction = 0.05;
let pitch = 0, yaw = 0;

// Day/Night cycle variables
let dayTime = 0;
const dayDuration = 10000;
let isPaused = false;

// Define four cameras for North, South, East, West
const cameras = {
north: new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000),
south: new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000),
east: new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000),
west: new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000),
};

// Initial camera positions and rotations
cameras.north.position.set(0, 1.6, -5);
cameras.south.position.set(0, 1.6, 5);
cameras.east.position.set(5, 1.6, 0);
cameras.west.position.set(-5, 1.6, 0);

cameras.north.rotation.set(0, 0, 0);
cameras.south.rotation.set(0, Math.PI, 0);
cameras.east.rotation.set(0, Math.PI / 2, 0);
cameras.west.rotation.set(0, -Math.PI / 2, 0);

// Starting camera direction
let currentCamera = cameras.north;

init();
animate();

function init() {
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

const groundGeometry = new THREE.PlaneGeometry(50, 50);
const groundMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
scene.add(ground);

const cubeGeometry = new THREE.BoxGeometry(1, 1, 1);
const cubeMaterial = new THREE.MeshBasicMaterial({ color: 0x0000ff });
for (let i = 0; i < 3;  i++) {
const cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.set(Math.random() * 30 - 15, 1.6, Math.random() * 30 - 15);
cubes.push(cube);
cubeVelocities.push(new THREE.Vector3());
scene.add(cube);
}

const aiMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 });
aiBlock = new THREE.Mesh(cubeGeometry, aiMaterial);
aiBlock.position.set(Math.random() * 30 - 15, 1.6, Math.random() * 30 - 15);
scene.add(aiBlock);

document.addEventListener('keydown', onKeyDown);
document.addEventListener('keyup', onKeyUp);
document.getElementById('pause').addEventListener('click', togglePause);

document.getElementById('fov').addEventListener('input', (event) => {
for (let cam in cameras) {
cameras[cam].fov = event.target.value;
cameras[cam].updateProjectionMatrix();
}
});
document.getElementById('brightness').addEventListener('input', (event) => {
scene.background = new THREE.Color(`hsl(0, 0%, ${event.target.value * 100}%)`);
});

document.body.addEventListener('click', () => {
document.body.requestPointerLock();
});
document.addEventListener('mousemove', onMouseMove);

window.addEventListener('resize', onWindowResize);
}

function togglePause() {
isPaused = !isPaused;
const controls = document.getElementById('controls');
if (isPaused) {
controls.classList.add('paused');
} else {
controls.classList.remove('paused');
}
}

function onWindowResize() {
for (let cam in cameras) {
cameras[cam].aspect = window.innerWidth / window.innerHeight;
cameras[cam].updateProjectionMatrix();
}
renderer.setSize(window.innerWidth, window.innerHeight);
}

function onKeyDown(event) {
switch (event.code) {
case 'KeyW': moveForward = true; break;
case 'KeyS': moveBackward = true; break;
case 'KeyA': moveLeft = true; break;
case 'KeyD': moveRight = true; break;
case 'Space':
if (canJump) {
velocity.y = jumpVelocity;
canJump = false;
}
break;
case 'KeyF':
pickOrThrowCube();
break;
case 'KeyP':
togglePause();
break;
case 'Digit1':
currentCamera = cameras.north; // Switch to North camera
break;
case 'Digit2':
currentCamera = cameras.south; // Switch to South camera
break;
case 'Digit3':
currentCamera = cameras.east; // Switch to East camera
break;
case 'Digit4':
currentCamera = cameras.west; // Switch to West camera
break;
}
}

function onKeyUp(event) {
switch (event.code) {
case 'KeyW': moveForward = false; break;
case 'KeyS': moveBackward = false; break;
case 'KeyA': moveLeft = false; break;
case 'KeyD': moveRight = false;  break;
}
}

function onMouseMove(event) {
if (document.pointerLockElement) {
const sensitivity = 0.002;

yaw -= event.movementX * sensitivity;
pitch -= event.movementY * sensitivity;
pitch = Math.max(-Math.PI / 2, Math.min(Math.PI / 2, pitch));

// Apply rotation to the current camera
currentCamera.rotation.y = yaw;
currentCamera.rotation.x = pitch;
currentCamera.rotation.z = 0;
}
}

function pickOrThrowCube() {
if (heldCube) {
const throwVelocity = new THREE.Vector3();
currentCamera.getWorldDirection(throwVelocity);
throwVelocity.multiplyScalar(300);
heldCube.position.add(throwVelocity.multiplyScalar(0.04));
cubeVelocities[cubes.indexOf(heldCube)].copy(throwVelocity);
heldCube.scale.set(originalCubeScale, originalCubeScale, originalCubeScale);
heldCube = null;
} else {
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(new THREE.Vector2(0, 0), currentCamera);
const intersects = raycaster.intersectObjects(cubes.concat(aiBlock));

if (intersects.length > 0) {
const intersect = intersects[0];
if (intersect.distance < pickUpDistance) {
heldCube = intersect.object;
cubeVelocities[cubes.indexOf(heldCube)] = new THREE.Vector3();
heldCube.scale.set(heldCubeScale, heldCubeScale, heldCubeScale);
heldCube.position.copy(currentCamera.position).add(currentCamera.getWorldDirection(new THREE.Vector3()).multiplyScalar(1.5));
}
}
}
}

function animate() {
if (!isPaused) {
requestAnimationFrame(animate);

const time = performance.now();
const delta = (time - prevTime) / 1000;

dayTime += delta;
if (dayTime > dayDuration) dayTime = 0;

const brightness = (Math.sin((dayTime / dayDuration) * Math.PI) + 1) / 2;
scene.background = new THREE.Color(`hsl(200, 100%, ${brightness * 100}%)`);

direction.z = Number(moveForward) - Number(moveBackward);
direction.x = Number(moveRight) - Number(moveLeft);
direction.normalize();

velocity.x -= velocity.x * 10.0 * delta;
velocity.z -= velocity.z * 10.0 * delta;
velocity.y -= gravity * delta;

if (moveForward || moveBackward || moveLeft || moveRight) {
const frontDirection = new THREE.Vector3();
currentCamera.getWorldDirection(frontDirection);
frontDirection.y = 0;
frontDirection.normalize();

const rightDirection = new THREE.Vector3();
rightDirection.crossVectors(currentCamera.up, frontDirection).normalize();

frontDirection.multiplyScalar(direction.z * speed * delta);
rightDirection.multiplyScalar(direction.x * speed * delta);

velocity.add(frontDirection).add(rightDirection);
}

currentCamera.position.addScaledVector(velocity, delta);

currentCamera.position.x = Math.max(-24, Math.min(24, currentCamera.position.x));
currentCamera.position.z = Math.max(-24, Math.min(24, currentCamera.position.z));

if (currentCamera.position.y < 1.6) {
velocity.y = 0;
currentCamera.position.y = 1.6;
canJump = true;
}

if (heldCube) {
heldCube.position.copy(currentCamera.position).add(currentCamera.getWorldDirection(new THREE.Vector3()).multiplyScalar(1.5));
}

for (let i = 0; i < cubes.length; i++) {
if (cubes[i] !== heldCube) {
cubeVelocities[i].x *= (1 - friction);
cubeVelocities[i].z *= (1 - friction);
cubeVelocities[i].y -= gravity * delta;
cubes[i].position.addScaledVector(cubeVelocities[i], delta);

if (cubes[i].position.y <  0.5) {
cubes[i].position.y = 0.5;
cubeVelocities[i].y = Math.abs(cubeVelocities[i].y) * 0.2;
}

for (let j = 0; j < cubes.length; j++) {
if (i !== j) {
const distance = cubes[i].position.distanceTo(cubes[j].position);
if (distance < 1.5) {
const collisionDirection = new THREE.Vector3().subVectors(cubes[i].position, cubes[j].position).normalize();
const relativeVelocity = new THREE.Vector3().subVectors(cubeVelocities[i], cubeVelocities[j]);
if (relativeVelocity.dot(collisionDirection) < 0) {
const pushAmount = 0.1;
cubeVelocities[i].add(collisionDirection.clone().multiplyScalar(pushAmount));
cubeVelocities[j].sub(collisionDirection.clone().multiplyScalar(pushAmount));
}
}
}
}
}
}

aiBlock.position.y -= gravity * delta;
aiBlock.position.x += (Math.random() - 0.5) * 0.05;
aiBlock.position.z += (Math.random() - 0.5) * 0.05;

aiBlock.position.x = Math.max(-24, Math.min(24, aiBlock.position.x));
aiBlock.position.z = Math.max(-24, Math.min(24, aiBlock.position.z));
if (aiBlock.position.y < 1.6) {
aiBlock.position.y = 1.6;
}

const playerBox = new THREE.Box3().setFromCenterAndSize(currentCamera.position, new THREE.Vector3(1, 1, 1));
const aiBox = new THREE.Box3().setFromCenterAndSize(aiBlock.position, new THREE.Vector3(1, 1, 1));
if (playerBox.intersectsBox(aiBox)) {
const collisionDirection = new THREE.Vector3().subVectors(currentCamera.position, aiBlock.position).normalize();
velocity.add(collisionDirection.multiplyScalar(10));
aiBlock.position.add(collisionDirection.multiplyScalar(7));
}

renderer.render(scene, currentCamera);
prevTime = time;

updateMiniMap();
}
}

function updateMiniMap() {
const minimap = document.getElementById('minimap');
const ctx = minimap.getContext('2d');
ctx.clearRect(0, 0, minimap.width, minimap.height);

ctx.fillStyle = 'lightgreen';
ctx.fillRect(0, 0, minimap.width, minimap.height);

ctx.fillStyle = 'blue';
const playerX = (currentCamera.position.x + 25) * 4;
const playerZ = (currentCamera.position.z + 25) * 4;
ctx.fillRect(playerX, playerZ, 5, 5);

ctx.fillStyle = 'blue';
cubes.forEach(cube => {
const cubeX = (cube.position.x + 25) * 4;
const cubeZ = (cube.position.z + 25) * 4;
ctx.fillRect(cubeX, cubeZ, 5, 5);
});

ctx.fillStyle = 'red';
const aiX = (aiBlock.position.x + 25) * 4;
const aiZ = (aiBlock.position.z + 25) * 4;
ctx.fillRect(aiX, aiZ, 5, 5);
}





Подробнее здесь: https://stackoverflow.com/questions/794 ... -direction
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