three.js icon indicating copy to clipboard operation
three.js copied to clipboard

Using the games_fps example, there is an exception in my model

Open Jinxishihenian opened this issue 1 year ago • 4 comments

Description

My model, the wall can be snapped as the character jumps and moves forward, the capsule model.

What I know: In the process of my testing, I think it is not the code reason, it may be the problem caused by the model, because I tried to create a face, and in the model software, flip this face to different angles, such as 90 degrees, -90 degrees, -90 degrees is normal, the model can't get stuck to the capsule, but it can't with 90, the capsule will be stuck. I can't confirm exactly what caused it. And in the model that I had a problem with, that wall looked like it was in the model software as well, flat.

Reproduction steps

  1. Open games_fps example.
  2. Replace the model in it with mine.
  3. Control the character to jump and move forward, which has a wall that can lead to the capsule model stuck in the wall.

Code

<!DOCTYPE html>
<html lang="en">
<head>
	<title>three.js - misc - octree collisions</title>
	<meta charset=utf-8 />
	<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
	<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
	Octree threejs demo - basic collisions with static triangle mesh<br />
	MOUSE to look around and to throw balls<br/>
	WASD to move and SPACE to jump
</div>
<div id="container"></div>

<script type="importmap">
	{
		"imports": {
			"three": "../build/three.module.js",
			"three/addons/": "./jsm/"
		}
	}
</script>

<script type="module">

	import * as THREE from 'three';

	import Stats from 'three/addons/libs/stats.module.js';

	import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

	import { Octree } from 'three/addons/math/Octree.js';
	import { OctreeHelper } from 'three/addons/helpers/OctreeHelper.js';

	import { Capsule } from 'three/addons/math/Capsule.js';

	import { GUI } from 'three/addons/libs/lil-gui.module.min.js';

	const clock = new THREE.Clock();

	const scene = new THREE.Scene();
	scene.background = new THREE.Color( 0x88ccee );
	scene.fog = new THREE.Fog( 0x88ccee, 0, 50 );

	const camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 );
	camera.rotation.order = 'YXZ';

	const fillLight1 = new THREE.HemisphereLight( 0x8dc1de, 0x00668d, 1.5 );
	fillLight1.position.set( 2, 1, 1 );
	scene.add( fillLight1 );

	const directionalLight = new THREE.DirectionalLight( 0xffffff, 2.5 );
	directionalLight.position.set( - 5, 25, - 1 );
	directionalLight.castShadow = true;
	directionalLight.shadow.camera.near = 0.01;
	directionalLight.shadow.camera.far = 500;
	directionalLight.shadow.camera.right = 30;
	directionalLight.shadow.camera.left = - 30;
	directionalLight.shadow.camera.top	= 30;
	directionalLight.shadow.camera.bottom = - 30;
	directionalLight.shadow.mapSize.width = 1024;
	directionalLight.shadow.mapSize.height = 1024;
	directionalLight.shadow.radius = 4;
	directionalLight.shadow.bias = - 0.00006;
	scene.add( directionalLight );

	const container = document.getElementById( 'container' );

	const renderer = new THREE.WebGLRenderer( { antialias: true } );
	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth, window.innerHeight );
	renderer.setAnimationLoop( animate );
	renderer.shadowMap.enabled = true;
	renderer.shadowMap.type = THREE.VSMShadowMap;
	renderer.toneMapping = THREE.ACESFilmicToneMapping;
	container.appendChild( renderer.domElement );

	const stats = new Stats();
	stats.domElement.style.position = 'absolute';
	stats.domElement.style.top = '0px';
	container.appendChild( stats.domElement );

	const GRAVITY = 30;

	const NUM_SPHERES = 100;
	const SPHERE_RADIUS = 0.2;

	const STEPS_PER_FRAME = 5;

	const sphereGeometry = new THREE.IcosahedronGeometry( SPHERE_RADIUS, 5 );
	const sphereMaterial = new THREE.MeshLambertMaterial( { color: 0xdede8d } );

	const spheres = [];
	let sphereIdx = 0;

	for ( let i = 0; i < NUM_SPHERES; i ++ ) {

		const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
		sphere.castShadow = true;
		sphere.receiveShadow = true;

		scene.add( sphere );

		spheres.push( {
			mesh: sphere,
			collider: new THREE.Sphere( new THREE.Vector3( 0, - 100, 0 ), SPHERE_RADIUS ),
			velocity: new THREE.Vector3()
		} );

	}

	const worldOctree = new Octree();

	const playerCollider = new Capsule( new THREE.Vector3( 0, 0.35, 0 ), new THREE.Vector3( 0, 1, 0 ), 0.35 );

	const playerVelocity = new THREE.Vector3();
	const playerDirection = new THREE.Vector3();

	let playerOnFloor = false;
	let mouseTime = 0;

	const keyStates = {};

	const vector1 = new THREE.Vector3();
	const vector2 = new THREE.Vector3();
	const vector3 = new THREE.Vector3();

	document.addEventListener( 'keydown', ( event ) => {

		keyStates[ event.code ] = true;

	} );

	document.addEventListener( 'keyup', ( event ) => {

		keyStates[ event.code ] = false;

	} );

	container.addEventListener( 'mousedown', () => {

		document.body.requestPointerLock();

		mouseTime = performance.now();

	} );

	document.addEventListener( 'mouseup', () => {

		if ( document.pointerLockElement !== null ) throwBall();

	} );

	document.body.addEventListener( 'mousemove', ( event ) => {

		if ( document.pointerLockElement === document.body ) {

			camera.rotation.y -= event.movementX / 500;
			camera.rotation.x -= event.movementY / 500;

		}

	} );

	window.addEventListener( 'resize', onWindowResize );

	function onWindowResize() {

		camera.aspect = window.innerWidth / window.innerHeight;
		camera.updateProjectionMatrix();

		renderer.setSize( window.innerWidth, window.innerHeight );

	}

	function throwBall() {

		const sphere = spheres[ sphereIdx ];

		camera.getWorldDirection( playerDirection );

		sphere.collider.center.copy( playerCollider.end ).addScaledVector( playerDirection, playerCollider.radius * 1.5 );

		// throw the ball with more force if we hold the button longer, and if we move forward

		const impulse = 15 + 30 * ( 1 - Math.exp( ( mouseTime - performance.now() ) * 0.001 ) );

		sphere.velocity.copy( playerDirection ).multiplyScalar( impulse );
		sphere.velocity.addScaledVector( playerVelocity, 2 );

		sphereIdx = ( sphereIdx + 1 ) % spheres.length;

	}

	function playerCollisions() {

		const result = worldOctree.capsuleIntersect( playerCollider );

		playerOnFloor = false;

		if ( result ) {

			playerOnFloor = result.normal.y > 0;

			if ( ! playerOnFloor ) {

				playerVelocity.addScaledVector( result.normal, - result.normal.dot( playerVelocity ) );

			}

			if ( result.depth >= 1e-10 ) {

				playerCollider.translate( result.normal.multiplyScalar( result.depth ) );

			}

		}

	}

	function updatePlayer( deltaTime ) {

		let damping = Math.exp( - 4 * deltaTime ) - 1;

		if ( ! playerOnFloor ) {

			playerVelocity.y -= GRAVITY * deltaTime;

			// small air resistance
			damping *= 0.1;

		}

		playerVelocity.addScaledVector( playerVelocity, damping );

		const deltaPosition = playerVelocity.clone().multiplyScalar( deltaTime );
		playerCollider.translate( deltaPosition );

		playerCollisions();

		camera.position.copy( playerCollider.end );

	}

	function playerSphereCollision( sphere ) {

		const center = vector1.addVectors( playerCollider.start, playerCollider.end ).multiplyScalar( 0.5 );

		const sphere_center = sphere.collider.center;

		const r = playerCollider.radius + sphere.collider.radius;
		const r2 = r * r;

		// approximation: player = 3 spheres

		for ( const point of [ playerCollider.start, playerCollider.end, center ] ) {

			const d2 = point.distanceToSquared( sphere_center );

			if ( d2 < r2 ) {

				const normal = vector1.subVectors( point, sphere_center ).normalize();
				const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( playerVelocity ) );
				const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( sphere.velocity ) );

				playerVelocity.add( v2 ).sub( v1 );
				sphere.velocity.add( v1 ).sub( v2 );

				const d = ( r - Math.sqrt( d2 ) ) / 2;
				sphere_center.addScaledVector( normal, - d );

			}

		}

	}

	function spheresCollisions() {

		for ( let i = 0, length = spheres.length; i < length; i ++ ) {

			const s1 = spheres[ i ];

			for ( let j = i + 1; j < length; j ++ ) {

				const s2 = spheres[ j ];

				const d2 = s1.collider.center.distanceToSquared( s2.collider.center );
				const r = s1.collider.radius + s2.collider.radius;
				const r2 = r * r;

				if ( d2 < r2 ) {

					const normal = vector1.subVectors( s1.collider.center, s2.collider.center ).normalize();
					const v1 = vector2.copy( normal ).multiplyScalar( normal.dot( s1.velocity ) );
					const v2 = vector3.copy( normal ).multiplyScalar( normal.dot( s2.velocity ) );

					s1.velocity.add( v2 ).sub( v1 );
					s2.velocity.add( v1 ).sub( v2 );

					const d = ( r - Math.sqrt( d2 ) ) / 2;

					s1.collider.center.addScaledVector( normal, d );
					s2.collider.center.addScaledVector( normal, - d );

				}

			}

		}

	}

	function updateSpheres( deltaTime ) {

		spheres.forEach( sphere => {

			sphere.collider.center.addScaledVector( sphere.velocity, deltaTime );

			const result = worldOctree.sphereIntersect( sphere.collider );

			if ( result ) {

				sphere.velocity.addScaledVector( result.normal, - result.normal.dot( sphere.velocity ) * 1.5 );
				sphere.collider.center.add( result.normal.multiplyScalar( result.depth ) );

			} else {

				sphere.velocity.y -= GRAVITY * deltaTime;

			}

			const damping = Math.exp( - 1.5 * deltaTime ) - 1;
			sphere.velocity.addScaledVector( sphere.velocity, damping );

			playerSphereCollision( sphere );

		} );

		spheresCollisions();

		for ( const sphere of spheres ) {

			sphere.mesh.position.copy( sphere.collider.center );

		}

	}

	function getForwardVector() {

		camera.getWorldDirection( playerDirection );
		playerDirection.y = 0;
		playerDirection.normalize();

		return playerDirection;

	}

	function getSideVector() {

		camera.getWorldDirection( playerDirection );
		playerDirection.y = 0;
		playerDirection.normalize();
		playerDirection.cross( camera.up );

		return playerDirection;

	}

	function controls( deltaTime ) {

		// gives a bit of air control
		const speedDelta = deltaTime * ( playerOnFloor ? 25 : 8 );

		if ( keyStates[ 'KeyW' ] ) {

			playerVelocity.add( getForwardVector().multiplyScalar( speedDelta ) );

		}

		if ( keyStates[ 'KeyS' ] ) {

			playerVelocity.add( getForwardVector().multiplyScalar( - speedDelta ) );

		}

		if ( keyStates[ 'KeyA' ] ) {

			playerVelocity.add( getSideVector().multiplyScalar( - speedDelta ) );

		}

		if ( keyStates[ 'KeyD' ] ) {

			playerVelocity.add( getSideVector().multiplyScalar( speedDelta ) );

		}

		if ( playerOnFloor ) {

			if ( keyStates[ 'Space' ] ) {

				playerVelocity.y = 3;

			}

		}

	}

	const loader = new GLTFLoader().setPath( './models/gltf/' );

	loader.load( 'bug.glb', ( gltf ) => {

		scene.add( gltf.scene );

		worldOctree.fromGraphNode( gltf.scene );

		gltf.scene.traverse( child => {

			if ( child.isMesh ) {

				child.castShadow = true;
				child.receiveShadow = true;

				if ( child.material.map ) {

					child.material.map.anisotropy = 4;

				}

			}

		} );

		const helper = new OctreeHelper( worldOctree );
		helper.visible = false;
		scene.add( helper );

		const gui = new GUI( { width: 200 } );
		gui.add( { debug: false }, 'debug' )
			.onChange( function ( value ) {

				helper.visible = value;

			} );

	} );

	function teleportPlayerIfOob() {

		if ( camera.position.y <= - 25 ) {

			playerCollider.start.set( 0, 0.35, 0 );
			playerCollider.end.set( 0, 1, 0 );
			playerCollider.radius = 0.35;
			camera.position.copy( playerCollider.end );
			camera.rotation.set( 0, 0, 0 );

		}

	}


	function animate() {

		const deltaTime = Math.min( 0.05, clock.getDelta() ) / STEPS_PER_FRAME;

		// we look for collisions in substeps to mitigate the risk of
		// an object traversing another too quickly for detection.

		for ( let i = 0; i < STEPS_PER_FRAME; i ++ ) {

			controls( deltaTime );

			updatePlayer( deltaTime );

			updateSpheres( deltaTime );

			teleportPlayerIfOob();

		}

		renderer.render( scene, camera );

		stats.update();

	}

</script>
</body>
</html>

bug.zip

Live example

Not yet

Screenshots

Unusual walls 企业微信截图_17220407132428

Version

0.166.1

Device

Desktop

Browser

Chrome

OS

Windows

Jinxishihenian avatar Jul 27 '24 00:07 Jinxishihenian

My model, the wall can be snapped as the character jumps and moves forward, the capsule model.

Your description of the problem isn't clear. Please provide a video showing what behavior you think is incorrect.

gkjohnson avatar Jul 30 '24 08:07 gkjohnson

There is a wall of characters to walk up to, and the above code I provided reproduces this step, and there is a corresponding glb file

https://github.com/user-attachments/assets/9819d62d-024e-4b07-a70f-9e9c0c8be33d

Jinxishihenian avatar Jul 31 '24 03:07 Jinxishihenian

I can reproduce the glitch in games_fps by replacing just the asset like described by the OP.

However, I had no chance so far to look closer at the issue.

Mugen87 avatar Jul 31 '24 07:07 Mugen87

It's okay, I have a backup plan for this

Jinxishihenian avatar Jul 31 '24 09:07 Jinxishihenian