简单碰撞检测 · Simple Coll · ▶ 在线运行案例
案例合集: 三维可视化功能案例(threehub.cn)
开源仓库github地址: https://github.com/z2586300277/three-cesium-examples
**400个案例代码: ** 网盘链接

你将学到什么
- onBeforeCompile 注入 GLSL 改造内置材质
- OrbitControls 相机轨道交互
- 场景雾效增强纵深
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 简单碰撞检测 效果:Bounding volume hierarchy (BVH)即层次包围体,,在BVH中,所有的几何物体都会被包在bounding volume的叶子节点里面,;核心用到 onBeforeCompile、OrbitControls、场景雾效增强纵深。建议先打开文首在线案例查看动态画面,再对照下方源码逐步理解。
核心概念
- Scene / Camera / WebGLRenderer 构成最小渲染闭环;大场景可开
logarithmicDepthBuffer缓解 Z-fighting。 - onBeforeCompile 在 Three 拼好内置 shader 后替换
#include <xxx>片段,适合在 PBR 材质上叠加大屏特效。 - OrbitControls 提供轨道旋转/缩放;开启
enableDamping后需在 animate 中controls.update()。
实现步骤
- 搭建灯光与环境(如有)
- requestAnimationFrame 循环 update + render
代码要点
import { Scene, Fog, Color, PerspectiveCamera, WebGLRenderer, DirectionalLight, AmbientLight, PlaneGeometry, MeshLambertMaterial, Mesh, GridHelper, Vector2, Line3, MeshStandardMaterial, Vector3, Box3, Matrix4, Clock, CapsuleGeometry, Box3Helper, } from "three";
import { OrbitControls } from "three/examples/jsm/Addons.js";
let scene, terrain, camera, controls, clock, renderer;
// 碰撞参数/三维世界参数
const params = {
firstPerson: false,
displayCollider: false,
displayBVH: false,
visualizeDepth: 10,
gravity: -30,
playerSpeed: 10,
// 步长
physicsSteps: 5,
};
// 分数布朗运动 用于生成随机地形
let fbm = `
// https://github.com/yiwenl/glsl-fbm/blob/master/3d.glsl
#define NUM_OCTAVES 6
float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}
float noise(vec3 p){
vec3 a = floor(p);
vec3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
vec4 k1 = perm(b.xyxy);
vec4 k2 = perm(k1.xyxy + b.zzww);
vec4 c = k2 + a.zzzz;
vec4 k3 = perm(c);
vec4 k4 = perm(c + 1.0);
vec4 o1 = fract(k3 * (1.0 / 41.0));
vec4 o2 = fract(k4 * (1.0 / 41.0));
vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
float fbm(vec3 x) {
float v = 0.0;
float a = 0.5;
vec3 shift = vec3(100);
for (int i = 0; i < NUM_OCTAVES; ++i) {
v += a * noise(x);
x = x * 2.0 + shift;
a *= 0.5;
}
return v;
}
`;
let globalUniforms = {
time: { value: 0 },
};
// 监听键盘初始值
let fwdPressed = false, bkdPressed = false, lftPressed = false, rgtPressed = false;
// player的速度 x,y,z三个方向上
let playerVelocity = new Vector3();
// 初始位置不在ground上
let playerIsOnGround = false;
let upVector = new Vector3(0, 1, 0);
let tempVector = new Vector3();
let tempVector2 = new Vector3();
let tempBox = new Box3();
let tempMat = new Matrix4();
let tempSegment = new Line3();
let init_scene = () => {
scene = new Scene();
scene.background = new Color(0.5, 1, 0.875);
scene.fog = new Fog(scene.background, 20, 45);
camera = new PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
let vHeight = 3;
camera.position.set(30, vHeight + 2, 20).setLength(15);
renderer = new WebGLRenderer({ antialias: true });
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", () => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
});
controls = new OrbitControls(camera, renderer.domElement);
controls.target.set(0, vHeight, 0);
controls.update();
// controls.minPolarAngle = Math.PI * 0.4;
// controls.maxPolarAngle = Math.PI * 0.5;
// controls.minDistance = 10;
// controls.maxDistance = 20;
controls.enableDamping = true;
// controls.enablePan = false;
let light = new DirectionalLight(0xffffff, 0.25);
light.position.setScalar(1);
scene.add(light, new AmbientLight(0xffffff, 0.75));
clock = new Clock();
// 键盘监听
window.addEventListener("keydown", function (e) {
switch (e.code) {
case "KeyW":
fwdPressed = true;
break;
case "KeyS":
bkdPressed = true;
break;
case "KeyD":
rgtPressed = true;
break;
case "KeyA":
lftPressed = true;
break;
case "Space":
if (playerIsOnGround) {
playerVelocity.y = 10.0;
playerIsOnGround = false;
}
break;
}
});
window.addEventListener("keyup", function (e) {
switch (e.code) {
case "KeyW":
fwdPressed = false;
break;
case "KeyS":
bkdPressed = false;
break;
case "KeyD":
rgtPressed = false;
break;
case "KeyA":
lftPressed = false;
break;
}
});
};
import { computeBoundsTree, MeshBVHHelper } from "three-mesh-bvh";
const add_helper = () => {
const grid = new GridHelper(50, 50);
scene.add(grid);
const bvh_helper = new MeshBVHHelper(terrain, params.visualizeDepth);
scene.add(bvh_helper);
};
import { ImprovedNoise } from "three/examples/jsm/Addons.js";
import { MeshBVH, acceleratedRaycast } from "three-mesh-bvh";
// 启用 BVH 加速光线投射功能
Mesh.prototype.raycast = acceleratedRaycast;
const load_collision_environment = () => {
var _a, _b;
let perlin = new ImprovedNoise();
let plane = new PlaneGeometry(50, 50, 500, 500);
plane.rotateX(-Math.PI / 2);
let { position } = plane.attributes;
let uv = plane.attributes.uv;
let v2 = new Vector2();
for (let i = 0; i < position.count; i++) {
v2.fromBufferAttribute(uv, i).multiplyScalar(15);
let n = perlin.noise(v2.x, v2.y, 0.314);
n = Math.abs(n);
n = Math.pow(n, 3);
position.setY(i, Math.min(n * 35, 10));
}
plane.computeVertexNormals();
let material = new MeshLambertMaterial({
color: 0xface8d,
// wireframe:true
});
material.onBeforeCompile = (shader) => {
shader.uniforms.time = globalUniforms.time;
shader.vertexShader = `
varying vec3 vPos;
${shader.vertexShader}
`.replace(`#include <begin_vertex>`, `#include <begin_vertex>
vPos = position;`);
shader.fragmentShader = `
#define ss(a,b,c) smoothstep(a,b,c)
uniform float time;
varying vec3 vPos;
${fbm}
${shader.fragmentShader}
`
.replace(`vec4 diffuseColor = vec4( diffuse, opacity );`, `
vec3 col = diffuse;
float d = noise(vPos * vec3(0.05, 1, 0.05));
col = mix(col + 0.2, vec3(1, 0.2, 0.01), d);
vec3 strokePos = vPos * vec3(0.1, 3., 0.1);
d = fbm(strokePos);
float e = fwidth(strokePos.y);
col = mix(col * (0.5 + 0.5 * ss(2., 8., vPos.y)), col, ss(0.4 - e, 0.4, abs(d)));
col = mix(diffuse + 0.1, col, ss(0.5, 1.5, vPos.y));
// wind
float dw = noise(vec3(vPos.x, vPos.y, vPos.z + time) * vec3(0.1, 10, 0.1));
d = ss(0.1, 0., abs(dw));
d = max(d, ss(1., 0., abs(dw)));
d = max(d, pow(abs(noise(vPos - vec3(0, 0, time))), 1.));
d *= smoothstep(2., -0.5, abs(vPos.y));
col = mix(col, diffuse + 0.25, d);
vec4 diffuseColor = vec4( col, opacity );
`)
.replace(`#include <dithering_fragment>`, `
gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0.5, 1, 0.875), pow(ss(7., 10., vPos.y), 0.5));
`);
};
terrain = new Mesh(plane, material);
terrain.geometry.computeBoundsTree = computeBoundsTree;
(_b = (_a = terrain.geometry).computeBoundsTree) === null || _b === void 0 ? void 0 : _b.call(_a);
// terrain.geometry.computeBoundingBox();
// if (terrain.geometry.boundingBox) {
// addBoxHelper(terrain.geometry.boundingBox);
// }
scene.add(terrain);
ready = true;
};
let player;
const add_player = () => {
player = new Mesh(new CapsuleGeometry(0.3, 0.3, 4, 8), new MeshStandardMaterial());
// player.geometry.translate(0, 0, 0);
// 胶囊体信息
player.userData.capsuleInfo = {
radius: 0.5,
segment: new Line3(new Vector3(), new Vector3(0, -0.5, 0.0)),
};
player.castShadow = true;
player.receiveShadow = true;
player.userData.boundsTree = new MeshBVH(player.geometry);
if (!Array.isArray(player.material)) {
player.material.shadowSide = 2;
}
scene.add(player);
};
// 地形碰撞环境
/**
* Bounding volume hierarchy (BVH)即层次包围体,
* 在BVH中,所有的几何物体都会被包在bounding volume的叶子节点里面,
* bounding volume外面继续包着一个更大的bounding volume,
* 递归地包裹下去,最终形成的根节点会包裹着整个场景。
*/
const addBoxHelper = (box) => {
const helper = new Box3Helper(box);
scene.add(helper);
};
// 检测碰撞
let ready, bvh_tree;
const detect_collision = () => {
bvh_tree = terrain.geometry.boundsTree;
player.geometry.computeBoundingBox();
// adjust player position based on collisions
const capsuleInfo = player.userData.capsuleInfo;
tempBox.makeEmpty();
tempMat.copy(terrain.matrixWorld).invert();
tempSegment.copy(capsuleInfo.segment);
// get the position of the capsule in the local space of the collider
tempSegment.start.applyMatrix4(player.matrixWorld).applyMatrix4(tempMat);
tempSegment.end.applyMatrix4(player.matrixWorld).applyMatrix4(tempMat);
// get the axis aligned bounding box of the capsule
tempBox.expandByPoint(tempSegment.start);
tempBox.expandByPoint(tempSegment.end);
tempBox.min.addScalar(-capsuleInfo.radius);
tempBox.max.addScalar(capsuleInfo.radius);
addBoxHelper(tempBox);
bvh_tree.shapecast({
intersectsBounds: (box) => box.intersectsBox(tempBox),
intersectsTriangle: (tri) => {
// check if the triangle is intersecting the capsule and adjust the
// capsule position if it is.
const triPoint = tempVector;
const capsulePoint = tempVector2;
const distance = tri.closestPointToSegment(tempSegment, triPoint, capsulePoint);
if (distance < capsuleInfo.radius) {
const depth = capsuleInfo.radius - distance;
const direction = capsulePoint.sub(triPoint).normalize();
tempSegment.start.addScaledVector(direction, depth);
tempSegment.end.addScaledVector(direction, depth);
}
},
});
};
function reset() {
playerVelocity.set(0, 0, 0);
player.position.set(0, 15, 0);
camera.position.sub(controls.target);
controls.target.copy(player.position);
camera.position.add(player.position);
controls.update();
}
// 渲染器
const render = () => {
requestAnimationFrame(render);
const delta = Math.min(clock.getDelta(), 0.1);
const physicsSteps = params.physicsSteps;
if (ready) {
for (let i = 0; i < physicsSteps; i++) {
update_player(delta / physicsSteps);
}
}
controls.update();
renderer.render(scene, camera);
};
// 控制器
function update_player(delta) {
// player是否在地面上
if (playerIsOnGround) {
// 在 y方向速度
playerVelocity.y = delta * params.gravity;
}
else {
// 不在 y方向速度
playerVelocity.y += delta * params.gravity;
}
// 更新位置
player.position.addScaledVector(playerVelocity, delta);
// move the player
// 当前的水平旋转角度
const angle = controls.getAzimuthalAngle();
if (fwdPressed) {
// tempVector:行进方向
tempVector.set(0, 0, -1).applyAxisAngle(upVector, angle);
player.position.addScaledVector(tempVector, params.playerSpeed * delta);
}
if (bkdPressed) {
tempVector.set(0, 0, 1).applyAxisAngle(upVector, angle);
player.position.addScaledVector(tempVector, params.playerSpeed * delta);
}
if (lftPressed) {
tempVector.set(-1, 0, 0).applyAxisAngle(upVector, angle);
player.position.addScaledVector(tempVector, params.playerSpeed * delta);
}
if (rgtPressed) {
tempVector.set(1, 0, 0).applyAxisAngle(upVector, angle);
player.position.addScaledVector(tempVector, params.playerSpeed * delta);
}
player.updateMatrixWorld();
detect_collision();
// get the adjusted position of the capsule collider in world space after checking
// triangle collisions and moving it. capsuleInfo.segment.start is assumed to be
// the origin of the player model.
const newPosition = tempVector;
newPosition.copy(tempSegment.start).applyMatrix4(terrain.matrixWorld);
// check how much the collider was moved
const deltaVector = tempVector2;
deltaVector.subVectors(newPosition, player.position);
// if the player was primarily adjusted vertically we assume it's on something we should consider ground
playerIsOnGround = deltaVector.y > Math.abs(delta * playerVelocity.y * 0.25);
const offset = Math.max(0.0, deltaVector.length() - 1e-5);
deltaVector.normalize().multiplyScalar(offset);
// adjust the player model
player.position.add(deltaVector);
if (!playerIsOnGround) {
deltaVector.normalize();
playerVelocity.addScaledVector(deltaVector, -deltaVector.dot(playerVelocity));
}
else {
playerVelocity.set(0, 0, 0);
}
// 掉下去了
if (player.position.y < -25) {
reset();
}
}
init_scene();
load_collision_environment();
add_player();
add_helper();
render();
完整源码:GitHub
小结
- 本文提供 简单碰撞检测 完整 Three.js 源码与在线 Demo,建议先运行案例再改 uniform/参数做二次实验
- 更多 Three.js 实战案例见 three-cesium-examples 合集 与 GitHub 开源仓库