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 | <template><div id="container"></div>
 </template>
 
 <script setup>
 import * as THREE from "three";
 import Stats from "three/examples/jsm/libs/stats.module.js";
 
 import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
 
 import { Octree } from "three/examples/jsm/math/Octree.js";
 import { OctreeHelper } from "three/examples/jsm/helpers/OctreeHelper.js";
 
 import { Capsule } from "three/examples/jsm/math/Capsule.js";
 
 import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
 
 import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
 
 import { reactive, onMounted, ref } from "vue";
 
 onMounted(() => {
 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,
 0.001,
 1000
 );
 camera.position.set(0, 5, 10);
 
 const backCamera = new THREE.PerspectiveCamera(
 70,
 window.innerWidth / window.innerHeight,
 0.001,
 1000
 );
 camera.position.set(0, 5, -10);
 
 const container = document.getElementById("container");
 
 const renderer = new THREE.WebGLRenderer({ antialias: true });
 renderer.setPixelRatio(window.devicePixelRatio);
 renderer.setSize(window.innerWidth, window.innerHeight);
 renderer.shadowMap.enabled = true;
 renderer.shadowMap.type = THREE.VSMShadowMap;
 renderer.outputEncoding = THREE.sRGBEncoding;
 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 controls = new OrbitControls(camera, renderer.domElement);
 // controls.target.set(0, 0, 0);
 let activeCamera = camera;
 
 function animate() {
 let delta = clock.getDelta();
 // console.log(delta);
 controlPlayer(delta);
 updatePlayer(delta);
 resetPlayer();
 stats.update();
 // controls.update();
 // 更新动作
 if (mixer) {
 mixer.update(delta);
 }
 renderer.render(scene, activeCamera);
 requestAnimationFrame(animate);
 }
 
 // 创建一个平面
 const planeGeometry = new THREE.PlaneGeometry(20, 20, 1, 1);
 const planeMaterial = new THREE.MeshBasicMaterial({
 color: 0xffffff,
 side: THREE.DoubleSide,
 });
 const plane = new THREE.Mesh(planeGeometry, planeMaterial);
 plane.receiveShadow = true;
 plane.rotation.x = -Math.PI / 2;
 
 // 创建立方体叠楼梯的效果
 for (let i = 0; i < 10; i++) {
 const boxGeometry = new THREE.BoxGeometry(1, 1, 0.15);
 const boxMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
 const box = new THREE.Mesh(boxGeometry, boxMaterial);
 box.position.y = 0.15 + i * 0.15;
 box.position.z = i * 0.3;
 plane.add(box);
 }
 
 // 创建一个octree
 
 const group = new THREE.Group();
 group.add(plane);
 scene.add(group);
 const worldOctree = new Octree();
 worldOctree.fromGraphNode(group);
 
 // 创建一个octreeHelper
 // const octreeHelper = new OctreeHelper(worldOctree);
 // scene.add(octreeHelper);
 
 // 创建一个人的碰撞体
 const playerCollider = new Capsule(
 new THREE.Vector3(0, 0.35, 0),
 new THREE.Vector3(0, 1.35, 0),
 0.35
 );
 
 console.log(playerCollider.getCenter(new THREE.Vector3()));
 console.log(worldOctree);
 
 // 创建一个平面
 // const capsuleBodyGeometry = new THREE.PlaneGeometry(1, 0.5, 1, 1);
 // const capsuleBodyMaterial = new THREE.MeshBasicMaterial({
 //   color: 0x0000ff,
 //   side: THREE.DoubleSide,
 // });
 // const capsuleBody = new THREE.Mesh(capsuleBodyGeometry, capsuleBodyMaterial);
 // capsuleBody.position.set(0, 0.5, 0);
 
 // 添加半球光源
 const hemisphereLight = new THREE.HemisphereLight(0xffffff, 0xffffff, 1);
 scene.add(hemisphereLight);
 
 // 加载机器人模型
 const loader = new GLTFLoader();
 // 设置动作混合器
 let mixer = null;
 let actions = {};
 // 设置激活动作
 let activeAction = null;
 loader.load("./models/RobotExpressive.glb", (gltf) => {
 const robot = gltf.scene;
 robot.scale.set(0.5, 0.5, 0.5);
 robot.position.set(0, -0.88, 0);
 console.log(gltf);
 capsule.add(robot);
 mixer = new THREE.AnimationMixer(robot);
 for (let i = 0; i < gltf.animations.length; i++) {
 let name = gltf.animations[i].name;
 actions[name] = mixer.clipAction(gltf.animations[i]);
 if (name == "Idle" || name == "Walking" || name == "Running") {
 actions[name].clampWhenFinished = false;
 actions[name].loop = THREE.LoopRepeat;
 } else {
 actions[name].clampWhenFinished = true;
 actions[name].loop = THREE.LoopOnce;
 }
 }
 activeAction = actions["Idle"];
 activeAction.play();
 console.log(actions);
 });
 
 // 创建一个胶囊物体
 // const capsuleGeometry = new THREE.CapsuleGeometry(0.35, 1, 32);
 // const capsuleMaterial = new THREE.MeshBasicMaterial({
 //   color: 0xff0000,
 //   side: THREE.DoubleSide,
 // });
 // const capsule = new THREE.Mesh(capsuleGeometry, capsuleMaterial);
 const capsule = new THREE.Object3D();
 capsule.position.set(0, 0.85, 0);
 
 // 将相机作为胶囊的子元素,就可以实现跟随
 camera.position.set(0, 2, -5);
 camera.lookAt(capsule.position);
 backCamera.position.set(0, 2, 5);
 backCamera.lookAt(capsule.position);
 // controls.target = capsule.position;
 // 控制旋转上下的空3d对象
 const capsuleBodyControl = new THREE.Object3D();
 capsuleBodyControl.add(camera);
 capsuleBodyControl.add(backCamera);
 capsule.add(capsuleBodyControl);
 
 // capsule.add(capsuleBody);
 
 scene.add(capsule);
 
 // 设置重力
 const gravity = -9.8;
 // 玩家的速度
 const playerVelocity = new THREE.Vector3(0, 0, 0);
 // 方向向量
 const playerDirection = new THREE.Vector3(0, 0, 0);
 // 键盘按下事件
 const keyStates = {
 KeyW: false,
 KeyA: false,
 KeyS: false,
 KeyD: false,
 Space: false,
 isDown: false,
 };
 
 // 玩家是否在地面上
 let playerOnFloor = false;
 
 function updatePlayer(deltaTime) {
 let damping = -0.05;
 if (playerOnFloor) {
 playerVelocity.y = 0;
 
 keyStates.isDown ||
 playerVelocity.addScaledVector(playerVelocity, damping);
 } else {
 playerVelocity.y += gravity * deltaTime;
 }
 
 // console.log(playerVelocity);
 // 计算玩家移动的距离
 const playerMoveDistance = playerVelocity.clone().multiplyScalar(deltaTime);
 playerCollider.translate(playerMoveDistance);
 // 将胶囊的位置进行设置
 playerCollider.getCenter(capsule.position);
 
 // 进行碰撞检测
 playerCollisions();
 
 // console.log(Math.abs(playerVelocity.x) + Math.abs(playerVelocity.z));
 // 如果有水平的运动,则设置运动的动作
 if (
 Math.abs(playerVelocity.x) + Math.abs(playerVelocity.z) > 0.1 &&
 Math.abs(playerVelocity.x) + Math.abs(playerVelocity.z) <= 3
 ) {
 fadeToAction("Walking");
 } else if (Math.abs(playerVelocity.x) + Math.abs(playerVelocity.z) > 3) {
 fadeToAction("Running");
 } else {
 fadeToAction("Idle");
 }
 }
 
 function playerCollisions() {
 // 人物碰撞检测
 const result = worldOctree.capsuleIntersect(playerCollider);
 // console.log(result);
 playerOnFloor = false;
 if (result) {
 playerOnFloor = result.normal.y > 0;
 playerCollider.translate(result.normal.multiplyScalar(result.depth));
 }
 }
 
 function resetPlayer() {
 if (capsule.position.y < -20) {
 playerCollider.start.set(0, 2.35, 0);
 playerCollider.end.set(0, 3.35, 0);
 playerCollider.radius = 0.35;
 playerVelocity.set(0, 0, 0);
 playerDirection.set(0, 0, 0);
 }
 }
 
 // 根据键盘按下的键来更新键盘的状态
 document.addEventListener(
 "keydown",
 (event) => {
 console.log(event.code);
 keyStates[event.code] = true;
 keyStates.isDown = true;
 },
 false
 );
 document.addEventListener(
 "keyup",
 (event) => {
 keyStates[event.code] = false;
 keyStates.isDown = false;
 if (event.code === "KeyV") {
 activeCamera = activeCamera === camera ? backCamera : camera;
 }
 if (event.code === "KeyT") {
 // 打招呼
 fadeToAction("Wave");
 }
 },
 false
 );
 
 function fadeToAction(actionName) {
 let prevAction = activeAction;
 activeAction = actions[actionName];
 if (prevAction != activeAction) {
 prevAction.fadeOut(0.3);
 activeAction
 .reset()
 .setEffectiveTimeScale(1)
 .setEffectiveWeight(1)
 .fadeIn(0.3)
 .play();
 
 mixer.addEventListener("finished", (e) => {
 let prevAction = activeAction;
 activeAction = actions["Idle"];
 prevAction.fadeOut(0.3);
 activeAction
 .reset()
 .setEffectiveTimeScale(1)
 .setEffectiveWeight(1)
 .fadeIn(0.3)
 .play();
 });
 }
 }
 document.addEventListener(
 "mousedown",
 (event) => {
 // 锁定鼠标指针
 document.body.requestPointerLock();
 sound1.play();
 sound2.play();
 },
 false
 );
 
 // 根据键盘状态更新玩家的速度
 function controlPlayer(deltaTime) {
 if (keyStates["KeyW"]) {
 playerDirection.z = 1;
 //获取胶囊的正前面方向
 const capsuleFront = new THREE.Vector3(0, 0, 0);
 capsule.getWorldDirection(capsuleFront);
 // console.log(capsuleFront);
 // 计算玩家的速度
 playerVelocity.add(capsuleFront.multiplyScalar(deltaTime * 5));
 }
 if (keyStates["KeyS"]) {
 playerDirection.z = 1;
 //获取胶囊的正前面方向
 const capsuleFront = new THREE.Vector3(0, 0, 0);
 capsule.getWorldDirection(capsuleFront);
 // console.log(capsuleFront);
 // 计算玩家的速度
 playerVelocity.add(capsuleFront.multiplyScalar(-deltaTime));
 }
 if (keyStates["KeyA"]) {
 playerDirection.x = 1;
 //获取胶囊的正前面方向
 const capsuleFront = new THREE.Vector3(0, 0, 0);
 capsule.getWorldDirection(capsuleFront);
 
 // 侧方的方向,正前面的方向和胶囊的正上方求叉积,求出侧方的方向
 capsuleFront.cross(capsule.up);
 // console.log(capsuleFront);
 // 计算玩家的速度
 playerVelocity.add(capsuleFront.multiplyScalar(-deltaTime));
 }
 if (keyStates["KeyD"]) {
 playerDirection.x = 1;
 //获取胶囊的正前面方向
 const capsuleFront = new THREE.Vector3(0, 0, 0);
 capsule.getWorldDirection(capsuleFront);
 
 // 侧方的方向,正前面的方向和胶囊的正上方求叉积,求出侧方的方向
 capsuleFront.cross(capsule.up);
 // console.log(capsuleFront);
 // 计算玩家的速度
 playerVelocity.add(capsuleFront.multiplyScalar(deltaTime));
 }
 if (keyStates["Space"]) {
 playerVelocity.y = 15;
 }
 }
 
 // 根据鼠标在屏幕移动,来旋转胶囊
 window.addEventListener(
 "mousemove",
 (event) => {
 capsule.rotation.y -= event.movementX * 0.003;
 
 capsuleBodyControl.rotation.x += event.movementY * 0.003;
 if (capsuleBodyControl.rotation.x > Math.PI / 8) {
 capsuleBodyControl.rotation.x = Math.PI / 8;
 } else if (capsuleBodyControl.rotation.x < -Math.PI / 8) {
 capsuleBodyControl.rotation.x = -Math.PI / 8;
 }
 },
 false
 );
 
 // 多层次细节展示
 const material = new THREE.MeshBasicMaterial({
 color: 0xff0000,
 wireframe: true,
 });
 let lod = new THREE.LOD();
 for (let i = 0; i < 5; i++) {
 const geometry = new THREE.SphereGeometry(1, 22 - i * 5, 22 - i * 5);
 
 const mesh = new THREE.Mesh(geometry, material);
 
 lod.addLevel(mesh, i * 5);
 }
 let mesh = new THREE.Mesh(new THREE.PlaneGeometry(1, 1), material);
 mesh.visible = false;
 lod.addLevel(mesh, 25);
 lod.position.set(10, 0, 10);
 scene.add(lod);
 
 // 创建2个小球
 const sphereGeometry = new THREE.SphereGeometry(0.5, 32, 32);
 const sphereMaterial = new THREE.MeshBasicMaterial({
 color: 0xff0000,
 });
 const sphere1 = new THREE.Mesh(sphereGeometry, sphereMaterial);
 sphere1.position.set(-10, 0, 10);
 scene.add(sphere1);
 
 const sphereMaterial2 = new THREE.MeshBasicMaterial({
 color: 0x0000ff,
 });
 const sphere2 = new THREE.Mesh(sphereGeometry, sphereMaterial2);
 sphere2.position.set(10, 0, -10);
 scene.add(sphere2);
 
 // 创建positionAudio
 
 const listener1 = new THREE.AudioListener();
 camera.add(listener1);
 
 const sound1 = new THREE.PositionalAudio(listener1);
 const audioLoader = new THREE.AudioLoader();
 audioLoader.load("./audio/child.mp3", (buffer) => {
 sound1.setBuffer(buffer);
 sound1.setRefDistance(1);
 });
 sphere1.add(sound1);
 
 const listener2 = new THREE.AudioListener();
 camera.add(listener2);
 const sound2 = new THREE.PositionalAudio(listener2);
 audioLoader.load("./audio/gyz.mp3", (buffer) => {
 sound2.setBuffer(buffer);
 sound2.setRefDistance(1);
 });
 sphere2.add(sound2);
 
 animate();
 });
 </script>
 
 <style>
 * {
 margin: 0;
 padding: 0;
 }
 #container {
 width: 100vw;
 height: 100vh;
 }
 </style>
 
 
 |