three-player-controller 0.1.7 → 0.1.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -14,6 +14,10 @@ npm install three-player-controller
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  ![Controls](https://github.com/hh-hang/three-player-controller/blob/master/example/public/gif/1.gif)
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+ ### fly
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+
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+ ![fly](https://github.com/hh-hang/three-player-controller/blob/master/example/public/gif/3.gif)
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+
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  ### Third-person camera obstacle avoidance
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  ![Third-person camera obstacle avoidance](https://github.com/hh-hang/three-player-controller/blob/master/example/public/gif/2.gif)
@@ -24,6 +28,8 @@ npm install three-player-controller
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  import * as THREE from "three";
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  import { playerController } from "three-player-controller";
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+ const player = playerController();
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+
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  // Initialize the player controller
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  player.init({
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  scene, // three.js scene
package/dist/index.d.mts CHANGED
@@ -15,10 +15,11 @@ declare function playerController(): {
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  leftWalkAnim?: string;
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  rightWalkAnim?: string;
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  backwardAnim?: string;
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+ flyAnim?: string;
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+ flyIdleAnim?: string;
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  scale: number;
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  gravity?: number;
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  jumpHeight?: number;
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- highJumpHeight?: number;
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  speed?: number;
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  };
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  initPos?: THREE.Vector3;
package/dist/index.d.ts CHANGED
@@ -15,10 +15,11 @@ declare function playerController(): {
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  leftWalkAnim?: string;
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  rightWalkAnim?: string;
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  backwardAnim?: string;
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+ flyAnim?: string;
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+ flyIdleAnim?: string;
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  scale: number;
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  gravity?: number;
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  jumpHeight?: number;
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- highJumpHeight?: number;
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  speed?: number;
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  };
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  initPos?: THREE.Vector3;
package/dist/index.js CHANGED
@@ -63,6 +63,7 @@ var PlayerController = class {
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  // 状态开关
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  this.playerIsOnGround = false;
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  this.isupdate = true;
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+ this.isFlying = false;
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  // 输入状态
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  this.fwdPressed = false;
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  this.bkdPressed = false;
@@ -71,8 +72,6 @@ var PlayerController = class {
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  this.spacePressed = false;
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  this.ctPressed = false;
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  this.shiftPressed = false;
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- this.sustainSpacePressed = false;
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- this.spaceLongPressTimer = null;
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  // 第三人称
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  this._camCollisionLerp = 0.18;
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  // 平滑系数
@@ -102,6 +101,7 @@ var PlayerController = class {
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  this.DIR_BKD = new THREE.Vector3(0, 0, 1);
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  this.DIR_LFT = new THREE.Vector3(-1, 0, 0);
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  this.DIR_RGT = new THREE.Vector3(1, 0, 0);
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+ this.DIR_Y = new THREE.Vector3(0, 1, 0);
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  this._personToCam = new THREE.Vector3();
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  this._originTmp = new THREE.Vector3();
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  this._raycaster = new THREE.Raycaster(new THREE.Vector3(), new THREE.Vector3(0, -1, 0));
@@ -133,12 +133,11 @@ var PlayerController = class {
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  this.setAnimationByPressed();
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  break;
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  case "Space":
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- if (!this.spacePressed) this.spacePressed = true;
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- if (!this.spaceLongPressTimer) {
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- this.spaceLongPressTimer = setTimeout(() => {
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- this.sustainSpacePressed = true;
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- }, 2e3);
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- }
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+ if (!this.playerIsOnGround || this.isFlying) return;
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+ this.spacePressed = true;
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+ this.playPersonAnimationByName("jumping");
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+ this.playerVelocity.y = this.jumpHeight;
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+ this.playerIsOnGround = false;
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  break;
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  case "ControlLeft":
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  this.ctPressed = true;
@@ -146,6 +145,10 @@ var PlayerController = class {
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  case "KeyV":
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  this.changeView();
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  break;
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+ case "KeyF":
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+ this.isFlying = !this.isFlying;
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+ this.setAnimationByPressed();
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+ break;
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  }
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  };
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  // 键盘抬起事件
@@ -172,12 +175,6 @@ var PlayerController = class {
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  this.setAnimationByPressed();
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  break;
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  case "Space":
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- if (this.spaceLongPressTimer) {
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- clearTimeout(this.spaceLongPressTimer);
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- this.spaceLongPressTimer = null;
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- }
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- this.spacePressed = false;
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- this.sustainSpacePressed = false;
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  break;
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  case "ControlLeft":
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  this.ctPressed = false;
@@ -186,6 +183,16 @@ var PlayerController = class {
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  };
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  // 根据按键设置人物动画
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  this.setAnimationByPressed = () => {
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+ this._maxCamDistance = 440 * this.playerModel.scale;
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+ if (this.isFlying) {
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+ if (!this.fwdPressed) {
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+ this.playPersonAnimationByName("flyidle");
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+ return;
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+ }
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+ this.playPersonAnimationByName("flying");
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+ this._maxCamDistance = 700 * this.playerModel.scale;
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+ return;
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+ }
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  if (this.playerIsOnGround) {
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  if (!this.fwdPressed && !this.bkdPressed && !this.lftPressed && !this.rgtPressed) {
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  this.playPersonAnimationByName("idle");
@@ -219,6 +226,8 @@ var PlayerController = class {
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  this.playPersonAnimationByName("walking_backward");
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  return;
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  }
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+ } else {
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+ this.playPersonAnimationByName("jumping");
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  }
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  };
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  // 鼠标移动事件
@@ -265,8 +274,7 @@ var PlayerController = class {
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  const s = this.playerModel.scale;
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  this.visualizeDepth = 0 * s;
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  this.gravity = opts.playerModel.gravity ? opts.playerModel.gravity * s : -2400 * s;
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- this.jumpHeight = opts.playerModel.jumpHeight ? opts.playerModel.jumpHeight * s : 300 * s;
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- this.highJumpHeight = opts.playerModel.highJumpHeight ? opts.playerModel.highJumpHeight * s : 1e3 * s;
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+ this.jumpHeight = opts.playerModel.jumpHeight ? opts.playerModel.jumpHeight * s : 800 * s;
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  this.playerSpeed = opts.playerModel.speed ? opts.playerModel.speed * s : 400 * s;
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  this._camCollisionLerp = 0.18;
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  this._camEpsilon = 35 * s;
@@ -318,7 +326,7 @@ var PlayerController = class {
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  // 设置控制器
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  setControls() {
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  this.controls.enabled = false;
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- this.controls.maxPolarAngle = Math.PI * (230 / 360);
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+ this.controls.maxPolarAngle = Math.PI * (300 / 360);
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  }
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  // 重置控制器
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  resetControls() {
@@ -358,6 +366,7 @@ var PlayerController = class {
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  this.reset();
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  this.personMixer = new THREE.AnimationMixer(this.person);
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  const animations = gltf.animations ?? [];
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+ console.log("animations", animations);
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  this.personActions = /* @__PURE__ */ new Map();
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  const findClip = (name) => animations.find((a) => a.name === name);
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  const regs = [
@@ -367,7 +376,9 @@ var PlayerController = class {
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  [this.playerModel.rightWalkAnim || this.playerModel.walkAnim, "right_walking"],
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  [this.playerModel.backwardAnim || this.playerModel.walkAnim, "walking_backward"],
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  [this.playerModel.jumpAnim, "jumping"],
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- [this.playerModel.runAnim, "running"]
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+ [this.playerModel.runAnim, "running"],
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+ [this.playerModel.flyIdleAnim || this.playerModel.idleAnim, "flyidle"],
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+ [this.playerModel.flyAnim || this.playerModel.idleAnim, "flying"]
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  ];
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  for (const [key, clipName] of regs) {
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  const clip = findClip(key);
@@ -393,6 +404,8 @@ var PlayerController = class {
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  this.backwardAction = this.personActions.get("walking_backward");
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  this.jumpAction = this.personActions.get("jumping");
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  this.runAction = this.personActions.get("running");
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+ this.flyidleAction = this.personActions.get("flyidle");
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+ this.flyAction = this.personActions.get("flying");
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  this.idleAction.setEffectiveWeight(1);
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  this.idleAction.play();
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  this.actionState = this.idleAction;
@@ -470,10 +483,10 @@ var PlayerController = class {
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  }
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  // 每帧更新
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  async update(delta = clock.getDelta()) {
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- if (!this.isupdate || !this.player) return;
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- delta = Math.min(delta, 1 / 30);
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+ if (!this.isupdate || !this.player || !this.collider) return;
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+ delta = Math.min(delta, 1 / 60);
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+ if (!this.isFlying) this.player.position.addScaledVector(this.playerVelocity, delta);
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  this.updateMixers(delta);
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- if (!this.collider) return;
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  this.camera.getWorldDirection(this.camDir);
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  let angle = Math.atan2(this.camDir.z, this.camDir.x) + Math.PI / 2;
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  angle = 2 * Math.PI - angle;
@@ -482,31 +495,16 @@ var PlayerController = class {
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  if (this.bkdPressed) this.moveDir.add(this.DIR_BKD);
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  if (this.lftPressed) this.moveDir.add(this.DIR_LFT);
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  if (this.rgtPressed) this.moveDir.add(this.DIR_RGT);
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- if (this.spacePressed && this.playerIsOnGround) {
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- this.playPersonAnimationByName("jumping");
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- setTimeout(() => {
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- this.playerVelocity.y = this.jumpHeight;
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- this.playerIsOnGround = false;
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- this.spacePressed = false;
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- this.player.position.addScaledVector(this.playerVelocity, delta);
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- this.player.updateMatrixWorld();
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- }, 200);
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- }
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- if (this.sustainSpacePressed && this.playerIsOnGround) {
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- this.playPersonAnimationByName("jumping");
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- setTimeout(() => {
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- this.playerVelocity.y = this.highJumpHeight;
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- this.playerIsOnGround = false;
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- this.spacePressed = false;
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- this.player.position.addScaledVector(this.playerVelocity, delta);
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- this.player.updateMatrixWorld();
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- }, 200);
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+ if (this.isFlying && this.fwdPressed) {
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+ this.moveDir.y = this.camDir.y;
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  }
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- this.playerSpeed = this.shiftPressed ? 900 * this.playerModel.scale : 400 * this.playerModel.scale;
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- if (this.moveDir.lengthSq() > 1e-6) {
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- this.moveDir.normalize().applyAxisAngle(this.upVector, angle);
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- this.player.position.addScaledVector(this.moveDir, this.playerSpeed * delta);
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+ if (this.isFlying && this.fwdPressed) {
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+ this.playerSpeed = this.shiftPressed ? 4e3 * this.playerModel.scale : 3e3 * this.playerModel.scale;
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+ } else {
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+ this.playerSpeed = this.shiftPressed ? 900 * this.playerModel.scale : 400 * this.playerModel.scale;
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  }
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+ this.moveDir.normalize().applyAxisAngle(this.upVector, angle);
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+ this.player.position.addScaledVector(this.moveDir, this.playerSpeed * delta);
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  let playerDistanceFromGround = Infinity;
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  this._originTmp.set(this.player.position.x, this.player.position.y, this.player.position.z);
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  this._raycaster.ray.origin.copy(this._originTmp);
@@ -518,26 +516,29 @@ var PlayerController = class {
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  const maxH = this.playerHeight * this.playerModel.scale * 0.9;
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  const h = this.playerHeight * this.playerModel.scale * 0.75;
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  const minH = this.playerHeight * this.playerModel.scale * 0.7;
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- if (playerDistanceFromGround > maxH) {
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- this.playerVelocity.y += delta * this.gravity;
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- this.player.position.addScaledVector(this.playerVelocity, delta);
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- this.playerIsOnGround = false;
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- } else if (playerDistanceFromGround > h && playerDistanceFromGround < maxH) {
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- if (angle2 >= 0 && angle2 < 5) {
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- this.player.position.y = intersects[0].point.y + h;
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+ if (this.isFlying) {
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+ } else {
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+ if (playerDistanceFromGround > maxH) {
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+ this.playerVelocity.y += delta * this.gravity;
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+ this.player.position.addScaledVector(this.playerVelocity, delta);
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+ this.playerIsOnGround = false;
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+ } else if (playerDistanceFromGround > h && playerDistanceFromGround < maxH) {
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+ if (angle2 >= 0 && angle2 < 5) {
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+ this.playerVelocity.y += delta * this.gravity;
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+ this.player.position.addScaledVector(this.playerVelocity, delta);
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+ this.playerIsOnGround = true;
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+ } else {
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+ this.playerVelocity.set(0, 0, 0);
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+ this.playerIsOnGround = true;
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+ }
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+ } else if (playerDistanceFromGround > minH && playerDistanceFromGround < h) {
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  this.playerVelocity.set(0, 0, 0);
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  this.playerIsOnGround = true;
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- } else {
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+ } else if (playerDistanceFromGround < minH) {
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  this.playerVelocity.set(0, 0, 0);
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+ this.player.position.set(this.player.position.x, intersects[0].point.y + h, this.player.position.z);
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  this.playerIsOnGround = true;
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  }
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- } else if (playerDistanceFromGround > minH && playerDistanceFromGround < h) {
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- this.playerVelocity.set(0, 0, 0);
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- this.playerIsOnGround = true;
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- } else if (playerDistanceFromGround < minH) {
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- this.playerVelocity.set(0, 0, 0);
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- this.player.position.set(this.player.position.x, intersects[0].point.y + h, this.player.position.z);
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- this.playerIsOnGround = true;
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  }
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  }
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  this.player.updateMatrixWorld();
@@ -569,12 +570,9 @@ var PlayerController = class {
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  });
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  const newPosition = this.tempVector.copy(this.tempSegment.start).applyMatrix4(this.collider.matrixWorld);
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  const deltaVector = this.tempVector2.subVectors(newPosition, this.player.position);
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- const len = deltaVector.length();
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- const offset = Math.max(0, len - 1e-5);
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- if (offset > 0 && len > 0) {
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- const n = deltaVector.multiplyScalar(1 / len);
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- this.player.position.addScaledVector(n, offset);
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- }
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+ const offset = Math.max(0, deltaVector.length() - 1e-5);
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+ deltaVector.normalize().multiplyScalar(offset);
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+ this.player.position.add(deltaVector);
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  if (!this.isFirstPerson && this.moveDir.lengthSq() > 0) {
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  this.camDir.y = 0;
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  this.camDir.normalize();
@@ -607,18 +605,15 @@ var PlayerController = class {
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  const targetCamPos = origin.clone().add(direction.clone().multiplyScalar(safeDist));
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  this.camera.position.lerp(targetCamPos, this._camCollisionLerp);
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  } else {
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- const dis = this.player.position.distanceTo(this.camera.position);
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  this._raycasterPersonToCam.far = this._maxCamDistance;
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  const intersectsMaxDis = this._raycasterPersonToCam.intersectObject(this.collider, false);
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- if (dis < this._maxCamDistance) {
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- let safeDist = this._maxCamDistance;
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- if (intersectsMaxDis.length) {
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- const hitMax = intersectsMaxDis[0];
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- safeDist = hitMax.distance - this._camEpsilon;
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- }
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- const targetCamPos = origin.clone().add(direction.clone().multiplyScalar(safeDist));
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- this.camera.position.lerp(targetCamPos, this._camCollisionLerp);
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+ let safeDist = this._maxCamDistance;
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+ if (intersectsMaxDis.length) {
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+ const hitMax = intersectsMaxDis[0];
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+ safeDist = hitMax.distance - this._camEpsilon;
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  }
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+ const targetCamPos = origin.clone().add(direction.clone().multiplyScalar(safeDist));
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+ this.camera.position.lerp(targetCamPos, this._camCollisionLerp);
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  }
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  }
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  if (this.player.position.y < this.boundingBoxMinY - 1) {
@@ -684,7 +679,6 @@ var PlayerController = class {
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  // 更新模型动画
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  updateMixers(delta) {
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  if (this.personMixer) this.personMixer.update(delta);
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- if (this.droneMixer) this.droneMixer.update(delta);
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  }
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  // BVH构建
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  async createBVH(meshUrl = "") {
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/index.ts","../src/playerController.ts"],"sourcesContent":["export * from \"./playerController\";\r\n","import * as THREE from \"three\";\r\nimport { MeshBVH, MeshBVHHelper } from \"three-mesh-bvh\";\r\nimport { OrbitControls } from \"three/examples/jsm/controls/OrbitControls.js\";\r\nimport { RoundedBoxGeometry } from \"three/examples/jsm/geometries/RoundedBoxGeometry.js\";\r\nimport { DRACOLoader } from \"three/examples/jsm/loaders/DRACOLoader.js\";\r\nimport { GLTFLoader } from \"three/examples/jsm/loaders/GLTFLoader.js\";\r\nimport * as BufferGeometryUtils from \"three/examples/jsm/utils/BufferGeometryUtils.js\";\r\nimport type { GLTF } from \"three/examples/jsm/Addons.js\";\r\n\r\nlet controllerInstance: PlayerController | null = null; // 单例实例\r\nconst clock = new THREE.Clock();\r\n\r\nclass PlayerController {\r\n loader: GLTFLoader = new GLTFLoader();\r\n\r\n // 基本配置与参数\r\n scene!: THREE.Scene;\r\n camera!: THREE.PerspectiveCamera;\r\n controls!: OrbitControls;\r\n initPos!: THREE.Vector3;\r\n playerModel!: {\r\n url: string;\r\n idleAnim: string;\r\n walkAnim: string;\r\n runAnim: string;\r\n jumpAnim: string;\r\n leftWalkAnim?: string;\r\n rightWalkAnim?: string;\r\n backwardAnim?: string;\r\n scale: number;\r\n gravity?: number;\r\n jumpHeight?: number;\r\n highJumpHeight?: number;\r\n speed?: number;\r\n };\r\n visualizeDepth!: number;\r\n gravity!: number;\r\n jumpHeight!: number;\r\n highJumpHeight!: number;\r\n playerSpeed!: number;\r\n mouseSensity!: number;\r\n\r\n playerRadius: number = 45;\r\n playerHeight: number = 180;\r\n isFirstPerson: boolean = false;\r\n boundingBoxMinY: number = 0;\r\n // 测试参数\r\n displayPlayer: boolean = false;\r\n displayCollider: boolean = false;\r\n displayVisualizer: boolean = false;\r\n\r\n // 场景对象\r\n collider: THREE.Mesh | null = null;\r\n visualizer: MeshBVHHelper | null = null;\r\n player!: THREE.Mesh & { capsuleInfo?: any };\r\n person: THREE.Object3D | null = null;\r\n\r\n // 状态开关\r\n playerIsOnGround: boolean = false;\r\n isupdate: boolean = true;\r\n\r\n // 输入状态\r\n fwdPressed: boolean = false;\r\n bkdPressed: boolean = false;\r\n lftPressed: boolean = false;\r\n rgtPressed: boolean = false;\r\n spacePressed: boolean = false;\r\n ctPressed: boolean = false;\r\n shiftPressed: boolean = false;\r\n sustainSpacePressed: boolean = false;\r\n spaceLongPressTimer: number | null = null;\r\n\r\n // 第三人称\r\n _camCollisionLerp: number = 0.18; // 平滑系数\r\n _camEpsilon: number = 0.35; // 摄像机与障碍物之间的安全距离(米)\r\n _minCamDistance: number = 1.0; // 摄像机最小距离\r\n _maxCamDistance: number = 4.4; // 摄像机最大距离\r\n\r\n // 物理/运动\r\n playerVelocity = new THREE.Vector3(); // 玩家速度向量\r\n readonly upVector = new THREE.Vector3(0, 1, 0);\r\n\r\n // 临时复用向量/矩阵\r\n readonly tempVector = new THREE.Vector3();\r\n readonly tempVector2 = new THREE.Vector3();\r\n readonly tempBox = new THREE.Box3();\r\n readonly tempMat = new THREE.Matrix4();\r\n readonly tempSegment = new THREE.Line3();\r\n\r\n // 动画相关\r\n personMixer?: THREE.AnimationMixer;\r\n droneMixer?: THREE.AnimationMixer;\r\n personActions?: Map<string, THREE.AnimationAction>;\r\n droneActions?: Map<string, THREE.AnimationAction>;\r\n idleAction!: THREE.AnimationAction;\r\n walkAction!: THREE.AnimationAction;\r\n leftWalkAction!: THREE.AnimationAction;\r\n rightWalkAction!: THREE.AnimationAction;\r\n backwardAction!: THREE.AnimationAction;\r\n jumpAction!: THREE.AnimationAction;\r\n runAction!: THREE.AnimationAction;\r\n controlDroneAction!: THREE.AnimationAction;\r\n actionState!: THREE.AnimationAction;\r\n\r\n // 复用向量:用于相机朝向 / 移动\r\n readonly camDir = new THREE.Vector3();\r\n readonly moveDir = new THREE.Vector3();\r\n readonly targetQuat = new THREE.Quaternion();\r\n readonly targetMat = new THREE.Matrix4();\r\n readonly rotationSpeed = 10;\r\n readonly DIR_FWD = new THREE.Vector3(0, 0, -1);\r\n readonly DIR_BKD = new THREE.Vector3(0, 0, 1);\r\n readonly DIR_LFT = new THREE.Vector3(-1, 0, 0);\r\n readonly DIR_RGT = new THREE.Vector3(1, 0, 0);\r\n\r\n readonly _personToCam = new THREE.Vector3();\r\n\r\n readonly _originTmp = new THREE.Vector3();\r\n readonly _raycaster = new THREE.Raycaster(new THREE.Vector3(), new THREE.Vector3(0, -1, 0));\r\n readonly _raycasterPersonToCam = new THREE.Raycaster(new THREE.Vector3(), new THREE.Vector3());\r\n\r\n // 射线检测时只返回第一个碰撞\r\n constructor() {\r\n (this._raycaster as any).firstHitOnly = true;\r\n (this._raycasterPersonToCam as any).firstHitOnly = true;\r\n }\r\n\r\n // 初始化\r\n async init(\r\n opts: {\r\n scene: THREE.Scene;\r\n camera: THREE.PerspectiveCamera;\r\n controls: OrbitControls;\r\n playerModel: {\r\n url: string;\r\n idleAnim: string;\r\n walkAnim: string;\r\n runAnim: string;\r\n jumpAnim: string;\r\n leftWalkAnim?: string;\r\n rightWalkAnim?: string;\r\n backwardAnim?: string;\r\n scale: number;\r\n gravity?: number;\r\n jumpHeight?: number;\r\n highJumpHeight?: number;\r\n speed?: number;\r\n };\r\n initPos?: THREE.Vector3;\r\n mouseSensity?: number;\r\n },\r\n callback?: () => void\r\n ) {\r\n this.scene = opts.scene;\r\n this.camera = opts.camera;\r\n this.controls = opts.controls;\r\n this.playerModel = opts.playerModel;\r\n this.initPos = opts.initPos ? opts.initPos : new THREE.Vector3(0, 0, 0);\r\n this.mouseSensity = opts.mouseSensity ? opts.mouseSensity : 5;\r\n\r\n const s = this.playerModel.scale;\r\n this.visualizeDepth = 0 * s;\r\n this.gravity = opts.playerModel.gravity ? opts.playerModel.gravity * s : -2400 * s;\r\n this.jumpHeight = opts.playerModel.jumpHeight ? opts.playerModel.jumpHeight * s : 300 * s;\r\n this.highJumpHeight = opts.playerModel.highJumpHeight ? opts.playerModel.highJumpHeight * s : 1000 * s;\r\n this.playerSpeed = opts.playerModel.speed ? opts.playerModel.speed * s : 400 * s;\r\n\r\n this._camCollisionLerp = 0.18;\r\n this._camEpsilon = 35 * s;\r\n this._minCamDistance = 100 * s;\r\n this._maxCamDistance = 440 * s;\r\n // 创建bvh\r\n await this.createBVH();\r\n\r\n // 创建玩家\r\n this.createPlayer();\r\n\r\n // 加载玩家模型\r\n await this.loadPersonGLB();\r\n\r\n // 等待资源加载完毕再设置摄像机\r\n if (this.isFirstPerson && this.player) {\r\n this.player.add(this.camera);\r\n }\r\n this.onAllEvent(); // 绑定事件\r\n this.setCameraPos();\r\n this.setControls();\r\n if (callback) callback();\r\n }\r\n\r\n // 第一/三视角切换\r\n changeView() {\r\n this.isFirstPerson = !this.isFirstPerson;\r\n if (this.isFirstPerson) {\r\n this.player.attach(this.camera);\r\n this.camera.position.set(0, 40 * this.playerModel.scale, 30 * this.playerModel.scale);\r\n this.camera.rotation.set(0, Math.PI, 0);\r\n document.body.requestPointerLock(); // 锁定鼠标\r\n } else {\r\n this.scene.attach(this.camera);\r\n const worldPos = this.player.position.clone();\r\n const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(this.player.quaternion);\r\n const angle = Math.atan2(dir.z, dir.x);\r\n const offset = new THREE.Vector3(Math.cos(angle) * 400 * this.playerModel.scale, 200 * this.playerModel.scale, Math.sin(angle) * 400 * this.playerModel.scale);\r\n this.camera.position.copy(worldPos).add(offset);\r\n this.controls.target.copy(worldPos);\r\n document.body.requestPointerLock(); // 锁定鼠标\r\n }\r\n }\r\n\r\n // 摄像机/控制器设置\r\n setCameraPos() {\r\n if (this.isFirstPerson) {\r\n this.camera.position.set(0, 40 * this.playerModel.scale, 30 * this.playerModel.scale);\r\n } else {\r\n const worldPos = this.player.position.clone();\r\n const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(this.player.quaternion);\r\n const angle = Math.atan2(dir.z, dir.x);\r\n const offset = new THREE.Vector3(Math.cos(angle) * 400 * this.playerModel.scale, 200 * this.playerModel.scale, Math.sin(angle) * 400 * this.playerModel.scale);\r\n this.camera.position.copy(worldPos).add(offset);\r\n }\r\n this.camera.updateProjectionMatrix();\r\n }\r\n\r\n // 设置控制器\r\n setControls() {\r\n this.controls.enabled = false;\r\n this.controls.maxPolarAngle = Math.PI * (230 / 360);\r\n }\r\n\r\n // 重置控制器\r\n resetControls() {\r\n this.controls.enabled = true;\r\n this.controls.enablePan = true;\r\n this.controls.maxPolarAngle = Math.PI / 2;\r\n this.controls.rotateSpeed = 1;\r\n this.controls.enableZoom = true;\r\n this.controls.mouseButtons = {\r\n LEFT: 0,\r\n MIDDLE: 1,\r\n RIGHT: 2,\r\n };\r\n }\r\n\r\n // 初始化加载器\r\n async initLoader() {\r\n const dracoLoader = new DRACOLoader();\r\n dracoLoader.setDecoderPath(\"https://unpkg.com/three@0.180.0/examples/jsm/libs/draco/gltf/\");\r\n dracoLoader.setDecoderConfig({ type: \"js\" });\r\n this.loader.setDRACOLoader(dracoLoader);\r\n }\r\n\r\n // 人物与动画加载\r\n async loadPersonGLB() {\r\n try {\r\n const gltf: GLTF = await this.loader.loadAsync(this.playerModel.url);\r\n this.person = gltf.scene;\r\n const sc = this.playerModel.scale;\r\n const h = this.playerHeight * sc;\r\n this.person.scale.set(sc, sc, sc);\r\n this.person.position.set(0, -h * 0.75, 0);\r\n this.person.traverse((child: any) => {\r\n if (child.isMesh) {\r\n child.castShadow = true;\r\n }\r\n });\r\n this.player.add(this.person);\r\n this.reset();\r\n\r\n // 创建人物 mixer 与 actions\r\n this.personMixer = new THREE.AnimationMixer(this.person);\r\n const animations = gltf.animations ?? [];\r\n this.personActions = new Map<string, THREE.AnimationAction>();\r\n // 取出动作并注册到 map\r\n const findClip = (name: string) => animations.find((a: any) => a.name === name);\r\n const regs: [string, string][] = [\r\n [this.playerModel.idleAnim, \"idle\"],\r\n [this.playerModel.walkAnim, \"walking\"],\r\n [this.playerModel.leftWalkAnim || this.playerModel.walkAnim, \"left_walking\"],\r\n [this.playerModel.rightWalkAnim || this.playerModel.walkAnim, \"right_walking\"],\r\n [this.playerModel.backwardAnim || this.playerModel.walkAnim, \"walking_backward\"],\r\n [this.playerModel.jumpAnim, \"jumping\"],\r\n [this.playerModel.runAnim, \"running\"],\r\n ];\r\n\r\n // 注册动作并设置循环模式\r\n for (const [key, clipName] of regs) {\r\n const clip = findClip(key);\r\n if (!clip) continue;\r\n const action = this.personMixer.clipAction(clip);\r\n\r\n if (clipName === \"jumping\") {\r\n action.setLoop(THREE.LoopOnce, 1); // 播放一次\r\n action.clampWhenFinished = true;\r\n action.setEffectiveTimeScale(1.2); // 播放速度\r\n } else {\r\n action.setLoop(THREE.LoopRepeat, Infinity); // 循环播放\r\n action.clampWhenFinished = false;\r\n action.setEffectiveTimeScale(1);\r\n }\r\n\r\n action.enabled = true; // 激活\r\n action.setEffectiveWeight(0); // 初始权重为0\r\n this.personActions.set(clipName, action);\r\n }\r\n\r\n // 把actions激活\r\n this.idleAction = this.personActions.get(\"idle\")!;\r\n this.walkAction = this.personActions.get(\"walking\")!;\r\n this.leftWalkAction = this.personActions.get(\"left_walking\")!;\r\n this.rightWalkAction = this.personActions.get(\"right_walking\")!;\r\n this.backwardAction = this.personActions.get(\"walking_backward\")!;\r\n this.jumpAction = this.personActions.get(\"jumping\")!;\r\n this.runAction = this.personActions.get(\"running\")!;\r\n\r\n // 激活空闲动作\r\n this.idleAction.setEffectiveWeight(1);\r\n this.idleAction.play();\r\n this.actionState = this.idleAction;\r\n\r\n this.personMixer.addEventListener(\"finished\", (ev: any) => {\r\n const finishedAction: THREE.AnimationAction = ev.action;\r\n\r\n if (finishedAction === this.jumpAction) {\r\n // jump 播放结束后的逻辑\r\n if (this.fwdPressed) {\r\n if (this.shiftPressed) this.playPersonAnimationByName(\"running\");\r\n else this.playPersonAnimationByName(\"walking\");\r\n return;\r\n }\r\n if (this.bkdPressed) {\r\n this.playPersonAnimationByName(\"walking_backward\");\r\n return;\r\n }\r\n if (this.rgtPressed || this.lftPressed) {\r\n this.playPersonAnimationByName(\"walking\");\r\n return;\r\n }\r\n this.playPersonAnimationByName(\"idle\");\r\n }\r\n });\r\n } catch (error) {}\r\n }\r\n\r\n // 平滑切换人物动画\r\n playPersonAnimationByName(name: string, fade = 0.18) {\r\n if (!this.personActions) return;\r\n if (this.ctPressed) return;\r\n\r\n const next = this.personActions.get(name);\r\n if (!next) return;\r\n\r\n // 如果是同一个action,直接返回\r\n if (this.actionState === next) return;\r\n\r\n const prev = this.actionState;\r\n\r\n // 对于一次性动作先reset()\r\n next.reset();\r\n next.setEffectiveWeight(1);\r\n next.play();\r\n\r\n if (prev && prev !== next) {\r\n // 让 prev 淡出,next 淡入\r\n prev.fadeOut(fade);\r\n next.fadeIn(fade);\r\n } else {\r\n // 时直接淡入\r\n next.fadeIn(fade);\r\n }\r\n\r\n this.actionState = next;\r\n }\r\n\r\n // 创建玩家胶囊体\r\n createPlayer() {\r\n const material = new THREE.MeshStandardMaterial({\r\n color: new THREE.Color(1, 0, 0),\r\n shadowSide: THREE.DoubleSide,\r\n depthTest: false,\r\n });\r\n material.transparent = true;\r\n material.opacity = this.displayPlayer ? 0.5 : 0;\r\n material.wireframe = true;\r\n material.depthWrite = false;\r\n\r\n const r = this.playerRadius * this.playerModel.scale;\r\n const h = this.playerHeight * this.playerModel.scale;\r\n this.player = new THREE.Mesh(new RoundedBoxGeometry(r * 2, h, r * 2, 1, 75), material) as typeof this.player;\r\n\r\n this.player.geometry.translate(0, -h * 0.25, 0);\r\n this.player.capsuleInfo = {\r\n radius: r,\r\n segment: new THREE.Line3(new THREE.Vector3(), new THREE.Vector3(0, -h * 0.5, 0)),\r\n };\r\n\r\n this.player.name = \"capsule\";\r\n this.scene.add(this.player);\r\n this.reset();\r\n }\r\n\r\n getAngleWithYAxis(normal: { x: number; y: number; z: number }): number {\r\n // Y轴正方向向量\r\n const yAxis = { x: 0, y: 1, z: 0 };\r\n\r\n // 向量点积\r\n const dotProduct = normal.x * yAxis.x + normal.y * yAxis.y + normal.z * yAxis.z;\r\n\r\n // 向量模长\r\n const normalMagnitude = Math.sqrt(normal.x * normal.x + normal.y * normal.y + normal.z * normal.z);\r\n const yAxisMagnitude = 1; // Y轴单位向量长度为1\r\n\r\n // 计算夹角余弦值\r\n const cosTheta = dotProduct / (normalMagnitude * yAxisMagnitude);\r\n\r\n // 返回夹角(弧度)\r\n return Math.acos(cosTheta);\r\n }\r\n\r\n // 每帧更新\r\n async update(delta: number = clock.getDelta()) {\r\n if (!this.isupdate || !this.player) return;\r\n\r\n delta = Math.min(delta, 1 / 30);\r\n this.updateMixers(delta);\r\n\r\n // 非路径行走逻辑\r\n if (!this.collider) return;\r\n this.camera.getWorldDirection(this.camDir);\r\n let angle = Math.atan2(this.camDir.z, this.camDir.x) + Math.PI / 2;\r\n angle = 2 * Math.PI - angle;\r\n\r\n this.moveDir.set(0, 0, 0);\r\n if (this.fwdPressed) this.moveDir.add(this.DIR_FWD);\r\n if (this.bkdPressed) this.moveDir.add(this.DIR_BKD);\r\n if (this.lftPressed) this.moveDir.add(this.DIR_LFT);\r\n if (this.rgtPressed) this.moveDir.add(this.DIR_RGT);\r\n\r\n // 跳跃(短按)\r\n if (this.spacePressed && this.playerIsOnGround) {\r\n // 设置跳跃动作\r\n this.playPersonAnimationByName(\"jumping\");\r\n // 延迟施加跳跃速度(与动画起跳同步)\r\n setTimeout(() => {\r\n this.playerVelocity.y = this.jumpHeight;\r\n this.playerIsOnGround = false;\r\n this.spacePressed = false;\r\n this.player.position.addScaledVector(this.playerVelocity, delta);\r\n this.player.updateMatrixWorld();\r\n }, 200);\r\n }\r\n\r\n // 强行拉回(长按)\r\n if (this.sustainSpacePressed && this.playerIsOnGround) {\r\n this.playPersonAnimationByName(\"jumping\");\r\n setTimeout(() => {\r\n this.playerVelocity.y = this.highJumpHeight;\r\n this.playerIsOnGround = false;\r\n this.spacePressed = false;\r\n this.player.position.addScaledVector(this.playerVelocity, delta);\r\n this.player.updateMatrixWorld();\r\n }, 200);\r\n }\r\n\r\n // 设置速度\r\n this.playerSpeed = this.shiftPressed ? 900 * this.playerModel.scale : 400 * this.playerModel.scale;\r\n if (this.moveDir.lengthSq() > 1e-6) {\r\n this.moveDir.normalize().applyAxisAngle(this.upVector, angle);\r\n this.player.position.addScaledVector(this.moveDir, this.playerSpeed * delta);\r\n }\r\n\r\n // 向下射线检测地面高度 超过阈值判定为没在地面 加上重力\r\n let playerDistanceFromGround = Infinity;\r\n this._originTmp.set(this.player.position.x, this.player.position.y, this.player.position.z);\r\n this._raycaster.ray.origin.copy(this._originTmp);\r\n const intersects = this._raycaster.intersectObject(this.collider as THREE.Object3D, false);\r\n if (intersects.length > 0) {\r\n playerDistanceFromGround = this.player.position.y - intersects[0].point.y;\r\n const normal = intersects[0].normal as THREE.Vector3;\r\n const angle = (this.getAngleWithYAxis(normal) * 180) / Math.PI;\r\n const maxH = this.playerHeight * this.playerModel.scale * 0.9; // 坡度高度阈值\r\n const h = this.playerHeight * this.playerModel.scale * 0.75; // 正常高度\r\n const minH = this.playerHeight * this.playerModel.scale * 0.7; // 最小高度\r\n\r\n if (playerDistanceFromGround > maxH) {\r\n this.playerVelocity.y += delta * this.gravity;\r\n this.player.position.addScaledVector(this.playerVelocity, delta);\r\n this.playerIsOnGround = false;\r\n } else if (playerDistanceFromGround > h && playerDistanceFromGround < maxH) {\r\n if (angle >= 0 && angle < 5) {\r\n // 平地\r\n this.player.position.y = intersects[0].point.y + h;\r\n this.playerVelocity.set(0, 0, 0);\r\n this.playerIsOnGround = true;\r\n } else {\r\n // 坡地\r\n this.playerVelocity.set(0, 0, 0);\r\n this.playerIsOnGround = true;\r\n }\r\n } else if (playerDistanceFromGround > minH && playerDistanceFromGround < h) {\r\n // 误差范围内 在平地\r\n this.playerVelocity.set(0, 0, 0);\r\n this.playerIsOnGround = true;\r\n } else if (playerDistanceFromGround < minH) {\r\n // 强行拉回\r\n this.playerVelocity.set(0, 0, 0);\r\n this.player.position.set(this.player.position.x, intersects[0].point.y + h, this.player.position.z);\r\n this.playerIsOnGround = true;\r\n }\r\n }\r\n\r\n this.player.updateMatrixWorld();\r\n\r\n // 碰撞检测\r\n const capsuleInfo = this.player.capsuleInfo;\r\n this.tempBox.makeEmpty();\r\n this.tempMat.copy(this.collider!.matrixWorld).invert();\r\n this.tempSegment.copy(capsuleInfo.segment);\r\n this.tempSegment.start.applyMatrix4(this.player.matrixWorld).applyMatrix4(this.tempMat);\r\n this.tempSegment.end.applyMatrix4(this.player.matrixWorld).applyMatrix4(this.tempMat);\r\n\r\n this.tempBox.expandByPoint(this.tempSegment.start);\r\n this.tempBox.expandByPoint(this.tempSegment.end);\r\n this.tempBox.expandByScalar(capsuleInfo.radius);\r\n\r\n const bvh = this.collider?.geometry;\r\n (bvh as any)?.boundsTree?.shapecast({\r\n // 检测包围盒碰撞\r\n intersectsBounds: (box: THREE.Box3) => box.intersectsBox(this.tempBox),\r\n // 检测三角形碰撞\r\n intersectsTriangle: (tri: any) => {\r\n const triPoint = this.tempVector;\r\n const capsulePoint = this.tempVector2;\r\n const distance = tri.closestPointToSegment(this.tempSegment, triPoint, capsulePoint);\r\n // 距离小于人物半径,发生碰撞\r\n if (distance < capsuleInfo.radius) {\r\n const depth = capsuleInfo.radius - distance;\r\n const direction = capsulePoint.sub(triPoint).normalize();\r\n this.tempSegment.start.addScaledVector(direction, depth);\r\n this.tempSegment.end.addScaledVector(direction, depth);\r\n }\r\n },\r\n });\r\n\r\n // 设置玩家位置\r\n const newPosition = this.tempVector.copy(this.tempSegment.start).applyMatrix4(this.collider!.matrixWorld);\r\n const deltaVector = this.tempVector2.subVectors(newPosition, this.player.position);\r\n\r\n // 应用位移\r\n const len = deltaVector.length();\r\n const offset = Math.max(0, len - 1e-5);\r\n if (offset > 0 && len > 0) {\r\n const n = deltaVector.multiplyScalar(1 / len);\r\n this.player.position.addScaledVector(n, offset);\r\n }\r\n\r\n // 第三人称-朝向\r\n if (!this.isFirstPerson && this.moveDir.lengthSq() > 0) {\r\n this.camDir.y = 0;\r\n this.camDir.normalize();\r\n this.camDir.negate();\r\n this.moveDir.normalize();\r\n this.moveDir.negate();\r\n const lookTarget = this.player.position.clone().add(this.moveDir);\r\n this.targetMat.lookAt(this.player.position, lookTarget, this.player.up);\r\n this.targetQuat.setFromRotationMatrix(this.targetMat);\r\n const alpha = Math.min(1, this.rotationSpeed * delta);\r\n this.player.quaternion.slerp(this.targetQuat, alpha);\r\n }\r\n\r\n // 第三人称-相机跟随\r\n if (!this.isFirstPerson) {\r\n const lookTarget = this.player.position.clone();\r\n lookTarget.y += 30 * this.playerModel.scale;\r\n this.camera.position.sub(this.controls.target); // 减去控制器向量\r\n this.controls.target.copy(lookTarget); // 设置控制器目标\r\n this.camera.position.add(lookTarget); // 设置相机位置\r\n this.controls.update(); // 更新控制器\r\n\r\n // 当视线被遮挡时判断\r\n this._personToCam.subVectors(this.camera.position, this.player.position); // 计算从player指向camera的向量(camera - player)\r\n const origin = this.player.position.clone().add(new THREE.Vector3(0, 0, 0)); // 射线起点\r\n const direction = this._personToCam.clone().normalize(); // 方向\r\n const desiredDist = this._personToCam.length(); // 与期望距离\r\n this._raycasterPersonToCam.set(origin, direction);\r\n this._raycasterPersonToCam.far = desiredDist;\r\n\r\n // 做相交检测\r\n const intersects = this._raycasterPersonToCam.intersectObject(this.collider as THREE.Object3D, false);\r\n if (intersects.length > 0) {\r\n // 相机拉近\r\n const hit = intersects[0]; // 找到第一个命中\r\n const safeDist = Math.max(hit.distance - this._camEpsilon, this._minCamDistance); // 计算安全距离(hit.distance是从origin到碰撞点的距离)\r\n const targetCamPos = origin.clone().add(direction.clone().multiplyScalar(safeDist)); // 目标相机位置 = origin + direction * safeDist\r\n this.camera.position.lerp(targetCamPos, this._camCollisionLerp); // 平滑移动相机到targetCamPos\r\n } else {\r\n // 相机恢复\r\n const dis = this.player.position.distanceTo(this.camera.position); // 计算当前人物到相机距离\r\n this._raycasterPersonToCam.far = this._maxCamDistance;\r\n // 检查预设相机位置是否有遮挡\r\n const intersectsMaxDis = this._raycasterPersonToCam.intersectObject(this.collider as THREE.Object3D, false);\r\n // 距离小于最大距离且没有遮挡 恢复相机\r\n if (dis < this._maxCamDistance) {\r\n let safeDist = this._maxCamDistance;\r\n if (intersectsMaxDis.length) {\r\n const hitMax = intersectsMaxDis[0]; // 找到第一个命中\r\n safeDist = hitMax.distance - this._camEpsilon;\r\n }\r\n const targetCamPos = origin.clone().add(direction.clone().multiplyScalar(safeDist));\r\n this.camera.position.lerp(targetCamPos, this._camCollisionLerp);\r\n }\r\n }\r\n }\r\n\r\n // 掉出场景重置\r\n if (this.player.position.y < this.boundingBoxMinY - 1) {\r\n // 检测当前位置与碰撞体是否相交\r\n this._originTmp.set(this.player.position.x, 10000, this.player.position.z);\r\n this._raycaster.ray.origin.copy(this._originTmp);\r\n const intersects = this._raycaster.intersectObject(this.collider as THREE.Object3D, false);\r\n if (intersects.length > 0) {\r\n // 出现碰撞 说明玩家为bug意外掉落\r\n console.log(\"玩家为bug意外掉落\");\r\n this.reset(new THREE.Vector3(this.player.position.x, intersects[0].point.y + 5, this.player.position.z));\r\n } else {\r\n // 无碰撞 正常掉落\r\n console.log(\"玩家正常掉落\");\r\n this.reset(new THREE.Vector3(this.player.position.x, this.player.position.y + 15, this.player.position.z));\r\n }\r\n }\r\n }\r\n\r\n // 重置 / 销毁\r\n reset(position?: THREE.Vector3) {\r\n if (!this.player) return;\r\n this.playerVelocity.set(0, 0, 0);\r\n this.player.position.copy(position ? position : this.initPos);\r\n }\r\n\r\n // 销毁\r\n destroy() {\r\n this.offAllEvent();\r\n if (this.player) {\r\n this.player.remove(this.camera);\r\n this.scene.remove(this.player);\r\n }\r\n (this.player as any) = null;\r\n if (this.person) {\r\n this.scene.remove(this.person);\r\n this.person = null;\r\n }\r\n\r\n this.resetControls();\r\n\r\n // 清理 BVH 可视化\r\n if (this.visualizer) {\r\n this.scene.remove(this.visualizer);\r\n this.visualizer = null;\r\n }\r\n if (this.collider) {\r\n this.scene.remove(this.collider);\r\n this.collider = null;\r\n }\r\n\r\n controllerInstance = null;\r\n }\r\n\r\n // 事件绑定\r\n onAllEvent() {\r\n this.isupdate = true;\r\n document.body.requestPointerLock();\r\n window.addEventListener(\"keydown\", this._boundOnKeydown);\r\n window.addEventListener(\"keyup\", this._boundOnKeyup);\r\n window.addEventListener(\"mousemove\", this._mouseMove);\r\n window.addEventListener(\"click\", this._mouseClick);\r\n }\r\n\r\n // 事件解绑\r\n offAllEvent() {\r\n this.isupdate = false;\r\n document.exitPointerLock();\r\n window.removeEventListener(\"keydown\", this._boundOnKeydown);\r\n window.removeEventListener(\"keyup\", this._boundOnKeyup);\r\n window.removeEventListener(\"mousemove\", this._mouseMove);\r\n window.removeEventListener(\"click\", this._mouseClick);\r\n }\r\n\r\n // 键盘按下事件\r\n private _boundOnKeydown = async (e: KeyboardEvent) => {\r\n if (e.ctrlKey && (e.code === \"KeyW\" || e.code === \"KeyA\" || e.code === \"KeyS\" || e.code === \"KeyD\")) {\r\n e.preventDefault();\r\n }\r\n switch (e.code) {\r\n case \"KeyW\":\r\n this.fwdPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyS\":\r\n this.bkdPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyD\":\r\n this.rgtPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyA\":\r\n this.lftPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"ShiftLeft\":\r\n this.shiftPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"Space\":\r\n if (!this.spacePressed) this.spacePressed = true;\r\n if (!this.spaceLongPressTimer) {\r\n this.spaceLongPressTimer = setTimeout(() => {\r\n this.sustainSpacePressed = true;\r\n }, 2000);\r\n }\r\n break;\r\n case \"ControlLeft\":\r\n this.ctPressed = true;\r\n break;\r\n\r\n case \"KeyV\":\r\n this.changeView();\r\n break;\r\n }\r\n };\r\n\r\n // 键盘抬起事件\r\n private _boundOnKeyup = (e: KeyboardEvent) => {\r\n switch (e.code) {\r\n case \"KeyW\":\r\n this.fwdPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyS\":\r\n this.bkdPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyD\":\r\n this.rgtPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyA\":\r\n this.lftPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"ShiftLeft\":\r\n this.shiftPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"Space\":\r\n // 清除定时器\r\n if (this.spaceLongPressTimer) {\r\n clearTimeout(this.spaceLongPressTimer);\r\n this.spaceLongPressTimer = null;\r\n }\r\n this.spacePressed = false;\r\n this.sustainSpacePressed = false;\r\n break;\r\n case \"ControlLeft\":\r\n this.ctPressed = false;\r\n break;\r\n }\r\n };\r\n\r\n // 根据按键设置人物动画\r\n setAnimationByPressed = () => {\r\n if (this.playerIsOnGround) {\r\n if (!this.fwdPressed && !this.bkdPressed && !this.lftPressed && !this.rgtPressed) {\r\n this.playPersonAnimationByName(\"idle\");\r\n return;\r\n }\r\n if (this.fwdPressed) {\r\n if (this.shiftPressed) {\r\n this.playPersonAnimationByName(\"running\");\r\n } else {\r\n this.playPersonAnimationByName(\"walking\");\r\n }\r\n return;\r\n }\r\n // 第三人称下动画统一使用 前进 动画\r\n if (!this.isFirstPerson && (this.lftPressed || this.rgtPressed || this.bkdPressed)) {\r\n if (this.shiftPressed) {\r\n this.playPersonAnimationByName(\"running\");\r\n } else {\r\n this.playPersonAnimationByName(\"walking\");\r\n }\r\n return;\r\n }\r\n // 第一人称下根据方向播放不同动画\r\n if (this.lftPressed) {\r\n this.playPersonAnimationByName(\"left_walking\");\r\n return;\r\n }\r\n if (this.rgtPressed) {\r\n this.playPersonAnimationByName(\"right_walking\");\r\n return;\r\n }\r\n if (this.bkdPressed) {\r\n this.playPersonAnimationByName(\"walking_backward\");\r\n return;\r\n }\r\n }\r\n };\r\n\r\n // 鼠标移动事件\r\n private _mouseMove = (e: MouseEvent) => {\r\n // 记录状态\r\n if (document.pointerLockElement !== document.body) return;\r\n if (this.isFirstPerson) {\r\n const yaw = -e.movementX * 0.0001 * this.mouseSensity;\r\n const pitch = -e.movementY * 0.0001 * this.mouseSensity;\r\n this.player.rotateY(yaw);\r\n this.camera.rotation.x = THREE.MathUtils.clamp(this.camera.rotation.x + pitch, -1.3, 1.4);\r\n } else {\r\n const sensitivity = 0.0001 * this.mouseSensity;\r\n const deltaX = -e.movementX * sensitivity;\r\n const deltaY = -e.movementY * sensitivity;\r\n // 获取目标点\r\n const target = this.player.position.clone();\r\n // 计算相机到目标的距离\r\n const distance = this.camera.position.distanceTo(target);\r\n // 计算当前角度\r\n const currentPosition = this.camera.position.clone().sub(target);\r\n let theta = Math.atan2(currentPosition.x, currentPosition.z);\r\n let phi = Math.acos(currentPosition.y / distance);\r\n // 应用旋转\r\n theta += deltaX;\r\n phi += deltaY;\r\n // 限制phi角度\r\n phi = Math.max(0.1, Math.min(Math.PI - 0.1, phi));\r\n // 计算新的相机位置\r\n const newX = distance * Math.sin(phi) * Math.sin(theta);\r\n const newY = distance * Math.cos(phi);\r\n const newZ = distance * Math.sin(phi) * Math.cos(theta);\r\n\r\n this.camera.position.set(target.x + newX, target.y + newY, target.z + newZ);\r\n this.camera.lookAt(target);\r\n }\r\n };\r\n\r\n private _mouseClick = (e: MouseEvent) => {\r\n if (document.pointerLockElement !== document.body) document.body.requestPointerLock();\r\n };\r\n\r\n // 更新模型动画\r\n private updateMixers(delta: number) {\r\n if (this.personMixer) this.personMixer.update(delta);\r\n if (this.droneMixer) this.droneMixer.update(delta);\r\n }\r\n\r\n // BVH构建\r\n async createBVH(meshUrl: string = \"\"): Promise<void> {\r\n await this.initLoader(); // 初始化加载器\r\n\r\n const ensureAttributesMinimal = (geom: THREE.BufferGeometry): THREE.BufferGeometry | null => {\r\n if (!geom.attributes.position) {\r\n // console.warn(\"跳过无 position 的几何体\", geom);\r\n return null;\r\n }\r\n if (!geom.attributes.normal) geom.computeVertexNormals();\r\n if (!geom.attributes.uv) {\r\n const count = geom.attributes.position.count;\r\n const dummyUV = new Float32Array(count * 2);\r\n geom.setAttribute(\"uv\", new THREE.BufferAttribute(dummyUV, 2));\r\n }\r\n return geom;\r\n };\r\n\r\n const collected: THREE.BufferGeometry[] = [];\r\n if (meshUrl == \"\") {\r\n if (this.collider) {\r\n this.scene.remove(this.collider);\r\n this.collider = null;\r\n }\r\n\r\n this.scene.traverse((c) => {\r\n const mesh = c as THREE.Mesh;\r\n if (mesh?.isMesh && mesh.geometry && c.name !== \"capsule\") {\r\n try {\r\n let geom = (mesh.geometry as THREE.BufferGeometry).clone();\r\n geom.applyMatrix4(mesh.matrixWorld);\r\n if (geom.index) geom = geom.toNonIndexed();\r\n const safe = ensureAttributesMinimal(geom);\r\n if (safe) collected.push(safe);\r\n } catch (e) {\r\n console.warn(\"处理网格时出错:\", mesh, e);\r\n }\r\n }\r\n });\r\n\r\n if (!collected.length) {\r\n return;\r\n }\r\n\r\n // 统一属性集合\r\n type AttrMeta = { itemSize: number; arrayCtor: any; examples: number };\r\n const attrMap = new Map<string, AttrMeta>();\r\n const attrConflict = new Set<string>();\r\n\r\n for (const g of collected) {\r\n for (const name of Object.keys(g.attributes)) {\r\n const attr = g.attributes[name] as THREE.BufferAttribute;\r\n const ctor = (attr.array as any).constructor;\r\n const itemSize = attr.itemSize;\r\n if (!attrMap.has(name)) {\r\n attrMap.set(name, { itemSize, arrayCtor: ctor, examples: 1 });\r\n } else {\r\n const m = attrMap.get(name)!;\r\n if (m.itemSize !== itemSize || m.arrayCtor !== ctor) attrConflict.add(name);\r\n else m.examples++;\r\n }\r\n }\r\n }\r\n\r\n if (attrConflict.size) {\r\n for (const g of collected) {\r\n for (const name of Array.from(attrConflict)) {\r\n if (g.attributes[name]) g.deleteAttribute(name);\r\n }\r\n }\r\n for (const name of attrConflict) attrMap.delete(name);\r\n }\r\n\r\n const attrNames = Array.from(attrMap.keys());\r\n for (const g of collected) {\r\n const count = g.attributes.position.count;\r\n for (const name of attrNames) {\r\n if (!g.attributes[name]) {\r\n const meta = attrMap.get(name)!;\r\n const len = count * meta.itemSize;\r\n const array = new meta.arrayCtor(len);\r\n g.setAttribute(name, new THREE.BufferAttribute(array, meta.itemSize));\r\n }\r\n }\r\n }\r\n } else {\r\n const gltf: GLTF = await this.loader.loadAsync(meshUrl, (xhr) => {});\r\n const mesh = gltf.scene.children[0] as THREE.Mesh;\r\n mesh.name = \"BVH加载模型\";\r\n\r\n // 推入几何体\r\n let geom = mesh.geometry.clone();\r\n geom.applyMatrix4(mesh.matrixWorld);\r\n if (geom.index) geom = geom.toNonIndexed();\r\n const safe = ensureAttributesMinimal(geom);\r\n if (safe) collected.push(safe);\r\n }\r\n\r\n // 合并几何体\r\n const merged = BufferGeometryUtils.mergeGeometries(collected, false);\r\n if (!merged) {\r\n console.error(\"合并几何失败\");\r\n return;\r\n }\r\n\r\n // 构建bvh\r\n (merged as any).boundsTree = new MeshBVH(merged);\r\n this.collider = new THREE.Mesh(\r\n merged,\r\n new THREE.MeshBasicMaterial({\r\n opacity: 0.5,\r\n transparent: true,\r\n wireframe: true,\r\n })\r\n );\r\n\r\n if (this.displayCollider) this.scene.add(this.collider);\r\n if (this.displayVisualizer) {\r\n if (this.visualizer) this.scene.remove(this.visualizer);\r\n this.visualizer = new MeshBVHHelper(this.collider, this.visualizeDepth);\r\n this.scene.add(this.visualizer);\r\n }\r\n this.boundingBoxMinY = (this.collider as any).geometry.boundingBox.min.y;\r\n console.log(\"bvh加载模型成功\", this.collider);\r\n }\r\n}\r\n\r\n// 导出API\r\nexport function playerController() {\r\n if (!controllerInstance) controllerInstance = new PlayerController();\r\n const c = controllerInstance;\r\n return {\r\n init: (\r\n opts: {\r\n scene: THREE.Scene;\r\n camera: THREE.PerspectiveCamera;\r\n controls: OrbitControls;\r\n playerModel: {\r\n url: string;\r\n idleAnim: string;\r\n walkAnim: string;\r\n runAnim: string;\r\n jumpAnim: string;\r\n leftWalkAnim?: string;\r\n rightWalkAnim?: string;\r\n backwardAnim?: string;\r\n scale: number;\r\n gravity?: number;\r\n jumpHeight?: number;\r\n highJumpHeight?: number;\r\n speed?: number;\r\n };\r\n initPos?: THREE.Vector3;\r\n mouseSensity?: number;\r\n },\r\n callback?: () => void\r\n ) => c.init(opts, callback),\r\n changeView: () => c.changeView(),\r\n createBVH: (url: string = \"\") => c.createBVH(url),\r\n createPlayer: () => c.createPlayer(),\r\n reset: (pos?: THREE.Vector3) => c.reset(pos),\r\n update: (dt?: number) => c.update(dt),\r\n destroy: () => c.destroy(),\r\n displayCollider: c.displayCollider,\r\n displayPlayer: c.displayPlayer,\r\n displayVisualizer: c.displayVisualizer,\r\n };\r\n}\r\n\r\n// 打开所有事件\r\nexport function onAllEvent(): void {\r\n if (!controllerInstance) controllerInstance = new PlayerController();\r\n controllerInstance.onAllEvent();\r\n}\r\n\r\n// 关闭所有事件\r\nexport function offAllEvent(): void {\r\n if (!controllerInstance) return;\r\n 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+ {"version":3,"sources":["../src/index.ts","../src/playerController.ts"],"sourcesContent":["export * from \"./playerController\";\r\n","import * as THREE from \"three\";\r\nimport { MeshBVH, MeshBVHHelper } from \"three-mesh-bvh\";\r\nimport type { GLTF } from \"three/examples/jsm/Addons.js\";\r\nimport { OrbitControls } from \"three/examples/jsm/controls/OrbitControls.js\";\r\nimport { RoundedBoxGeometry } from \"three/examples/jsm/geometries/RoundedBoxGeometry.js\";\r\nimport { DRACOLoader } from \"three/examples/jsm/loaders/DRACOLoader.js\";\r\nimport { GLTFLoader } from \"three/examples/jsm/loaders/GLTFLoader.js\";\r\nimport * as BufferGeometryUtils from \"three/examples/jsm/utils/BufferGeometryUtils.js\";\r\n\r\nlet controllerInstance: PlayerController | null = null; // 单例实例\r\nconst clock = new THREE.Clock();\r\n\r\nclass PlayerController {\r\n loader: GLTFLoader = new GLTFLoader();\r\n\r\n // 基本配置与参数\r\n scene!: THREE.Scene;\r\n camera!: THREE.PerspectiveCamera;\r\n controls!: OrbitControls;\r\n initPos!: THREE.Vector3;\r\n playerModel!: {\r\n url: string;\r\n idleAnim: string;\r\n walkAnim: string;\r\n runAnim: string;\r\n jumpAnim: string;\r\n leftWalkAnim?: string;\r\n rightWalkAnim?: string;\r\n backwardAnim?: string;\r\n flyAnim?: string;\r\n flyIdleAnim?: string;\r\n scale: number;\r\n gravity?: number;\r\n jumpHeight?: number;\r\n speed?: number;\r\n };\r\n visualizeDepth!: number;\r\n gravity!: number;\r\n jumpHeight!: number;\r\n playerSpeed!: number;\r\n mouseSensity!: number;\r\n\r\n playerRadius: number = 45;\r\n playerHeight: number = 180;\r\n isFirstPerson: boolean = false;\r\n boundingBoxMinY: number = 0;\r\n // 测试参数\r\n displayPlayer: boolean = false;\r\n displayCollider: boolean = false;\r\n displayVisualizer: boolean = false;\r\n\r\n // 场景对象\r\n collider: THREE.Mesh | null = null;\r\n visualizer: MeshBVHHelper | null = null;\r\n player!: THREE.Mesh & { capsuleInfo?: any };\r\n person: THREE.Object3D | null = null;\r\n\r\n // 状态开关\r\n playerIsOnGround: boolean = false;\r\n isupdate: boolean = true;\r\n isFlying: boolean = false;\r\n\r\n // 输入状态\r\n fwdPressed: boolean = false;\r\n bkdPressed: boolean = false;\r\n lftPressed: boolean = false;\r\n rgtPressed: boolean = false;\r\n spacePressed: boolean = false;\r\n ctPressed: boolean = false;\r\n shiftPressed: boolean = false;\r\n\r\n // 第三人称\r\n _camCollisionLerp: number = 0.18; // 平滑系数\r\n _camEpsilon: number = 0.35; // 摄像机与障碍物之间的安全距离(米)\r\n _minCamDistance: number = 1.0; // 摄像机最小距离\r\n _maxCamDistance: number = 4.4; // 摄像机最大距离\r\n\r\n // 物理/运动\r\n playerVelocity = new THREE.Vector3(); // 玩家速度向量\r\n readonly upVector = new THREE.Vector3(0, 1, 0);\r\n\r\n // 临时复用向量/矩阵\r\n readonly tempVector = new THREE.Vector3();\r\n readonly tempVector2 = new THREE.Vector3();\r\n readonly tempBox = new THREE.Box3();\r\n readonly tempMat = new THREE.Matrix4();\r\n readonly tempSegment = new THREE.Line3();\r\n\r\n // 动画相关\r\n personMixer?: THREE.AnimationMixer;\r\n personActions?: Map<string, THREE.AnimationAction>;\r\n idleAction!: THREE.AnimationAction;\r\n walkAction!: THREE.AnimationAction;\r\n leftWalkAction!: THREE.AnimationAction;\r\n rightWalkAction!: THREE.AnimationAction;\r\n backwardAction!: THREE.AnimationAction;\r\n jumpAction!: THREE.AnimationAction;\r\n runAction!: THREE.AnimationAction;\r\n flyidleAction!: THREE.AnimationAction;\r\n flyAction!: THREE.AnimationAction;\r\n controlDroneAction!: THREE.AnimationAction;\r\n actionState!: THREE.AnimationAction;\r\n\r\n // 复用向量:用于相机朝向 / 移动\r\n readonly camDir = new THREE.Vector3();\r\n readonly moveDir = new THREE.Vector3();\r\n readonly targetQuat = new THREE.Quaternion();\r\n readonly targetMat = new THREE.Matrix4();\r\n readonly rotationSpeed = 10;\r\n readonly DIR_FWD = new THREE.Vector3(0, 0, -1);\r\n readonly DIR_BKD = new THREE.Vector3(0, 0, 1);\r\n readonly DIR_LFT = new THREE.Vector3(-1, 0, 0);\r\n readonly DIR_RGT = new THREE.Vector3(1, 0, 0);\r\n readonly DIR_Y = new THREE.Vector3(0, 1, 0);\r\n\r\n readonly _personToCam = new THREE.Vector3();\r\n\r\n readonly _originTmp = new THREE.Vector3();\r\n readonly _raycaster = new THREE.Raycaster(new THREE.Vector3(), new THREE.Vector3(0, -1, 0));\r\n readonly _raycasterPersonToCam = new THREE.Raycaster(new THREE.Vector3(), new THREE.Vector3());\r\n\r\n // 射线检测时只返回第一个碰撞\r\n constructor() {\r\n (this._raycaster as any).firstHitOnly = true;\r\n (this._raycasterPersonToCam as any).firstHitOnly = true;\r\n }\r\n\r\n // 初始化\r\n async init(\r\n opts: {\r\n scene: THREE.Scene;\r\n camera: THREE.PerspectiveCamera;\r\n controls: OrbitControls;\r\n playerModel: {\r\n url: string;\r\n idleAnim: string;\r\n walkAnim: string;\r\n runAnim: string;\r\n jumpAnim: string;\r\n leftWalkAnim?: string;\r\n rightWalkAnim?: string;\r\n backwardAnim?: string;\r\n flyAnim?: string;\r\n flyIdleAnim?: string;\r\n scale: number;\r\n gravity?: number;\r\n jumpHeight?: number;\r\n speed?: number;\r\n };\r\n initPos?: THREE.Vector3;\r\n mouseSensity?: number;\r\n },\r\n callback?: () => void\r\n ) {\r\n this.scene = opts.scene;\r\n this.camera = opts.camera;\r\n this.controls = opts.controls;\r\n this.playerModel = opts.playerModel;\r\n this.initPos = opts.initPos ? opts.initPos : new THREE.Vector3(0, 0, 0);\r\n this.mouseSensity = opts.mouseSensity ? opts.mouseSensity : 5;\r\n\r\n const s = this.playerModel.scale;\r\n this.visualizeDepth = 0 * s;\r\n this.gravity = opts.playerModel.gravity ? opts.playerModel.gravity * s : -2400 * s;\r\n this.jumpHeight = opts.playerModel.jumpHeight ? opts.playerModel.jumpHeight * s : 800 * s;\r\n this.playerSpeed = opts.playerModel.speed ? opts.playerModel.speed * s : 400 * s;\r\n\r\n this._camCollisionLerp = 0.18;\r\n this._camEpsilon = 35 * s;\r\n this._minCamDistance = 100 * s;\r\n this._maxCamDistance = 440 * s;\r\n // 创建bvh\r\n await this.createBVH();\r\n\r\n // 创建玩家\r\n this.createPlayer();\r\n\r\n // 加载玩家模型\r\n await this.loadPersonGLB();\r\n\r\n // 等待资源加载完毕再设置摄像机\r\n if (this.isFirstPerson && this.player) {\r\n this.player.add(this.camera);\r\n }\r\n this.onAllEvent(); // 绑定事件\r\n this.setCameraPos();\r\n this.setControls();\r\n if (callback) callback();\r\n }\r\n\r\n // 第一/三视角切换\r\n changeView() {\r\n this.isFirstPerson = !this.isFirstPerson;\r\n if (this.isFirstPerson) {\r\n this.player.attach(this.camera);\r\n this.camera.position.set(0, 40 * this.playerModel.scale, 30 * this.playerModel.scale);\r\n this.camera.rotation.set(0, Math.PI, 0);\r\n document.body.requestPointerLock(); // 锁定鼠标\r\n } else {\r\n this.scene.attach(this.camera);\r\n const worldPos = this.player.position.clone();\r\n const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(this.player.quaternion);\r\n const angle = Math.atan2(dir.z, dir.x);\r\n const offset = new THREE.Vector3(Math.cos(angle) * 400 * this.playerModel.scale, 200 * this.playerModel.scale, Math.sin(angle) * 400 * this.playerModel.scale);\r\n this.camera.position.copy(worldPos).add(offset);\r\n this.controls.target.copy(worldPos);\r\n document.body.requestPointerLock(); // 锁定鼠标\r\n }\r\n }\r\n\r\n // 摄像机/控制器设置\r\n setCameraPos() {\r\n if (this.isFirstPerson) {\r\n this.camera.position.set(0, 40 * this.playerModel.scale, 30 * this.playerModel.scale);\r\n } else {\r\n const worldPos = this.player.position.clone();\r\n const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(this.player.quaternion);\r\n const angle = Math.atan2(dir.z, dir.x);\r\n const offset = new THREE.Vector3(Math.cos(angle) * 400 * this.playerModel.scale, 200 * this.playerModel.scale, Math.sin(angle) * 400 * this.playerModel.scale);\r\n this.camera.position.copy(worldPos).add(offset);\r\n }\r\n this.camera.updateProjectionMatrix();\r\n }\r\n\r\n // 设置控制器\r\n setControls() {\r\n this.controls.enabled = false;\r\n this.controls.maxPolarAngle = Math.PI * (300 / 360);\r\n }\r\n\r\n // 重置控制器\r\n resetControls() {\r\n this.controls.enabled = true;\r\n this.controls.enablePan = true;\r\n this.controls.maxPolarAngle = Math.PI / 2;\r\n this.controls.rotateSpeed = 1;\r\n this.controls.enableZoom = true;\r\n this.controls.mouseButtons = {\r\n LEFT: 0,\r\n MIDDLE: 1,\r\n RIGHT: 2,\r\n };\r\n }\r\n\r\n // 初始化加载器\r\n async initLoader() {\r\n const dracoLoader = new DRACOLoader();\r\n dracoLoader.setDecoderPath(\"https://unpkg.com/three@0.180.0/examples/jsm/libs/draco/gltf/\");\r\n dracoLoader.setDecoderConfig({ type: \"js\" });\r\n this.loader.setDRACOLoader(dracoLoader);\r\n }\r\n\r\n // 人物与动画加载\r\n async loadPersonGLB() {\r\n try {\r\n const gltf: GLTF = await this.loader.loadAsync(this.playerModel.url);\r\n this.person = gltf.scene;\r\n const sc = this.playerModel.scale;\r\n const h = this.playerHeight * sc;\r\n this.person.scale.set(sc, sc, sc);\r\n this.person.position.set(0, -h * 0.75, 0);\r\n this.person.traverse((child: any) => {\r\n if (child.isMesh) {\r\n child.castShadow = true;\r\n }\r\n });\r\n this.player.add(this.person);\r\n this.reset();\r\n\r\n // 创建人物 mixer 与 actions\r\n this.personMixer = new THREE.AnimationMixer(this.person);\r\n const animations = gltf.animations ?? [];\r\n console.log('animations',animations)\r\n this.personActions = new Map<string, THREE.AnimationAction>();\r\n // 取出动作并注册到 map\r\n const findClip = (name: string) => animations.find((a: any) => a.name === name);\r\n const regs: [string, string][] = [\r\n [this.playerModel.idleAnim, \"idle\"],\r\n [this.playerModel.walkAnim, \"walking\"],\r\n [this.playerModel.leftWalkAnim || this.playerModel.walkAnim, \"left_walking\"],\r\n [this.playerModel.rightWalkAnim || this.playerModel.walkAnim, \"right_walking\"],\r\n [this.playerModel.backwardAnim || this.playerModel.walkAnim, \"walking_backward\"],\r\n [this.playerModel.jumpAnim, \"jumping\"],\r\n [this.playerModel.runAnim, \"running\"],\r\n [this.playerModel.flyIdleAnim || this.playerModel.idleAnim, \"flyidle\"],\r\n [this.playerModel.flyAnim || this.playerModel.idleAnim, \"flying\"],\r\n ];\r\n\r\n // 注册动作并设置循环模式\r\n for (const [key, clipName] of regs) {\r\n const clip = findClip(key);\r\n if (!clip) continue;\r\n const action = this.personMixer.clipAction(clip);\r\n\r\n if (clipName === \"jumping\") {\r\n action.setLoop(THREE.LoopOnce, 1); // 播放一次\r\n action.clampWhenFinished = true;\r\n action.setEffectiveTimeScale(1.2); // 播放速度\r\n } else {\r\n action.setLoop(THREE.LoopRepeat, Infinity); // 循环播放\r\n action.clampWhenFinished = false;\r\n action.setEffectiveTimeScale(1);\r\n }\r\n\r\n action.enabled = true; // 激活\r\n action.setEffectiveWeight(0); // 初始权重为0\r\n this.personActions.set(clipName, action);\r\n }\r\n\r\n // 把actions激活\r\n this.idleAction = this.personActions.get(\"idle\")!;\r\n this.walkAction = this.personActions.get(\"walking\")!;\r\n this.leftWalkAction = this.personActions.get(\"left_walking\")!;\r\n this.rightWalkAction = this.personActions.get(\"right_walking\")!;\r\n this.backwardAction = this.personActions.get(\"walking_backward\")!;\r\n this.jumpAction = this.personActions.get(\"jumping\")!;\r\n this.runAction = this.personActions.get(\"running\")!;\r\n this.flyidleAction = this.personActions.get(\"flyidle\")!;\r\n this.flyAction = this.personActions.get(\"flying\")!;\r\n\r\n // 激活空闲动作\r\n this.idleAction.setEffectiveWeight(1);\r\n this.idleAction.play();\r\n this.actionState = this.idleAction;\r\n\r\n this.personMixer.addEventListener(\"finished\", (ev: any) => {\r\n const finishedAction: THREE.AnimationAction = ev.action;\r\n\r\n if (finishedAction === this.jumpAction) {\r\n // jump 播放结束后的逻辑\r\n if (this.fwdPressed) {\r\n if (this.shiftPressed) this.playPersonAnimationByName(\"running\");\r\n else this.playPersonAnimationByName(\"walking\");\r\n return;\r\n }\r\n if (this.bkdPressed) {\r\n this.playPersonAnimationByName(\"walking_backward\");\r\n return;\r\n }\r\n if (this.rgtPressed || this.lftPressed) {\r\n this.playPersonAnimationByName(\"walking\");\r\n return;\r\n }\r\n this.playPersonAnimationByName(\"idle\");\r\n }\r\n });\r\n } catch (error) {}\r\n }\r\n\r\n // 平滑切换人物动画\r\n playPersonAnimationByName(name: string, fade = 0.18) {\r\n // console.log(\"播放动画\", name);\r\n if (!this.personActions) return;\r\n if (this.ctPressed) return;\r\n\r\n const next = this.personActions.get(name);\r\n if (!next) return;\r\n\r\n // 如果是同一个action,直接返回\r\n if (this.actionState === next) return;\r\n\r\n const prev = this.actionState;\r\n\r\n // 对于一次性动作先reset()\r\n next.reset();\r\n next.setEffectiveWeight(1);\r\n next.play();\r\n\r\n if (prev && prev !== next) {\r\n // 让 prev 淡出,next 淡入\r\n prev.fadeOut(fade);\r\n next.fadeIn(fade);\r\n } else {\r\n // 时直接淡入\r\n next.fadeIn(fade);\r\n }\r\n\r\n this.actionState = next;\r\n }\r\n\r\n // 创建玩家胶囊体\r\n createPlayer() {\r\n const material = new THREE.MeshStandardMaterial({\r\n color: new THREE.Color(1, 0, 0),\r\n shadowSide: THREE.DoubleSide,\r\n depthTest: false,\r\n });\r\n material.transparent = true;\r\n material.opacity = this.displayPlayer ? 0.5 : 0;\r\n material.wireframe = true;\r\n material.depthWrite = false;\r\n\r\n const r = this.playerRadius * this.playerModel.scale;\r\n const h = this.playerHeight * this.playerModel.scale;\r\n this.player = new THREE.Mesh(new RoundedBoxGeometry(r * 2, h, r * 2, 1, 75), material) as typeof this.player;\r\n\r\n this.player.geometry.translate(0, -h * 0.25, 0);\r\n this.player.capsuleInfo = {\r\n radius: r,\r\n segment: new THREE.Line3(new THREE.Vector3(), new THREE.Vector3(0, -h * 0.5, 0)),\r\n };\r\n\r\n this.player.name = \"capsule\";\r\n this.scene.add(this.player);\r\n this.reset();\r\n }\r\n\r\n getAngleWithYAxis(normal: { x: number; y: number; z: number }): number {\r\n // Y轴正方向向量\r\n const yAxis = { x: 0, y: 1, z: 0 };\r\n\r\n // 向量点积\r\n const dotProduct = normal.x * yAxis.x + normal.y * yAxis.y + normal.z * yAxis.z;\r\n\r\n // 向量模长\r\n const normalMagnitude = Math.sqrt(normal.x * normal.x + normal.y * normal.y + normal.z * normal.z);\r\n const yAxisMagnitude = 1; // Y轴单位向量长度为1\r\n\r\n // 计算夹角余弦值\r\n const cosTheta = dotProduct / (normalMagnitude * yAxisMagnitude);\r\n\r\n // 返回夹角(弧度)\r\n return Math.acos(cosTheta);\r\n }\r\n\r\n // 每帧更新\r\n async update(delta: number = clock.getDelta()) {\r\n if (!this.isupdate || !this.player || !this.collider) return;\r\n delta = Math.min(delta, 1 / 60);\r\n\r\n if (!this.isFlying) this.player.position.addScaledVector(this.playerVelocity, delta);\r\n this.updateMixers(delta);\r\n this.camera.getWorldDirection(this.camDir);\r\n let angle = Math.atan2(this.camDir.z, this.camDir.x) + Math.PI / 2;\r\n angle = 2 * Math.PI - angle;\r\n\r\n this.moveDir.set(0, 0, 0);\r\n if (this.fwdPressed) this.moveDir.add(this.DIR_FWD);\r\n if (this.bkdPressed) this.moveDir.add(this.DIR_BKD);\r\n if (this.lftPressed) this.moveDir.add(this.DIR_LFT);\r\n if (this.rgtPressed) this.moveDir.add(this.DIR_RGT);\r\n if (this.isFlying && this.fwdPressed) {\r\n this.moveDir.y = this.camDir.y;\r\n }\r\n // 设置速度\r\n if (this.isFlying && this.fwdPressed) {\r\n this.playerSpeed = this.shiftPressed ? 4000 * this.playerModel.scale : 3000 * this.playerModel.scale;\r\n } else {\r\n this.playerSpeed = this.shiftPressed ? 900 * this.playerModel.scale : 400 * this.playerModel.scale;\r\n }\r\n this.moveDir.normalize().applyAxisAngle(this.upVector, angle);\r\n this.player.position.addScaledVector(this.moveDir, this.playerSpeed * delta);\r\n\r\n // 向下射线检测地面高度\r\n let playerDistanceFromGround = Infinity;\r\n this._originTmp.set(this.player.position.x, this.player.position.y, this.player.position.z);\r\n this._raycaster.ray.origin.copy(this._originTmp);\r\n const intersects = this._raycaster.intersectObject(this.collider as THREE.Object3D, false);\r\n if (intersects.length > 0) {\r\n playerDistanceFromGround = this.player.position.y - intersects[0].point.y;\r\n const normal = intersects[0].normal as THREE.Vector3;\r\n const angle = (this.getAngleWithYAxis(normal) * 180) / Math.PI;\r\n const maxH = this.playerHeight * this.playerModel.scale * 0.9; // 坡度高度阈值\r\n const h = this.playerHeight * this.playerModel.scale * 0.75; // 正常高度\r\n const minH = this.playerHeight * this.playerModel.scale * 0.7; // 最小高度\r\n\r\n if (this.isFlying) {\r\n } else {\r\n if (playerDistanceFromGround > maxH) {\r\n this.playerVelocity.y += delta * this.gravity;\r\n this.player.position.addScaledVector(this.playerVelocity, delta);\r\n this.playerIsOnGround = false;\r\n } else if (playerDistanceFromGround > h && playerDistanceFromGround < maxH) {\r\n if (angle >= 0 && angle < 5) {\r\n // 平地\r\n // this.player.position.y = intersects[0].point.y + h;\r\n // this.playerVelocity.set(0, 0, 0);\r\n this.playerVelocity.y += delta * this.gravity;\r\n this.player.position.addScaledVector(this.playerVelocity, delta);\r\n this.playerIsOnGround = true;\r\n } else {\r\n // 坡地\r\n this.playerVelocity.set(0, 0, 0);\r\n this.playerIsOnGround = true;\r\n }\r\n } else if (playerDistanceFromGround > minH && playerDistanceFromGround < h) {\r\n // 误差范围内 在平地\r\n this.playerVelocity.set(0, 0, 0);\r\n this.playerIsOnGround = true;\r\n } else if (playerDistanceFromGround < minH) {\r\n // 强行拉回\r\n this.playerVelocity.set(0, 0, 0);\r\n this.player.position.set(this.player.position.x, intersects[0].point.y + h, this.player.position.z);\r\n this.playerIsOnGround = true;\r\n }\r\n }\r\n }\r\n\r\n // 更新玩家矩阵\r\n this.player.updateMatrixWorld();\r\n // 碰撞检测\r\n const capsuleInfo = this.player.capsuleInfo;\r\n this.tempBox.makeEmpty();\r\n this.tempMat.copy(this.collider!.matrixWorld).invert();\r\n this.tempSegment.copy(capsuleInfo.segment);\r\n this.tempSegment.start.applyMatrix4(this.player.matrixWorld).applyMatrix4(this.tempMat);\r\n this.tempSegment.end.applyMatrix4(this.player.matrixWorld).applyMatrix4(this.tempMat);\r\n\r\n this.tempBox.expandByPoint(this.tempSegment.start);\r\n this.tempBox.expandByPoint(this.tempSegment.end);\r\n this.tempBox.expandByScalar(capsuleInfo.radius);\r\n\r\n const bvh = this.collider?.geometry as any;\r\n bvh?.boundsTree?.shapecast({\r\n // 检测包围盒碰撞\r\n intersectsBounds: (box: THREE.Box3) => box.intersectsBox(this.tempBox),\r\n // 检测三角形碰撞\r\n intersectsTriangle: (tri: any) => {\r\n const triPoint = this.tempVector;\r\n const capsulePoint = this.tempVector2;\r\n const distance = tri.closestPointToSegment(this.tempSegment, triPoint, capsulePoint);\r\n // 距离小于人物半径,发生碰撞\r\n if (distance < capsuleInfo.radius) {\r\n const depth = capsuleInfo.radius - distance;\r\n const direction = capsulePoint.sub(triPoint).normalize();\r\n this.tempSegment.start.addScaledVector(direction, depth);\r\n this.tempSegment.end.addScaledVector(direction, depth);\r\n }\r\n },\r\n });\r\n\r\n // 设置玩家位置\r\n const newPosition = this.tempVector.copy(this.tempSegment.start).applyMatrix4(this.collider!.matrixWorld);\r\n const deltaVector = this.tempVector2.subVectors(newPosition, this.player.position);\r\n // 应用位移\r\n const offset = Math.max(0, deltaVector.length() - 1e-5);\r\n deltaVector.normalize().multiplyScalar(offset);\r\n this.player.position.add(deltaVector);\r\n\r\n // 第三人称-朝向\r\n if (!this.isFirstPerson && this.moveDir.lengthSq() > 0) {\r\n this.camDir.y = 0;\r\n this.camDir.normalize();\r\n this.camDir.negate();\r\n this.moveDir.normalize();\r\n this.moveDir.negate();\r\n const lookTarget = this.player.position.clone().add(this.moveDir);\r\n this.targetMat.lookAt(this.player.position, lookTarget, this.player.up);\r\n this.targetQuat.setFromRotationMatrix(this.targetMat);\r\n const alpha = Math.min(1, this.rotationSpeed * delta);\r\n this.player.quaternion.slerp(this.targetQuat, alpha);\r\n }\r\n\r\n // 第三人称-相机跟随\r\n if (!this.isFirstPerson) {\r\n const lookTarget = this.player.position.clone();\r\n lookTarget.y += 30 * this.playerModel.scale;\r\n this.camera.position.sub(this.controls.target); // 减去控制器向量\r\n this.controls.target.copy(lookTarget); // 设置控制器目标\r\n this.camera.position.add(lookTarget); // 设置相机位置\r\n this.controls.update(); // 更新控制器\r\n\r\n // 当视线被遮挡时判断\r\n this._personToCam.subVectors(this.camera.position, this.player.position); // 计算从player指向camera的向量(camera - player)\r\n const origin = this.player.position.clone().add(new THREE.Vector3(0, 0, 0)); // 射线起点\r\n const direction = this._personToCam.clone().normalize(); // 方向\r\n const desiredDist = this._personToCam.length(); // 与期望距离\r\n this._raycasterPersonToCam.set(origin, direction);\r\n this._raycasterPersonToCam.far = desiredDist;\r\n\r\n // 做相交检测\r\n const intersects = this._raycasterPersonToCam.intersectObject(this.collider as THREE.Object3D, false);\r\n if (intersects.length > 0) {\r\n // 相机拉近\r\n const hit = intersects[0]; // 找到第一个命中\r\n const safeDist = Math.max(hit.distance - this._camEpsilon, this._minCamDistance); // 计算安全距离(hit.distance是从origin到碰撞点的距离)\r\n const targetCamPos = origin.clone().add(direction.clone().multiplyScalar(safeDist)); // 目标相机位置 = origin + direction * safeDist\r\n this.camera.position.lerp(targetCamPos, this._camCollisionLerp); // 平滑移动相机到targetCamPos\r\n } else {\r\n // 相机恢复\r\n // const dis = this.player.position.distanceTo(this.camera.position); // 计算当前人物到相机距离\r\n this._raycasterPersonToCam.far = this._maxCamDistance;\r\n // 检查预设相机位置是否有遮挡\r\n const intersectsMaxDis = this._raycasterPersonToCam.intersectObject(this.collider as THREE.Object3D, false);\r\n // 恢复相机\r\n let safeDist = this._maxCamDistance;\r\n if (intersectsMaxDis.length) {\r\n const hitMax = intersectsMaxDis[0]; // 找到第一个命中\r\n safeDist = hitMax.distance - this._camEpsilon;\r\n }\r\n const targetCamPos = origin.clone().add(direction.clone().multiplyScalar(safeDist));\r\n this.camera.position.lerp(targetCamPos, this._camCollisionLerp);\r\n }\r\n }\r\n\r\n // 掉出场景重置\r\n if (this.player.position.y < this.boundingBoxMinY - 1) {\r\n // 检测当前位置与碰撞体是否相交\r\n this._originTmp.set(this.player.position.x, 10000, this.player.position.z);\r\n this._raycaster.ray.origin.copy(this._originTmp);\r\n const intersects = this._raycaster.intersectObject(this.collider as THREE.Object3D, false);\r\n if (intersects.length > 0) {\r\n // 出现碰撞 说明玩家为bug意外掉落\r\n console.log(\"玩家为bug意外掉落\");\r\n this.reset(new THREE.Vector3(this.player.position.x, intersects[0].point.y + 5, this.player.position.z));\r\n } else {\r\n // 无碰撞 正常掉落\r\n console.log(\"玩家正常掉落\");\r\n this.reset(new THREE.Vector3(this.player.position.x, this.player.position.y + 15, this.player.position.z));\r\n }\r\n }\r\n }\r\n\r\n // 重置 / 销毁\r\n reset(position?: THREE.Vector3) {\r\n if (!this.player) return;\r\n this.playerVelocity.set(0, 0, 0);\r\n this.player.position.copy(position ? position : this.initPos);\r\n }\r\n\r\n // 销毁\r\n destroy() {\r\n this.offAllEvent();\r\n if (this.player) {\r\n this.player.remove(this.camera);\r\n this.scene.remove(this.player);\r\n }\r\n (this.player as any) = null;\r\n if (this.person) {\r\n this.scene.remove(this.person);\r\n this.person = null;\r\n }\r\n\r\n this.resetControls();\r\n\r\n // 清理 BVH 可视化\r\n if (this.visualizer) {\r\n this.scene.remove(this.visualizer);\r\n this.visualizer = null;\r\n }\r\n if (this.collider) {\r\n this.scene.remove(this.collider);\r\n this.collider = null;\r\n }\r\n\r\n controllerInstance = null;\r\n }\r\n\r\n // 事件绑定\r\n onAllEvent() {\r\n this.isupdate = true;\r\n document.body.requestPointerLock();\r\n window.addEventListener(\"keydown\", this._boundOnKeydown);\r\n window.addEventListener(\"keyup\", this._boundOnKeyup);\r\n window.addEventListener(\"mousemove\", this._mouseMove);\r\n window.addEventListener(\"click\", this._mouseClick);\r\n }\r\n\r\n // 事件解绑\r\n offAllEvent() {\r\n this.isupdate = false;\r\n document.exitPointerLock();\r\n window.removeEventListener(\"keydown\", this._boundOnKeydown);\r\n window.removeEventListener(\"keyup\", this._boundOnKeyup);\r\n window.removeEventListener(\"mousemove\", this._mouseMove);\r\n window.removeEventListener(\"click\", this._mouseClick);\r\n }\r\n\r\n // 键盘按下事件\r\n private _boundOnKeydown = async (e: KeyboardEvent) => {\r\n if (e.ctrlKey && (e.code === \"KeyW\" || e.code === \"KeyA\" || e.code === \"KeyS\" || e.code === \"KeyD\")) {\r\n e.preventDefault();\r\n }\r\n switch (e.code) {\r\n case \"KeyW\":\r\n this.fwdPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyS\":\r\n this.bkdPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyD\":\r\n this.rgtPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyA\":\r\n this.lftPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"ShiftLeft\":\r\n this.shiftPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"Space\":\r\n if (!this.playerIsOnGround || this.isFlying) return;\r\n this.spacePressed = true;\r\n this.playPersonAnimationByName(\"jumping\");\r\n this.playerVelocity.y = this.jumpHeight;\r\n this.playerIsOnGround = false;\r\n break;\r\n case \"ControlLeft\":\r\n this.ctPressed = true;\r\n break;\r\n case \"KeyV\":\r\n this.changeView();\r\n break;\r\n case \"KeyF\":\r\n this.isFlying = !this.isFlying;\r\n this.setAnimationByPressed();\r\n break;\r\n }\r\n };\r\n\r\n // 键盘抬起事件\r\n private _boundOnKeyup = (e: KeyboardEvent) => {\r\n switch (e.code) {\r\n case \"KeyW\":\r\n this.fwdPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyS\":\r\n this.bkdPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyD\":\r\n this.rgtPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyA\":\r\n this.lftPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"ShiftLeft\":\r\n this.shiftPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"Space\":\r\n // this.spacePressed = false;\r\n break;\r\n case \"ControlLeft\":\r\n this.ctPressed = false;\r\n break;\r\n }\r\n };\r\n\r\n // 根据按键设置人物动画\r\n setAnimationByPressed = () => {\r\n this._maxCamDistance = 440 * this.playerModel.scale;\r\n if (this.isFlying) {\r\n if (!this.fwdPressed) {\r\n this.playPersonAnimationByName(\"flyidle\");\r\n return;\r\n }\r\n this.playPersonAnimationByName(\"flying\");\r\n this._maxCamDistance = 700 * this.playerModel.scale;\r\n return;\r\n }\r\n\r\n if (this.playerIsOnGround) {\r\n if (!this.fwdPressed && !this.bkdPressed && !this.lftPressed && !this.rgtPressed) {\r\n this.playPersonAnimationByName(\"idle\");\r\n return;\r\n }\r\n if (this.fwdPressed) {\r\n if (this.shiftPressed) {\r\n this.playPersonAnimationByName(\"running\");\r\n } else {\r\n this.playPersonAnimationByName(\"walking\");\r\n }\r\n return;\r\n }\r\n // 第三人称下动画统一使用 前进 动画\r\n if (!this.isFirstPerson && (this.lftPressed || this.rgtPressed || this.bkdPressed)) {\r\n if (this.shiftPressed) {\r\n this.playPersonAnimationByName(\"running\");\r\n } else {\r\n this.playPersonAnimationByName(\"walking\");\r\n }\r\n return;\r\n }\r\n // 第一人称下根据方向播放不同动画\r\n if (this.lftPressed) {\r\n this.playPersonAnimationByName(\"left_walking\");\r\n return;\r\n }\r\n if (this.rgtPressed) {\r\n this.playPersonAnimationByName(\"right_walking\");\r\n return;\r\n }\r\n if (this.bkdPressed) {\r\n this.playPersonAnimationByName(\"walking_backward\");\r\n return;\r\n }\r\n } else {\r\n this.playPersonAnimationByName(\"jumping\");\r\n }\r\n };\r\n\r\n // 鼠标移动事件\r\n private _mouseMove = (e: MouseEvent) => {\r\n // 记录状态\r\n if (document.pointerLockElement !== document.body) return;\r\n if (this.isFirstPerson) {\r\n const yaw = -e.movementX * 0.0001 * this.mouseSensity;\r\n const pitch = -e.movementY * 0.0001 * this.mouseSensity;\r\n this.player.rotateY(yaw);\r\n this.camera.rotation.x = THREE.MathUtils.clamp(this.camera.rotation.x + pitch, -1.3, 1.4);\r\n } else {\r\n const sensitivity = 0.0001 * this.mouseSensity;\r\n const deltaX = -e.movementX * sensitivity;\r\n const deltaY = -e.movementY * sensitivity;\r\n // 获取目标点\r\n const target = this.player.position.clone();\r\n // 计算相机到目标的距离\r\n const distance = this.camera.position.distanceTo(target);\r\n // 计算当前角度\r\n const currentPosition = this.camera.position.clone().sub(target);\r\n let theta = Math.atan2(currentPosition.x, currentPosition.z);\r\n let phi = Math.acos(currentPosition.y / distance);\r\n // 应用旋转\r\n theta += deltaX;\r\n phi += deltaY;\r\n // 限制phi角度\r\n phi = Math.max(0.1, Math.min(Math.PI - 0.1, phi));\r\n // 计算新的相机位置\r\n const newX = distance * Math.sin(phi) * Math.sin(theta);\r\n const newY = distance * Math.cos(phi);\r\n const newZ = distance * Math.sin(phi) * Math.cos(theta);\r\n\r\n this.camera.position.set(target.x + newX, target.y + newY, target.z + newZ);\r\n this.camera.lookAt(target);\r\n }\r\n };\r\n\r\n private _mouseClick = (e: MouseEvent) => {\r\n if (document.pointerLockElement !== document.body) document.body.requestPointerLock();\r\n };\r\n\r\n // 更新模型动画\r\n private updateMixers(delta: number) {\r\n if (this.personMixer) this.personMixer.update(delta);\r\n }\r\n\r\n // BVH构建\r\n async createBVH(meshUrl: string = \"\"): Promise<void> {\r\n await this.initLoader(); // 初始化加载器\r\n\r\n const ensureAttributesMinimal = (geom: THREE.BufferGeometry): THREE.BufferGeometry | null => {\r\n if (!geom.attributes.position) {\r\n // console.warn(\"跳过无 position 的几何体\", geom);\r\n return null;\r\n }\r\n if (!geom.attributes.normal) geom.computeVertexNormals();\r\n if (!geom.attributes.uv) {\r\n const count = geom.attributes.position.count;\r\n const dummyUV = new Float32Array(count * 2);\r\n geom.setAttribute(\"uv\", new THREE.BufferAttribute(dummyUV, 2));\r\n }\r\n return geom;\r\n };\r\n\r\n const collected: THREE.BufferGeometry[] = [];\r\n if (meshUrl == \"\") {\r\n if (this.collider) {\r\n this.scene.remove(this.collider);\r\n this.collider = null;\r\n }\r\n\r\n this.scene.traverse((c) => {\r\n const mesh = c as THREE.Mesh;\r\n if (mesh?.isMesh && mesh.geometry && c.name !== \"capsule\") {\r\n try {\r\n let geom = (mesh.geometry as THREE.BufferGeometry).clone();\r\n geom.applyMatrix4(mesh.matrixWorld);\r\n if (geom.index) geom = geom.toNonIndexed();\r\n const safe = ensureAttributesMinimal(geom);\r\n if (safe) collected.push(safe);\r\n } catch (e) {\r\n console.warn(\"处理网格时出错:\", mesh, e);\r\n }\r\n }\r\n });\r\n\r\n if (!collected.length) {\r\n return;\r\n }\r\n\r\n // 统一属性集合\r\n type AttrMeta = { itemSize: number; arrayCtor: any; examples: number };\r\n const attrMap = new Map<string, AttrMeta>();\r\n const attrConflict = new Set<string>();\r\n\r\n for (const g of collected) {\r\n for (const name of Object.keys(g.attributes)) {\r\n const attr = g.attributes[name] as THREE.BufferAttribute;\r\n const ctor = (attr.array as any).constructor;\r\n const itemSize = attr.itemSize;\r\n if (!attrMap.has(name)) {\r\n attrMap.set(name, { itemSize, arrayCtor: ctor, examples: 1 });\r\n } else {\r\n const m = attrMap.get(name)!;\r\n if (m.itemSize !== itemSize || m.arrayCtor !== ctor) attrConflict.add(name);\r\n else m.examples++;\r\n }\r\n }\r\n }\r\n\r\n if (attrConflict.size) {\r\n for (const g of collected) {\r\n for (const name of Array.from(attrConflict)) {\r\n if (g.attributes[name]) g.deleteAttribute(name);\r\n }\r\n }\r\n for (const name of attrConflict) attrMap.delete(name);\r\n }\r\n\r\n const attrNames = Array.from(attrMap.keys());\r\n for (const g of collected) {\r\n const count = g.attributes.position.count;\r\n for (const name of attrNames) {\r\n if (!g.attributes[name]) {\r\n const meta = attrMap.get(name)!;\r\n const len = count * meta.itemSize;\r\n const array = new meta.arrayCtor(len);\r\n g.setAttribute(name, new THREE.BufferAttribute(array, meta.itemSize));\r\n }\r\n }\r\n }\r\n } else {\r\n const gltf: GLTF = await this.loader.loadAsync(meshUrl, (xhr) => {});\r\n const mesh = gltf.scene.children[0] as THREE.Mesh;\r\n mesh.name = \"BVH加载模型\";\r\n\r\n // 推入几何体\r\n let geom = mesh.geometry.clone();\r\n geom.applyMatrix4(mesh.matrixWorld);\r\n if (geom.index) geom = geom.toNonIndexed();\r\n const safe = ensureAttributesMinimal(geom);\r\n if (safe) collected.push(safe);\r\n }\r\n\r\n // 合并几何体\r\n const merged = BufferGeometryUtils.mergeGeometries(collected, false);\r\n if (!merged) {\r\n console.error(\"合并几何失败\");\r\n return;\r\n }\r\n\r\n // 构建bvh\r\n (merged as any).boundsTree = new MeshBVH(merged);\r\n this.collider = new THREE.Mesh(\r\n merged,\r\n new THREE.MeshBasicMaterial({\r\n opacity: 0.5,\r\n transparent: true,\r\n wireframe: true,\r\n })\r\n );\r\n\r\n if (this.displayCollider) this.scene.add(this.collider);\r\n if (this.displayVisualizer) {\r\n if (this.visualizer) this.scene.remove(this.visualizer);\r\n this.visualizer = new MeshBVHHelper(this.collider, this.visualizeDepth);\r\n this.scene.add(this.visualizer);\r\n }\r\n this.boundingBoxMinY = (this.collider as any).geometry.boundingBox.min.y;\r\n console.log(\"bvh加载模型成功\", this.collider);\r\n }\r\n}\r\n\r\n// 导出API\r\nexport function playerController() {\r\n if (!controllerInstance) controllerInstance = new PlayerController();\r\n const c = controllerInstance;\r\n return {\r\n init: (\r\n opts: {\r\n scene: THREE.Scene;\r\n camera: THREE.PerspectiveCamera;\r\n controls: OrbitControls;\r\n playerModel: {\r\n url: string;\r\n idleAnim: string;\r\n walkAnim: string;\r\n runAnim: string;\r\n jumpAnim: string;\r\n leftWalkAnim?: string;\r\n rightWalkAnim?: string;\r\n backwardAnim?: string;\r\n flyAnim?: string;\r\n flyIdleAnim?: string;\r\n scale: number;\r\n gravity?: number;\r\n jumpHeight?: number;\r\n speed?: number;\r\n };\r\n initPos?: THREE.Vector3;\r\n mouseSensity?: number;\r\n },\r\n callback?: () => void\r\n ) => c.init(opts, callback),\r\n changeView: () => c.changeView(),\r\n createBVH: (url: string = \"\") => c.createBVH(url),\r\n createPlayer: () => c.createPlayer(),\r\n reset: (pos?: THREE.Vector3) => c.reset(pos),\r\n update: (dt?: number) => c.update(dt),\r\n destroy: () => c.destroy(),\r\n displayCollider: c.displayCollider,\r\n displayPlayer: c.displayPlayer,\r\n displayVisualizer: c.displayVisualizer,\r\n };\r\n}\r\n\r\n// 打开所有事件\r\nexport function onAllEvent(): void {\r\n if (!controllerInstance) controllerInstance = new PlayerController();\r\n controllerInstance.onAllEvent();\r\n}\r\n\r\n// 关闭所有事件\r\nexport function offAllEvent(): void {\r\n if (!controllerInstance) return;\r\n 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package/dist/index.mjs CHANGED
@@ -26,6 +26,7 @@ var PlayerController = class {
26
26
  // 状态开关
27
27
  this.playerIsOnGround = false;
28
28
  this.isupdate = true;
29
+ this.isFlying = false;
29
30
  // 输入状态
30
31
  this.fwdPressed = false;
31
32
  this.bkdPressed = false;
@@ -34,8 +35,6 @@ var PlayerController = class {
34
35
  this.spacePressed = false;
35
36
  this.ctPressed = false;
36
37
  this.shiftPressed = false;
37
- this.sustainSpacePressed = false;
38
- this.spaceLongPressTimer = null;
39
38
  // 第三人称
40
39
  this._camCollisionLerp = 0.18;
41
40
  // 平滑系数
@@ -65,6 +64,7 @@ var PlayerController = class {
65
64
  this.DIR_BKD = new THREE.Vector3(0, 0, 1);
66
65
  this.DIR_LFT = new THREE.Vector3(-1, 0, 0);
67
66
  this.DIR_RGT = new THREE.Vector3(1, 0, 0);
67
+ this.DIR_Y = new THREE.Vector3(0, 1, 0);
68
68
  this._personToCam = new THREE.Vector3();
69
69
  this._originTmp = new THREE.Vector3();
70
70
  this._raycaster = new THREE.Raycaster(new THREE.Vector3(), new THREE.Vector3(0, -1, 0));
@@ -96,12 +96,11 @@ var PlayerController = class {
96
96
  this.setAnimationByPressed();
97
97
  break;
98
98
  case "Space":
99
- if (!this.spacePressed) this.spacePressed = true;
100
- if (!this.spaceLongPressTimer) {
101
- this.spaceLongPressTimer = setTimeout(() => {
102
- this.sustainSpacePressed = true;
103
- }, 2e3);
104
- }
99
+ if (!this.playerIsOnGround || this.isFlying) return;
100
+ this.spacePressed = true;
101
+ this.playPersonAnimationByName("jumping");
102
+ this.playerVelocity.y = this.jumpHeight;
103
+ this.playerIsOnGround = false;
105
104
  break;
106
105
  case "ControlLeft":
107
106
  this.ctPressed = true;
@@ -109,6 +108,10 @@ var PlayerController = class {
109
108
  case "KeyV":
110
109
  this.changeView();
111
110
  break;
111
+ case "KeyF":
112
+ this.isFlying = !this.isFlying;
113
+ this.setAnimationByPressed();
114
+ break;
112
115
  }
113
116
  };
114
117
  // 键盘抬起事件
@@ -135,12 +138,6 @@ var PlayerController = class {
135
138
  this.setAnimationByPressed();
136
139
  break;
137
140
  case "Space":
138
- if (this.spaceLongPressTimer) {
139
- clearTimeout(this.spaceLongPressTimer);
140
- this.spaceLongPressTimer = null;
141
- }
142
- this.spacePressed = false;
143
- this.sustainSpacePressed = false;
144
141
  break;
145
142
  case "ControlLeft":
146
143
  this.ctPressed = false;
@@ -149,6 +146,16 @@ var PlayerController = class {
149
146
  };
150
147
  // 根据按键设置人物动画
151
148
  this.setAnimationByPressed = () => {
149
+ this._maxCamDistance = 440 * this.playerModel.scale;
150
+ if (this.isFlying) {
151
+ if (!this.fwdPressed) {
152
+ this.playPersonAnimationByName("flyidle");
153
+ return;
154
+ }
155
+ this.playPersonAnimationByName("flying");
156
+ this._maxCamDistance = 700 * this.playerModel.scale;
157
+ return;
158
+ }
152
159
  if (this.playerIsOnGround) {
153
160
  if (!this.fwdPressed && !this.bkdPressed && !this.lftPressed && !this.rgtPressed) {
154
161
  this.playPersonAnimationByName("idle");
@@ -182,6 +189,8 @@ var PlayerController = class {
182
189
  this.playPersonAnimationByName("walking_backward");
183
190
  return;
184
191
  }
192
+ } else {
193
+ this.playPersonAnimationByName("jumping");
185
194
  }
186
195
  };
187
196
  // 鼠标移动事件
@@ -228,8 +237,7 @@ var PlayerController = class {
228
237
  const s = this.playerModel.scale;
229
238
  this.visualizeDepth = 0 * s;
230
239
  this.gravity = opts.playerModel.gravity ? opts.playerModel.gravity * s : -2400 * s;
231
- this.jumpHeight = opts.playerModel.jumpHeight ? opts.playerModel.jumpHeight * s : 300 * s;
232
- this.highJumpHeight = opts.playerModel.highJumpHeight ? opts.playerModel.highJumpHeight * s : 1e3 * s;
240
+ this.jumpHeight = opts.playerModel.jumpHeight ? opts.playerModel.jumpHeight * s : 800 * s;
233
241
  this.playerSpeed = opts.playerModel.speed ? opts.playerModel.speed * s : 400 * s;
234
242
  this._camCollisionLerp = 0.18;
235
243
  this._camEpsilon = 35 * s;
@@ -281,7 +289,7 @@ var PlayerController = class {
281
289
  // 设置控制器
282
290
  setControls() {
283
291
  this.controls.enabled = false;
284
- this.controls.maxPolarAngle = Math.PI * (230 / 360);
292
+ this.controls.maxPolarAngle = Math.PI * (300 / 360);
285
293
  }
286
294
  // 重置控制器
287
295
  resetControls() {
@@ -321,6 +329,7 @@ var PlayerController = class {
321
329
  this.reset();
322
330
  this.personMixer = new THREE.AnimationMixer(this.person);
323
331
  const animations = gltf.animations ?? [];
332
+ console.log("animations", animations);
324
333
  this.personActions = /* @__PURE__ */ new Map();
325
334
  const findClip = (name) => animations.find((a) => a.name === name);
326
335
  const regs = [
@@ -330,7 +339,9 @@ var PlayerController = class {
330
339
  [this.playerModel.rightWalkAnim || this.playerModel.walkAnim, "right_walking"],
331
340
  [this.playerModel.backwardAnim || this.playerModel.walkAnim, "walking_backward"],
332
341
  [this.playerModel.jumpAnim, "jumping"],
333
- [this.playerModel.runAnim, "running"]
342
+ [this.playerModel.runAnim, "running"],
343
+ [this.playerModel.flyIdleAnim || this.playerModel.idleAnim, "flyidle"],
344
+ [this.playerModel.flyAnim || this.playerModel.idleAnim, "flying"]
334
345
  ];
335
346
  for (const [key, clipName] of regs) {
336
347
  const clip = findClip(key);
@@ -356,6 +367,8 @@ var PlayerController = class {
356
367
  this.backwardAction = this.personActions.get("walking_backward");
357
368
  this.jumpAction = this.personActions.get("jumping");
358
369
  this.runAction = this.personActions.get("running");
370
+ this.flyidleAction = this.personActions.get("flyidle");
371
+ this.flyAction = this.personActions.get("flying");
359
372
  this.idleAction.setEffectiveWeight(1);
360
373
  this.idleAction.play();
361
374
  this.actionState = this.idleAction;
@@ -433,10 +446,10 @@ var PlayerController = class {
433
446
  }
434
447
  // 每帧更新
435
448
  async update(delta = clock.getDelta()) {
436
- if (!this.isupdate || !this.player) return;
437
- delta = Math.min(delta, 1 / 30);
449
+ if (!this.isupdate || !this.player || !this.collider) return;
450
+ delta = Math.min(delta, 1 / 60);
451
+ if (!this.isFlying) this.player.position.addScaledVector(this.playerVelocity, delta);
438
452
  this.updateMixers(delta);
439
- if (!this.collider) return;
440
453
  this.camera.getWorldDirection(this.camDir);
441
454
  let angle = Math.atan2(this.camDir.z, this.camDir.x) + Math.PI / 2;
442
455
  angle = 2 * Math.PI - angle;
@@ -445,31 +458,16 @@ var PlayerController = class {
445
458
  if (this.bkdPressed) this.moveDir.add(this.DIR_BKD);
446
459
  if (this.lftPressed) this.moveDir.add(this.DIR_LFT);
447
460
  if (this.rgtPressed) this.moveDir.add(this.DIR_RGT);
448
- if (this.spacePressed && this.playerIsOnGround) {
449
- this.playPersonAnimationByName("jumping");
450
- setTimeout(() => {
451
- this.playerVelocity.y = this.jumpHeight;
452
- this.playerIsOnGround = false;
453
- this.spacePressed = false;
454
- this.player.position.addScaledVector(this.playerVelocity, delta);
455
- this.player.updateMatrixWorld();
456
- }, 200);
457
- }
458
- if (this.sustainSpacePressed && this.playerIsOnGround) {
459
- this.playPersonAnimationByName("jumping");
460
- setTimeout(() => {
461
- this.playerVelocity.y = this.highJumpHeight;
462
- this.playerIsOnGround = false;
463
- this.spacePressed = false;
464
- this.player.position.addScaledVector(this.playerVelocity, delta);
465
- this.player.updateMatrixWorld();
466
- }, 200);
461
+ if (this.isFlying && this.fwdPressed) {
462
+ this.moveDir.y = this.camDir.y;
467
463
  }
468
- this.playerSpeed = this.shiftPressed ? 900 * this.playerModel.scale : 400 * this.playerModel.scale;
469
- if (this.moveDir.lengthSq() > 1e-6) {
470
- this.moveDir.normalize().applyAxisAngle(this.upVector, angle);
471
- this.player.position.addScaledVector(this.moveDir, this.playerSpeed * delta);
464
+ if (this.isFlying && this.fwdPressed) {
465
+ this.playerSpeed = this.shiftPressed ? 4e3 * this.playerModel.scale : 3e3 * this.playerModel.scale;
466
+ } else {
467
+ this.playerSpeed = this.shiftPressed ? 900 * this.playerModel.scale : 400 * this.playerModel.scale;
472
468
  }
469
+ this.moveDir.normalize().applyAxisAngle(this.upVector, angle);
470
+ this.player.position.addScaledVector(this.moveDir, this.playerSpeed * delta);
473
471
  let playerDistanceFromGround = Infinity;
474
472
  this._originTmp.set(this.player.position.x, this.player.position.y, this.player.position.z);
475
473
  this._raycaster.ray.origin.copy(this._originTmp);
@@ -481,26 +479,29 @@ var PlayerController = class {
481
479
  const maxH = this.playerHeight * this.playerModel.scale * 0.9;
482
480
  const h = this.playerHeight * this.playerModel.scale * 0.75;
483
481
  const minH = this.playerHeight * this.playerModel.scale * 0.7;
484
- if (playerDistanceFromGround > maxH) {
485
- this.playerVelocity.y += delta * this.gravity;
486
- this.player.position.addScaledVector(this.playerVelocity, delta);
487
- this.playerIsOnGround = false;
488
- } else if (playerDistanceFromGround > h && playerDistanceFromGround < maxH) {
489
- if (angle2 >= 0 && angle2 < 5) {
490
- this.player.position.y = intersects[0].point.y + h;
482
+ if (this.isFlying) {
483
+ } else {
484
+ if (playerDistanceFromGround > maxH) {
485
+ this.playerVelocity.y += delta * this.gravity;
486
+ this.player.position.addScaledVector(this.playerVelocity, delta);
487
+ this.playerIsOnGround = false;
488
+ } else if (playerDistanceFromGround > h && playerDistanceFromGround < maxH) {
489
+ if (angle2 >= 0 && angle2 < 5) {
490
+ this.playerVelocity.y += delta * this.gravity;
491
+ this.player.position.addScaledVector(this.playerVelocity, delta);
492
+ this.playerIsOnGround = true;
493
+ } else {
494
+ this.playerVelocity.set(0, 0, 0);
495
+ this.playerIsOnGround = true;
496
+ }
497
+ } else if (playerDistanceFromGround > minH && playerDistanceFromGround < h) {
491
498
  this.playerVelocity.set(0, 0, 0);
492
499
  this.playerIsOnGround = true;
493
- } else {
500
+ } else if (playerDistanceFromGround < minH) {
494
501
  this.playerVelocity.set(0, 0, 0);
502
+ this.player.position.set(this.player.position.x, intersects[0].point.y + h, this.player.position.z);
495
503
  this.playerIsOnGround = true;
496
504
  }
497
- } else if (playerDistanceFromGround > minH && playerDistanceFromGround < h) {
498
- this.playerVelocity.set(0, 0, 0);
499
- this.playerIsOnGround = true;
500
- } else if (playerDistanceFromGround < minH) {
501
- this.playerVelocity.set(0, 0, 0);
502
- this.player.position.set(this.player.position.x, intersects[0].point.y + h, this.player.position.z);
503
- this.playerIsOnGround = true;
504
505
  }
505
506
  }
506
507
  this.player.updateMatrixWorld();
@@ -532,12 +533,9 @@ var PlayerController = class {
532
533
  });
533
534
  const newPosition = this.tempVector.copy(this.tempSegment.start).applyMatrix4(this.collider.matrixWorld);
534
535
  const deltaVector = this.tempVector2.subVectors(newPosition, this.player.position);
535
- const len = deltaVector.length();
536
- const offset = Math.max(0, len - 1e-5);
537
- if (offset > 0 && len > 0) {
538
- const n = deltaVector.multiplyScalar(1 / len);
539
- this.player.position.addScaledVector(n, offset);
540
- }
536
+ const offset = Math.max(0, deltaVector.length() - 1e-5);
537
+ deltaVector.normalize().multiplyScalar(offset);
538
+ this.player.position.add(deltaVector);
541
539
  if (!this.isFirstPerson && this.moveDir.lengthSq() > 0) {
542
540
  this.camDir.y = 0;
543
541
  this.camDir.normalize();
@@ -570,18 +568,15 @@ var PlayerController = class {
570
568
  const targetCamPos = origin.clone().add(direction.clone().multiplyScalar(safeDist));
571
569
  this.camera.position.lerp(targetCamPos, this._camCollisionLerp);
572
570
  } else {
573
- const dis = this.player.position.distanceTo(this.camera.position);
574
571
  this._raycasterPersonToCam.far = this._maxCamDistance;
575
572
  const intersectsMaxDis = this._raycasterPersonToCam.intersectObject(this.collider, false);
576
- if (dis < this._maxCamDistance) {
577
- let safeDist = this._maxCamDistance;
578
- if (intersectsMaxDis.length) {
579
- const hitMax = intersectsMaxDis[0];
580
- safeDist = hitMax.distance - this._camEpsilon;
581
- }
582
- const targetCamPos = origin.clone().add(direction.clone().multiplyScalar(safeDist));
583
- this.camera.position.lerp(targetCamPos, this._camCollisionLerp);
573
+ let safeDist = this._maxCamDistance;
574
+ if (intersectsMaxDis.length) {
575
+ const hitMax = intersectsMaxDis[0];
576
+ safeDist = hitMax.distance - this._camEpsilon;
584
577
  }
578
+ const targetCamPos = origin.clone().add(direction.clone().multiplyScalar(safeDist));
579
+ this.camera.position.lerp(targetCamPos, this._camCollisionLerp);
585
580
  }
586
581
  }
587
582
  if (this.player.position.y < this.boundingBoxMinY - 1) {
@@ -647,7 +642,6 @@ var PlayerController = class {
647
642
  // 更新模型动画
648
643
  updateMixers(delta) {
649
644
  if (this.personMixer) this.personMixer.update(delta);
650
- if (this.droneMixer) this.droneMixer.update(delta);
651
645
  }
652
646
  // BVH构建
653
647
  async createBVH(meshUrl = "") {
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/playerController.ts"],"sourcesContent":["import * as THREE from \"three\";\r\nimport { MeshBVH, MeshBVHHelper } from \"three-mesh-bvh\";\r\nimport { OrbitControls } from \"three/examples/jsm/controls/OrbitControls.js\";\r\nimport { RoundedBoxGeometry } from \"three/examples/jsm/geometries/RoundedBoxGeometry.js\";\r\nimport { DRACOLoader } from \"three/examples/jsm/loaders/DRACOLoader.js\";\r\nimport { GLTFLoader } from \"three/examples/jsm/loaders/GLTFLoader.js\";\r\nimport * as BufferGeometryUtils from \"three/examples/jsm/utils/BufferGeometryUtils.js\";\r\nimport type { GLTF } from \"three/examples/jsm/Addons.js\";\r\n\r\nlet controllerInstance: PlayerController | null = null; // 单例实例\r\nconst clock = new THREE.Clock();\r\n\r\nclass PlayerController {\r\n loader: GLTFLoader = new GLTFLoader();\r\n\r\n // 基本配置与参数\r\n scene!: THREE.Scene;\r\n camera!: THREE.PerspectiveCamera;\r\n controls!: OrbitControls;\r\n initPos!: THREE.Vector3;\r\n playerModel!: {\r\n url: string;\r\n idleAnim: string;\r\n walkAnim: string;\r\n runAnim: string;\r\n jumpAnim: string;\r\n leftWalkAnim?: string;\r\n rightWalkAnim?: string;\r\n backwardAnim?: string;\r\n scale: number;\r\n gravity?: number;\r\n jumpHeight?: number;\r\n highJumpHeight?: number;\r\n speed?: number;\r\n };\r\n visualizeDepth!: number;\r\n gravity!: number;\r\n jumpHeight!: number;\r\n highJumpHeight!: number;\r\n playerSpeed!: number;\r\n mouseSensity!: number;\r\n\r\n playerRadius: number = 45;\r\n playerHeight: number = 180;\r\n isFirstPerson: boolean = false;\r\n boundingBoxMinY: number = 0;\r\n // 测试参数\r\n displayPlayer: boolean = false;\r\n displayCollider: boolean = false;\r\n displayVisualizer: boolean = false;\r\n\r\n // 场景对象\r\n collider: THREE.Mesh | null = null;\r\n visualizer: MeshBVHHelper | null = null;\r\n player!: THREE.Mesh & { capsuleInfo?: any };\r\n person: THREE.Object3D | null = null;\r\n\r\n // 状态开关\r\n playerIsOnGround: boolean = false;\r\n isupdate: boolean = true;\r\n\r\n // 输入状态\r\n fwdPressed: boolean = false;\r\n bkdPressed: boolean = false;\r\n lftPressed: boolean = false;\r\n rgtPressed: boolean = false;\r\n spacePressed: boolean = false;\r\n ctPressed: boolean = false;\r\n shiftPressed: boolean = false;\r\n sustainSpacePressed: boolean = false;\r\n spaceLongPressTimer: number | null = null;\r\n\r\n // 第三人称\r\n _camCollisionLerp: number = 0.18; // 平滑系数\r\n _camEpsilon: number = 0.35; // 摄像机与障碍物之间的安全距离(米)\r\n _minCamDistance: number = 1.0; // 摄像机最小距离\r\n _maxCamDistance: number = 4.4; // 摄像机最大距离\r\n\r\n // 物理/运动\r\n playerVelocity = new THREE.Vector3(); // 玩家速度向量\r\n readonly upVector = new THREE.Vector3(0, 1, 0);\r\n\r\n // 临时复用向量/矩阵\r\n readonly tempVector = new THREE.Vector3();\r\n readonly tempVector2 = new THREE.Vector3();\r\n readonly tempBox = new THREE.Box3();\r\n readonly tempMat = new THREE.Matrix4();\r\n readonly tempSegment = new THREE.Line3();\r\n\r\n // 动画相关\r\n personMixer?: THREE.AnimationMixer;\r\n droneMixer?: THREE.AnimationMixer;\r\n personActions?: Map<string, THREE.AnimationAction>;\r\n droneActions?: Map<string, THREE.AnimationAction>;\r\n idleAction!: THREE.AnimationAction;\r\n walkAction!: THREE.AnimationAction;\r\n leftWalkAction!: THREE.AnimationAction;\r\n rightWalkAction!: THREE.AnimationAction;\r\n backwardAction!: THREE.AnimationAction;\r\n jumpAction!: THREE.AnimationAction;\r\n runAction!: THREE.AnimationAction;\r\n controlDroneAction!: THREE.AnimationAction;\r\n actionState!: THREE.AnimationAction;\r\n\r\n // 复用向量:用于相机朝向 / 移动\r\n readonly camDir = new THREE.Vector3();\r\n readonly moveDir = new THREE.Vector3();\r\n readonly targetQuat = new THREE.Quaternion();\r\n readonly targetMat = new THREE.Matrix4();\r\n readonly rotationSpeed = 10;\r\n readonly DIR_FWD = new THREE.Vector3(0, 0, -1);\r\n readonly DIR_BKD = new THREE.Vector3(0, 0, 1);\r\n readonly DIR_LFT = new THREE.Vector3(-1, 0, 0);\r\n readonly DIR_RGT = new THREE.Vector3(1, 0, 0);\r\n\r\n readonly _personToCam = new THREE.Vector3();\r\n\r\n readonly _originTmp = new THREE.Vector3();\r\n readonly _raycaster = new THREE.Raycaster(new THREE.Vector3(), new THREE.Vector3(0, -1, 0));\r\n readonly _raycasterPersonToCam = new THREE.Raycaster(new THREE.Vector3(), new THREE.Vector3());\r\n\r\n // 射线检测时只返回第一个碰撞\r\n constructor() {\r\n (this._raycaster as any).firstHitOnly = true;\r\n (this._raycasterPersonToCam as any).firstHitOnly = true;\r\n }\r\n\r\n // 初始化\r\n async init(\r\n opts: {\r\n scene: THREE.Scene;\r\n camera: THREE.PerspectiveCamera;\r\n controls: OrbitControls;\r\n playerModel: {\r\n url: string;\r\n idleAnim: string;\r\n walkAnim: string;\r\n runAnim: string;\r\n jumpAnim: string;\r\n leftWalkAnim?: string;\r\n rightWalkAnim?: string;\r\n backwardAnim?: string;\r\n scale: number;\r\n gravity?: number;\r\n jumpHeight?: number;\r\n highJumpHeight?: number;\r\n speed?: number;\r\n };\r\n initPos?: THREE.Vector3;\r\n mouseSensity?: number;\r\n },\r\n callback?: () => void\r\n ) {\r\n this.scene = opts.scene;\r\n this.camera = opts.camera;\r\n this.controls = opts.controls;\r\n this.playerModel = opts.playerModel;\r\n this.initPos = opts.initPos ? opts.initPos : new THREE.Vector3(0, 0, 0);\r\n this.mouseSensity = opts.mouseSensity ? opts.mouseSensity : 5;\r\n\r\n const s = this.playerModel.scale;\r\n this.visualizeDepth = 0 * s;\r\n this.gravity = opts.playerModel.gravity ? opts.playerModel.gravity * s : -2400 * s;\r\n this.jumpHeight = opts.playerModel.jumpHeight ? opts.playerModel.jumpHeight * s : 300 * s;\r\n this.highJumpHeight = opts.playerModel.highJumpHeight ? opts.playerModel.highJumpHeight * s : 1000 * s;\r\n this.playerSpeed = opts.playerModel.speed ? opts.playerModel.speed * s : 400 * s;\r\n\r\n this._camCollisionLerp = 0.18;\r\n this._camEpsilon = 35 * s;\r\n this._minCamDistance = 100 * s;\r\n this._maxCamDistance = 440 * s;\r\n // 创建bvh\r\n await this.createBVH();\r\n\r\n // 创建玩家\r\n this.createPlayer();\r\n\r\n // 加载玩家模型\r\n await this.loadPersonGLB();\r\n\r\n // 等待资源加载完毕再设置摄像机\r\n if (this.isFirstPerson && this.player) {\r\n this.player.add(this.camera);\r\n }\r\n this.onAllEvent(); // 绑定事件\r\n this.setCameraPos();\r\n this.setControls();\r\n if (callback) callback();\r\n }\r\n\r\n // 第一/三视角切换\r\n changeView() {\r\n this.isFirstPerson = !this.isFirstPerson;\r\n if (this.isFirstPerson) {\r\n this.player.attach(this.camera);\r\n this.camera.position.set(0, 40 * this.playerModel.scale, 30 * this.playerModel.scale);\r\n this.camera.rotation.set(0, Math.PI, 0);\r\n document.body.requestPointerLock(); // 锁定鼠标\r\n } else {\r\n this.scene.attach(this.camera);\r\n const worldPos = this.player.position.clone();\r\n const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(this.player.quaternion);\r\n const angle = Math.atan2(dir.z, dir.x);\r\n const offset = new THREE.Vector3(Math.cos(angle) * 400 * this.playerModel.scale, 200 * this.playerModel.scale, Math.sin(angle) * 400 * this.playerModel.scale);\r\n this.camera.position.copy(worldPos).add(offset);\r\n this.controls.target.copy(worldPos);\r\n document.body.requestPointerLock(); // 锁定鼠标\r\n }\r\n }\r\n\r\n // 摄像机/控制器设置\r\n setCameraPos() {\r\n if (this.isFirstPerson) {\r\n this.camera.position.set(0, 40 * this.playerModel.scale, 30 * this.playerModel.scale);\r\n } else {\r\n const worldPos = this.player.position.clone();\r\n const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(this.player.quaternion);\r\n const angle = Math.atan2(dir.z, dir.x);\r\n const offset = new THREE.Vector3(Math.cos(angle) * 400 * this.playerModel.scale, 200 * this.playerModel.scale, Math.sin(angle) * 400 * this.playerModel.scale);\r\n this.camera.position.copy(worldPos).add(offset);\r\n }\r\n this.camera.updateProjectionMatrix();\r\n }\r\n\r\n // 设置控制器\r\n setControls() {\r\n this.controls.enabled = false;\r\n this.controls.maxPolarAngle = Math.PI * (230 / 360);\r\n }\r\n\r\n // 重置控制器\r\n resetControls() {\r\n this.controls.enabled = true;\r\n this.controls.enablePan = true;\r\n this.controls.maxPolarAngle = Math.PI / 2;\r\n this.controls.rotateSpeed = 1;\r\n this.controls.enableZoom = true;\r\n this.controls.mouseButtons = {\r\n LEFT: 0,\r\n MIDDLE: 1,\r\n RIGHT: 2,\r\n };\r\n }\r\n\r\n // 初始化加载器\r\n async initLoader() {\r\n const dracoLoader = new DRACOLoader();\r\n dracoLoader.setDecoderPath(\"https://unpkg.com/three@0.180.0/examples/jsm/libs/draco/gltf/\");\r\n dracoLoader.setDecoderConfig({ type: \"js\" });\r\n this.loader.setDRACOLoader(dracoLoader);\r\n }\r\n\r\n // 人物与动画加载\r\n async loadPersonGLB() {\r\n try {\r\n const gltf: GLTF = await this.loader.loadAsync(this.playerModel.url);\r\n this.person = gltf.scene;\r\n const sc = this.playerModel.scale;\r\n const h = this.playerHeight * sc;\r\n this.person.scale.set(sc, sc, sc);\r\n this.person.position.set(0, -h * 0.75, 0);\r\n this.person.traverse((child: any) => {\r\n if (child.isMesh) {\r\n child.castShadow = true;\r\n }\r\n });\r\n this.player.add(this.person);\r\n this.reset();\r\n\r\n // 创建人物 mixer 与 actions\r\n this.personMixer = new THREE.AnimationMixer(this.person);\r\n const animations = gltf.animations ?? [];\r\n this.personActions = new Map<string, THREE.AnimationAction>();\r\n // 取出动作并注册到 map\r\n const findClip = (name: string) => animations.find((a: any) => a.name === name);\r\n const regs: [string, string][] = [\r\n [this.playerModel.idleAnim, \"idle\"],\r\n [this.playerModel.walkAnim, \"walking\"],\r\n [this.playerModel.leftWalkAnim || this.playerModel.walkAnim, \"left_walking\"],\r\n [this.playerModel.rightWalkAnim || this.playerModel.walkAnim, \"right_walking\"],\r\n [this.playerModel.backwardAnim || this.playerModel.walkAnim, \"walking_backward\"],\r\n [this.playerModel.jumpAnim, \"jumping\"],\r\n [this.playerModel.runAnim, \"running\"],\r\n ];\r\n\r\n // 注册动作并设置循环模式\r\n for (const [key, clipName] of regs) {\r\n const clip = findClip(key);\r\n if (!clip) continue;\r\n const action = this.personMixer.clipAction(clip);\r\n\r\n if (clipName === \"jumping\") {\r\n action.setLoop(THREE.LoopOnce, 1); // 播放一次\r\n action.clampWhenFinished = true;\r\n action.setEffectiveTimeScale(1.2); // 播放速度\r\n } else {\r\n action.setLoop(THREE.LoopRepeat, Infinity); // 循环播放\r\n action.clampWhenFinished = false;\r\n action.setEffectiveTimeScale(1);\r\n }\r\n\r\n action.enabled = true; // 激活\r\n action.setEffectiveWeight(0); // 初始权重为0\r\n this.personActions.set(clipName, action);\r\n }\r\n\r\n // 把actions激活\r\n this.idleAction = this.personActions.get(\"idle\")!;\r\n this.walkAction = this.personActions.get(\"walking\")!;\r\n this.leftWalkAction = this.personActions.get(\"left_walking\")!;\r\n this.rightWalkAction = this.personActions.get(\"right_walking\")!;\r\n this.backwardAction = this.personActions.get(\"walking_backward\")!;\r\n this.jumpAction = this.personActions.get(\"jumping\")!;\r\n this.runAction = this.personActions.get(\"running\")!;\r\n\r\n // 激活空闲动作\r\n this.idleAction.setEffectiveWeight(1);\r\n this.idleAction.play();\r\n this.actionState = this.idleAction;\r\n\r\n this.personMixer.addEventListener(\"finished\", (ev: any) => {\r\n const finishedAction: THREE.AnimationAction = ev.action;\r\n\r\n if (finishedAction === this.jumpAction) {\r\n // jump 播放结束后的逻辑\r\n if (this.fwdPressed) {\r\n if (this.shiftPressed) this.playPersonAnimationByName(\"running\");\r\n else this.playPersonAnimationByName(\"walking\");\r\n return;\r\n }\r\n if (this.bkdPressed) {\r\n this.playPersonAnimationByName(\"walking_backward\");\r\n return;\r\n }\r\n if (this.rgtPressed || this.lftPressed) {\r\n this.playPersonAnimationByName(\"walking\");\r\n return;\r\n }\r\n this.playPersonAnimationByName(\"idle\");\r\n }\r\n });\r\n } catch (error) {}\r\n }\r\n\r\n // 平滑切换人物动画\r\n playPersonAnimationByName(name: string, fade = 0.18) {\r\n if (!this.personActions) return;\r\n if (this.ctPressed) return;\r\n\r\n const next = this.personActions.get(name);\r\n if (!next) return;\r\n\r\n // 如果是同一个action,直接返回\r\n if (this.actionState === next) return;\r\n\r\n const prev = this.actionState;\r\n\r\n // 对于一次性动作先reset()\r\n next.reset();\r\n next.setEffectiveWeight(1);\r\n next.play();\r\n\r\n if (prev && prev !== next) {\r\n // 让 prev 淡出,next 淡入\r\n prev.fadeOut(fade);\r\n next.fadeIn(fade);\r\n } else {\r\n // 时直接淡入\r\n next.fadeIn(fade);\r\n }\r\n\r\n this.actionState = next;\r\n }\r\n\r\n // 创建玩家胶囊体\r\n createPlayer() {\r\n const material = new THREE.MeshStandardMaterial({\r\n color: new THREE.Color(1, 0, 0),\r\n shadowSide: THREE.DoubleSide,\r\n depthTest: false,\r\n });\r\n material.transparent = true;\r\n material.opacity = this.displayPlayer ? 0.5 : 0;\r\n material.wireframe = true;\r\n material.depthWrite = false;\r\n\r\n const r = this.playerRadius * this.playerModel.scale;\r\n const h = this.playerHeight * this.playerModel.scale;\r\n this.player = new THREE.Mesh(new RoundedBoxGeometry(r * 2, h, r * 2, 1, 75), material) as typeof this.player;\r\n\r\n this.player.geometry.translate(0, -h * 0.25, 0);\r\n this.player.capsuleInfo = {\r\n radius: r,\r\n segment: new THREE.Line3(new THREE.Vector3(), new THREE.Vector3(0, -h * 0.5, 0)),\r\n };\r\n\r\n this.player.name = \"capsule\";\r\n this.scene.add(this.player);\r\n this.reset();\r\n }\r\n\r\n getAngleWithYAxis(normal: { x: number; y: number; z: number }): number {\r\n // Y轴正方向向量\r\n const yAxis = { x: 0, y: 1, z: 0 };\r\n\r\n // 向量点积\r\n const dotProduct = normal.x * yAxis.x + normal.y * yAxis.y + normal.z * yAxis.z;\r\n\r\n // 向量模长\r\n const normalMagnitude = Math.sqrt(normal.x * normal.x + normal.y * normal.y + normal.z * normal.z);\r\n const yAxisMagnitude = 1; // Y轴单位向量长度为1\r\n\r\n // 计算夹角余弦值\r\n const cosTheta = dotProduct / (normalMagnitude * yAxisMagnitude);\r\n\r\n // 返回夹角(弧度)\r\n return Math.acos(cosTheta);\r\n }\r\n\r\n // 每帧更新\r\n async update(delta: number = clock.getDelta()) {\r\n if (!this.isupdate || !this.player) return;\r\n\r\n delta = Math.min(delta, 1 / 30);\r\n this.updateMixers(delta);\r\n\r\n // 非路径行走逻辑\r\n if (!this.collider) return;\r\n this.camera.getWorldDirection(this.camDir);\r\n let angle = Math.atan2(this.camDir.z, this.camDir.x) + Math.PI / 2;\r\n angle = 2 * Math.PI - angle;\r\n\r\n this.moveDir.set(0, 0, 0);\r\n if (this.fwdPressed) this.moveDir.add(this.DIR_FWD);\r\n if (this.bkdPressed) this.moveDir.add(this.DIR_BKD);\r\n if (this.lftPressed) this.moveDir.add(this.DIR_LFT);\r\n if (this.rgtPressed) this.moveDir.add(this.DIR_RGT);\r\n\r\n // 跳跃(短按)\r\n if (this.spacePressed && this.playerIsOnGround) {\r\n // 设置跳跃动作\r\n this.playPersonAnimationByName(\"jumping\");\r\n // 延迟施加跳跃速度(与动画起跳同步)\r\n setTimeout(() => {\r\n this.playerVelocity.y = this.jumpHeight;\r\n this.playerIsOnGround = false;\r\n this.spacePressed = false;\r\n this.player.position.addScaledVector(this.playerVelocity, delta);\r\n this.player.updateMatrixWorld();\r\n }, 200);\r\n }\r\n\r\n // 强行拉回(长按)\r\n if (this.sustainSpacePressed && this.playerIsOnGround) {\r\n this.playPersonAnimationByName(\"jumping\");\r\n setTimeout(() => {\r\n this.playerVelocity.y = this.highJumpHeight;\r\n this.playerIsOnGround = false;\r\n this.spacePressed = false;\r\n this.player.position.addScaledVector(this.playerVelocity, delta);\r\n this.player.updateMatrixWorld();\r\n }, 200);\r\n }\r\n\r\n // 设置速度\r\n this.playerSpeed = this.shiftPressed ? 900 * this.playerModel.scale : 400 * this.playerModel.scale;\r\n if (this.moveDir.lengthSq() > 1e-6) {\r\n this.moveDir.normalize().applyAxisAngle(this.upVector, angle);\r\n this.player.position.addScaledVector(this.moveDir, this.playerSpeed * delta);\r\n }\r\n\r\n // 向下射线检测地面高度 超过阈值判定为没在地面 加上重力\r\n let playerDistanceFromGround = Infinity;\r\n this._originTmp.set(this.player.position.x, this.player.position.y, this.player.position.z);\r\n this._raycaster.ray.origin.copy(this._originTmp);\r\n const intersects = this._raycaster.intersectObject(this.collider as THREE.Object3D, false);\r\n if (intersects.length > 0) {\r\n playerDistanceFromGround = this.player.position.y - intersects[0].point.y;\r\n const normal = intersects[0].normal as THREE.Vector3;\r\n const angle = (this.getAngleWithYAxis(normal) * 180) / Math.PI;\r\n const maxH = this.playerHeight * this.playerModel.scale * 0.9; // 坡度高度阈值\r\n const h = this.playerHeight * this.playerModel.scale * 0.75; // 正常高度\r\n const minH = this.playerHeight * this.playerModel.scale * 0.7; // 最小高度\r\n\r\n if (playerDistanceFromGround > maxH) {\r\n this.playerVelocity.y += delta * this.gravity;\r\n this.player.position.addScaledVector(this.playerVelocity, delta);\r\n this.playerIsOnGround = false;\r\n } else if (playerDistanceFromGround > h && playerDistanceFromGround < maxH) {\r\n if (angle >= 0 && angle < 5) {\r\n // 平地\r\n this.player.position.y = intersects[0].point.y + h;\r\n this.playerVelocity.set(0, 0, 0);\r\n this.playerIsOnGround = true;\r\n } else {\r\n // 坡地\r\n this.playerVelocity.set(0, 0, 0);\r\n this.playerIsOnGround = true;\r\n }\r\n } else if (playerDistanceFromGround > minH && playerDistanceFromGround < h) {\r\n // 误差范围内 在平地\r\n this.playerVelocity.set(0, 0, 0);\r\n this.playerIsOnGround = true;\r\n } else if (playerDistanceFromGround < minH) {\r\n // 强行拉回\r\n this.playerVelocity.set(0, 0, 0);\r\n this.player.position.set(this.player.position.x, intersects[0].point.y + h, this.player.position.z);\r\n this.playerIsOnGround = true;\r\n }\r\n }\r\n\r\n this.player.updateMatrixWorld();\r\n\r\n // 碰撞检测\r\n const capsuleInfo = this.player.capsuleInfo;\r\n this.tempBox.makeEmpty();\r\n this.tempMat.copy(this.collider!.matrixWorld).invert();\r\n this.tempSegment.copy(capsuleInfo.segment);\r\n this.tempSegment.start.applyMatrix4(this.player.matrixWorld).applyMatrix4(this.tempMat);\r\n this.tempSegment.end.applyMatrix4(this.player.matrixWorld).applyMatrix4(this.tempMat);\r\n\r\n this.tempBox.expandByPoint(this.tempSegment.start);\r\n this.tempBox.expandByPoint(this.tempSegment.end);\r\n this.tempBox.expandByScalar(capsuleInfo.radius);\r\n\r\n const bvh = this.collider?.geometry;\r\n (bvh as any)?.boundsTree?.shapecast({\r\n // 检测包围盒碰撞\r\n intersectsBounds: (box: THREE.Box3) => box.intersectsBox(this.tempBox),\r\n // 检测三角形碰撞\r\n intersectsTriangle: (tri: any) => {\r\n const triPoint = this.tempVector;\r\n const capsulePoint = this.tempVector2;\r\n const distance = tri.closestPointToSegment(this.tempSegment, triPoint, capsulePoint);\r\n // 距离小于人物半径,发生碰撞\r\n if (distance < capsuleInfo.radius) {\r\n const depth = capsuleInfo.radius - distance;\r\n const direction = capsulePoint.sub(triPoint).normalize();\r\n this.tempSegment.start.addScaledVector(direction, depth);\r\n this.tempSegment.end.addScaledVector(direction, depth);\r\n }\r\n },\r\n });\r\n\r\n // 设置玩家位置\r\n const newPosition = this.tempVector.copy(this.tempSegment.start).applyMatrix4(this.collider!.matrixWorld);\r\n const deltaVector = this.tempVector2.subVectors(newPosition, this.player.position);\r\n\r\n // 应用位移\r\n const len = deltaVector.length();\r\n const offset = Math.max(0, len - 1e-5);\r\n if (offset > 0 && len > 0) {\r\n const n = deltaVector.multiplyScalar(1 / len);\r\n this.player.position.addScaledVector(n, offset);\r\n }\r\n\r\n // 第三人称-朝向\r\n if (!this.isFirstPerson && this.moveDir.lengthSq() > 0) {\r\n this.camDir.y = 0;\r\n this.camDir.normalize();\r\n this.camDir.negate();\r\n this.moveDir.normalize();\r\n this.moveDir.negate();\r\n const lookTarget = this.player.position.clone().add(this.moveDir);\r\n this.targetMat.lookAt(this.player.position, lookTarget, this.player.up);\r\n this.targetQuat.setFromRotationMatrix(this.targetMat);\r\n const alpha = Math.min(1, this.rotationSpeed * delta);\r\n this.player.quaternion.slerp(this.targetQuat, alpha);\r\n }\r\n\r\n // 第三人称-相机跟随\r\n if (!this.isFirstPerson) {\r\n const lookTarget = this.player.position.clone();\r\n lookTarget.y += 30 * this.playerModel.scale;\r\n this.camera.position.sub(this.controls.target); // 减去控制器向量\r\n this.controls.target.copy(lookTarget); // 设置控制器目标\r\n this.camera.position.add(lookTarget); // 设置相机位置\r\n this.controls.update(); // 更新控制器\r\n\r\n // 当视线被遮挡时判断\r\n this._personToCam.subVectors(this.camera.position, this.player.position); // 计算从player指向camera的向量(camera - player)\r\n const origin = this.player.position.clone().add(new THREE.Vector3(0, 0, 0)); // 射线起点\r\n const direction = this._personToCam.clone().normalize(); // 方向\r\n const desiredDist = this._personToCam.length(); // 与期望距离\r\n this._raycasterPersonToCam.set(origin, direction);\r\n this._raycasterPersonToCam.far = desiredDist;\r\n\r\n // 做相交检测\r\n const intersects = this._raycasterPersonToCam.intersectObject(this.collider as THREE.Object3D, false);\r\n if (intersects.length > 0) {\r\n // 相机拉近\r\n const hit = intersects[0]; // 找到第一个命中\r\n const safeDist = Math.max(hit.distance - this._camEpsilon, this._minCamDistance); // 计算安全距离(hit.distance是从origin到碰撞点的距离)\r\n const targetCamPos = origin.clone().add(direction.clone().multiplyScalar(safeDist)); // 目标相机位置 = origin + direction * safeDist\r\n this.camera.position.lerp(targetCamPos, this._camCollisionLerp); // 平滑移动相机到targetCamPos\r\n } else {\r\n // 相机恢复\r\n const dis = this.player.position.distanceTo(this.camera.position); // 计算当前人物到相机距离\r\n this._raycasterPersonToCam.far = this._maxCamDistance;\r\n // 检查预设相机位置是否有遮挡\r\n const intersectsMaxDis = this._raycasterPersonToCam.intersectObject(this.collider as THREE.Object3D, false);\r\n // 距离小于最大距离且没有遮挡 恢复相机\r\n if (dis < this._maxCamDistance) {\r\n let safeDist = this._maxCamDistance;\r\n if (intersectsMaxDis.length) {\r\n const hitMax = intersectsMaxDis[0]; // 找到第一个命中\r\n safeDist = hitMax.distance - this._camEpsilon;\r\n }\r\n const targetCamPos = origin.clone().add(direction.clone().multiplyScalar(safeDist));\r\n this.camera.position.lerp(targetCamPos, this._camCollisionLerp);\r\n }\r\n }\r\n }\r\n\r\n // 掉出场景重置\r\n if (this.player.position.y < this.boundingBoxMinY - 1) {\r\n // 检测当前位置与碰撞体是否相交\r\n this._originTmp.set(this.player.position.x, 10000, this.player.position.z);\r\n this._raycaster.ray.origin.copy(this._originTmp);\r\n const intersects = this._raycaster.intersectObject(this.collider as THREE.Object3D, false);\r\n if (intersects.length > 0) {\r\n // 出现碰撞 说明玩家为bug意外掉落\r\n console.log(\"玩家为bug意外掉落\");\r\n this.reset(new THREE.Vector3(this.player.position.x, intersects[0].point.y + 5, this.player.position.z));\r\n } else {\r\n // 无碰撞 正常掉落\r\n console.log(\"玩家正常掉落\");\r\n this.reset(new THREE.Vector3(this.player.position.x, this.player.position.y + 15, this.player.position.z));\r\n }\r\n }\r\n }\r\n\r\n // 重置 / 销毁\r\n reset(position?: THREE.Vector3) {\r\n if (!this.player) return;\r\n this.playerVelocity.set(0, 0, 0);\r\n this.player.position.copy(position ? position : this.initPos);\r\n }\r\n\r\n // 销毁\r\n destroy() {\r\n this.offAllEvent();\r\n if (this.player) {\r\n this.player.remove(this.camera);\r\n this.scene.remove(this.player);\r\n }\r\n (this.player as any) = null;\r\n if (this.person) {\r\n this.scene.remove(this.person);\r\n this.person = null;\r\n }\r\n\r\n this.resetControls();\r\n\r\n // 清理 BVH 可视化\r\n if (this.visualizer) {\r\n this.scene.remove(this.visualizer);\r\n this.visualizer = null;\r\n }\r\n if (this.collider) {\r\n this.scene.remove(this.collider);\r\n this.collider = null;\r\n }\r\n\r\n controllerInstance = null;\r\n }\r\n\r\n // 事件绑定\r\n onAllEvent() {\r\n this.isupdate = true;\r\n document.body.requestPointerLock();\r\n window.addEventListener(\"keydown\", this._boundOnKeydown);\r\n window.addEventListener(\"keyup\", this._boundOnKeyup);\r\n window.addEventListener(\"mousemove\", this._mouseMove);\r\n window.addEventListener(\"click\", this._mouseClick);\r\n }\r\n\r\n // 事件解绑\r\n offAllEvent() {\r\n this.isupdate = false;\r\n document.exitPointerLock();\r\n window.removeEventListener(\"keydown\", this._boundOnKeydown);\r\n window.removeEventListener(\"keyup\", this._boundOnKeyup);\r\n window.removeEventListener(\"mousemove\", this._mouseMove);\r\n window.removeEventListener(\"click\", this._mouseClick);\r\n }\r\n\r\n // 键盘按下事件\r\n private _boundOnKeydown = async (e: KeyboardEvent) => {\r\n if (e.ctrlKey && (e.code === \"KeyW\" || e.code === \"KeyA\" || e.code === \"KeyS\" || e.code === \"KeyD\")) {\r\n e.preventDefault();\r\n }\r\n switch (e.code) {\r\n case \"KeyW\":\r\n this.fwdPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyS\":\r\n this.bkdPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyD\":\r\n this.rgtPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyA\":\r\n this.lftPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"ShiftLeft\":\r\n this.shiftPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"Space\":\r\n if (!this.spacePressed) this.spacePressed = true;\r\n if (!this.spaceLongPressTimer) {\r\n this.spaceLongPressTimer = setTimeout(() => {\r\n this.sustainSpacePressed = true;\r\n }, 2000);\r\n }\r\n break;\r\n case \"ControlLeft\":\r\n this.ctPressed = true;\r\n break;\r\n\r\n case \"KeyV\":\r\n this.changeView();\r\n break;\r\n }\r\n };\r\n\r\n // 键盘抬起事件\r\n private _boundOnKeyup = (e: KeyboardEvent) => {\r\n switch (e.code) {\r\n case \"KeyW\":\r\n this.fwdPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyS\":\r\n this.bkdPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyD\":\r\n this.rgtPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyA\":\r\n this.lftPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"ShiftLeft\":\r\n this.shiftPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"Space\":\r\n // 清除定时器\r\n if (this.spaceLongPressTimer) {\r\n clearTimeout(this.spaceLongPressTimer);\r\n this.spaceLongPressTimer = null;\r\n }\r\n this.spacePressed = false;\r\n this.sustainSpacePressed = false;\r\n break;\r\n case \"ControlLeft\":\r\n this.ctPressed = false;\r\n break;\r\n }\r\n };\r\n\r\n // 根据按键设置人物动画\r\n setAnimationByPressed = () => {\r\n if (this.playerIsOnGround) {\r\n if (!this.fwdPressed && !this.bkdPressed && !this.lftPressed && !this.rgtPressed) {\r\n this.playPersonAnimationByName(\"idle\");\r\n return;\r\n }\r\n if (this.fwdPressed) {\r\n if (this.shiftPressed) {\r\n this.playPersonAnimationByName(\"running\");\r\n } else {\r\n this.playPersonAnimationByName(\"walking\");\r\n }\r\n return;\r\n }\r\n // 第三人称下动画统一使用 前进 动画\r\n if (!this.isFirstPerson && (this.lftPressed || this.rgtPressed || this.bkdPressed)) {\r\n if (this.shiftPressed) {\r\n this.playPersonAnimationByName(\"running\");\r\n } else {\r\n this.playPersonAnimationByName(\"walking\");\r\n }\r\n return;\r\n }\r\n // 第一人称下根据方向播放不同动画\r\n if (this.lftPressed) {\r\n this.playPersonAnimationByName(\"left_walking\");\r\n return;\r\n }\r\n if (this.rgtPressed) {\r\n this.playPersonAnimationByName(\"right_walking\");\r\n return;\r\n }\r\n if (this.bkdPressed) {\r\n this.playPersonAnimationByName(\"walking_backward\");\r\n return;\r\n }\r\n }\r\n };\r\n\r\n // 鼠标移动事件\r\n private _mouseMove = (e: MouseEvent) => {\r\n // 记录状态\r\n if (document.pointerLockElement !== document.body) return;\r\n if (this.isFirstPerson) {\r\n const yaw = -e.movementX * 0.0001 * this.mouseSensity;\r\n const pitch = -e.movementY * 0.0001 * this.mouseSensity;\r\n this.player.rotateY(yaw);\r\n this.camera.rotation.x = THREE.MathUtils.clamp(this.camera.rotation.x + pitch, -1.3, 1.4);\r\n } else {\r\n const sensitivity = 0.0001 * this.mouseSensity;\r\n const deltaX = -e.movementX * sensitivity;\r\n const deltaY = -e.movementY * sensitivity;\r\n // 获取目标点\r\n const target = this.player.position.clone();\r\n // 计算相机到目标的距离\r\n const distance = this.camera.position.distanceTo(target);\r\n // 计算当前角度\r\n const currentPosition = this.camera.position.clone().sub(target);\r\n let theta = Math.atan2(currentPosition.x, currentPosition.z);\r\n let phi = Math.acos(currentPosition.y / distance);\r\n // 应用旋转\r\n theta += deltaX;\r\n phi += deltaY;\r\n // 限制phi角度\r\n phi = Math.max(0.1, Math.min(Math.PI - 0.1, phi));\r\n // 计算新的相机位置\r\n const newX = distance * Math.sin(phi) * Math.sin(theta);\r\n const newY = distance * Math.cos(phi);\r\n const newZ = distance * Math.sin(phi) * Math.cos(theta);\r\n\r\n this.camera.position.set(target.x + newX, target.y + newY, target.z + newZ);\r\n this.camera.lookAt(target);\r\n }\r\n };\r\n\r\n private _mouseClick = (e: MouseEvent) => {\r\n if (document.pointerLockElement !== document.body) document.body.requestPointerLock();\r\n };\r\n\r\n // 更新模型动画\r\n private updateMixers(delta: number) {\r\n if (this.personMixer) this.personMixer.update(delta);\r\n if (this.droneMixer) this.droneMixer.update(delta);\r\n }\r\n\r\n // BVH构建\r\n async createBVH(meshUrl: string = \"\"): Promise<void> {\r\n await this.initLoader(); // 初始化加载器\r\n\r\n const ensureAttributesMinimal = (geom: THREE.BufferGeometry): THREE.BufferGeometry | null => {\r\n if (!geom.attributes.position) {\r\n // console.warn(\"跳过无 position 的几何体\", geom);\r\n return null;\r\n }\r\n if (!geom.attributes.normal) geom.computeVertexNormals();\r\n if (!geom.attributes.uv) {\r\n const count = geom.attributes.position.count;\r\n const dummyUV = new Float32Array(count * 2);\r\n geom.setAttribute(\"uv\", new THREE.BufferAttribute(dummyUV, 2));\r\n }\r\n return geom;\r\n };\r\n\r\n const collected: THREE.BufferGeometry[] = [];\r\n if (meshUrl == \"\") {\r\n if (this.collider) {\r\n this.scene.remove(this.collider);\r\n this.collider = null;\r\n }\r\n\r\n this.scene.traverse((c) => {\r\n const mesh = c as THREE.Mesh;\r\n if (mesh?.isMesh && mesh.geometry && c.name !== \"capsule\") {\r\n try {\r\n let geom = (mesh.geometry as THREE.BufferGeometry).clone();\r\n geom.applyMatrix4(mesh.matrixWorld);\r\n if (geom.index) geom = geom.toNonIndexed();\r\n const safe = ensureAttributesMinimal(geom);\r\n if (safe) collected.push(safe);\r\n } catch (e) {\r\n console.warn(\"处理网格时出错:\", mesh, e);\r\n }\r\n }\r\n });\r\n\r\n if (!collected.length) {\r\n return;\r\n }\r\n\r\n // 统一属性集合\r\n type AttrMeta = { itemSize: number; arrayCtor: any; examples: number };\r\n const attrMap = new Map<string, AttrMeta>();\r\n const attrConflict = new Set<string>();\r\n\r\n for (const g of collected) {\r\n for (const name of Object.keys(g.attributes)) {\r\n const attr = g.attributes[name] as THREE.BufferAttribute;\r\n const ctor = (attr.array as any).constructor;\r\n const itemSize = attr.itemSize;\r\n if (!attrMap.has(name)) {\r\n attrMap.set(name, { itemSize, arrayCtor: ctor, examples: 1 });\r\n } else {\r\n const m = attrMap.get(name)!;\r\n if (m.itemSize !== itemSize || m.arrayCtor !== ctor) attrConflict.add(name);\r\n else m.examples++;\r\n }\r\n }\r\n }\r\n\r\n if (attrConflict.size) {\r\n for (const g of collected) {\r\n for (const name of Array.from(attrConflict)) {\r\n if (g.attributes[name]) g.deleteAttribute(name);\r\n }\r\n }\r\n for (const name of attrConflict) attrMap.delete(name);\r\n }\r\n\r\n const attrNames = Array.from(attrMap.keys());\r\n for (const g of collected) {\r\n const count = g.attributes.position.count;\r\n for (const name of attrNames) {\r\n if (!g.attributes[name]) {\r\n const meta = attrMap.get(name)!;\r\n const len = count * meta.itemSize;\r\n const array = new meta.arrayCtor(len);\r\n g.setAttribute(name, new THREE.BufferAttribute(array, meta.itemSize));\r\n }\r\n }\r\n }\r\n } else {\r\n const gltf: GLTF = await this.loader.loadAsync(meshUrl, (xhr) => {});\r\n const mesh = gltf.scene.children[0] as THREE.Mesh;\r\n mesh.name = \"BVH加载模型\";\r\n\r\n // 推入几何体\r\n let geom = mesh.geometry.clone();\r\n geom.applyMatrix4(mesh.matrixWorld);\r\n if (geom.index) geom = geom.toNonIndexed();\r\n const safe = ensureAttributesMinimal(geom);\r\n if (safe) collected.push(safe);\r\n }\r\n\r\n // 合并几何体\r\n const merged = BufferGeometryUtils.mergeGeometries(collected, false);\r\n if (!merged) {\r\n console.error(\"合并几何失败\");\r\n return;\r\n }\r\n\r\n // 构建bvh\r\n (merged as any).boundsTree = new MeshBVH(merged);\r\n this.collider = new THREE.Mesh(\r\n merged,\r\n new THREE.MeshBasicMaterial({\r\n opacity: 0.5,\r\n transparent: true,\r\n wireframe: true,\r\n })\r\n );\r\n\r\n if (this.displayCollider) this.scene.add(this.collider);\r\n if (this.displayVisualizer) {\r\n if (this.visualizer) this.scene.remove(this.visualizer);\r\n this.visualizer = new MeshBVHHelper(this.collider, this.visualizeDepth);\r\n this.scene.add(this.visualizer);\r\n }\r\n this.boundingBoxMinY = (this.collider as any).geometry.boundingBox.min.y;\r\n console.log(\"bvh加载模型成功\", this.collider);\r\n }\r\n}\r\n\r\n// 导出API\r\nexport function playerController() {\r\n if (!controllerInstance) controllerInstance = new PlayerController();\r\n const c = controllerInstance;\r\n return {\r\n init: (\r\n opts: {\r\n scene: THREE.Scene;\r\n camera: THREE.PerspectiveCamera;\r\n controls: OrbitControls;\r\n playerModel: {\r\n url: string;\r\n idleAnim: string;\r\n walkAnim: string;\r\n runAnim: string;\r\n jumpAnim: string;\r\n leftWalkAnim?: string;\r\n rightWalkAnim?: string;\r\n backwardAnim?: string;\r\n scale: number;\r\n gravity?: number;\r\n jumpHeight?: number;\r\n highJumpHeight?: number;\r\n speed?: number;\r\n };\r\n initPos?: THREE.Vector3;\r\n mouseSensity?: number;\r\n },\r\n callback?: () => void\r\n ) => c.init(opts, callback),\r\n changeView: () => c.changeView(),\r\n createBVH: (url: string = \"\") => c.createBVH(url),\r\n createPlayer: () => c.createPlayer(),\r\n reset: (pos?: THREE.Vector3) => c.reset(pos),\r\n update: (dt?: number) => c.update(dt),\r\n destroy: () => c.destroy(),\r\n displayCollider: c.displayCollider,\r\n displayPlayer: c.displayPlayer,\r\n displayVisualizer: c.displayVisualizer,\r\n };\r\n}\r\n\r\n// 打开所有事件\r\nexport function onAllEvent(): void {\r\n if (!controllerInstance) controllerInstance = new PlayerController();\r\n controllerInstance.onAllEvent();\r\n}\r\n\r\n// 关闭所有事件\r\nexport function offAllEvent(): void {\r\n if (!controllerInstance) return;\r\n 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+ {"version":3,"sources":["../src/playerController.ts"],"sourcesContent":["import * as THREE from \"three\";\r\nimport { MeshBVH, MeshBVHHelper } from \"three-mesh-bvh\";\r\nimport type { GLTF } from \"three/examples/jsm/Addons.js\";\r\nimport { OrbitControls } from \"three/examples/jsm/controls/OrbitControls.js\";\r\nimport { RoundedBoxGeometry } from \"three/examples/jsm/geometries/RoundedBoxGeometry.js\";\r\nimport { DRACOLoader } from \"three/examples/jsm/loaders/DRACOLoader.js\";\r\nimport { GLTFLoader } from \"three/examples/jsm/loaders/GLTFLoader.js\";\r\nimport * as BufferGeometryUtils from \"three/examples/jsm/utils/BufferGeometryUtils.js\";\r\n\r\nlet controllerInstance: PlayerController | null = null; // 单例实例\r\nconst clock = new THREE.Clock();\r\n\r\nclass PlayerController {\r\n loader: GLTFLoader = new GLTFLoader();\r\n\r\n // 基本配置与参数\r\n scene!: THREE.Scene;\r\n camera!: THREE.PerspectiveCamera;\r\n controls!: OrbitControls;\r\n initPos!: THREE.Vector3;\r\n playerModel!: {\r\n url: string;\r\n idleAnim: string;\r\n walkAnim: string;\r\n runAnim: string;\r\n jumpAnim: string;\r\n leftWalkAnim?: string;\r\n rightWalkAnim?: string;\r\n backwardAnim?: string;\r\n flyAnim?: string;\r\n flyIdleAnim?: string;\r\n scale: number;\r\n gravity?: number;\r\n jumpHeight?: number;\r\n speed?: number;\r\n };\r\n visualizeDepth!: number;\r\n gravity!: number;\r\n jumpHeight!: number;\r\n playerSpeed!: number;\r\n mouseSensity!: number;\r\n\r\n playerRadius: number = 45;\r\n playerHeight: number = 180;\r\n isFirstPerson: boolean = false;\r\n boundingBoxMinY: number = 0;\r\n // 测试参数\r\n displayPlayer: boolean = false;\r\n displayCollider: boolean = false;\r\n displayVisualizer: boolean = false;\r\n\r\n // 场景对象\r\n collider: THREE.Mesh | null = null;\r\n visualizer: MeshBVHHelper | null = null;\r\n player!: THREE.Mesh & { capsuleInfo?: any };\r\n person: THREE.Object3D | null = null;\r\n\r\n // 状态开关\r\n playerIsOnGround: boolean = false;\r\n isupdate: boolean = true;\r\n isFlying: boolean = false;\r\n\r\n // 输入状态\r\n fwdPressed: boolean = false;\r\n bkdPressed: boolean = false;\r\n lftPressed: boolean = false;\r\n rgtPressed: boolean = false;\r\n spacePressed: boolean = false;\r\n ctPressed: boolean = false;\r\n shiftPressed: boolean = false;\r\n\r\n // 第三人称\r\n _camCollisionLerp: number = 0.18; // 平滑系数\r\n _camEpsilon: number = 0.35; // 摄像机与障碍物之间的安全距离(米)\r\n _minCamDistance: number = 1.0; // 摄像机最小距离\r\n _maxCamDistance: number = 4.4; // 摄像机最大距离\r\n\r\n // 物理/运动\r\n playerVelocity = new THREE.Vector3(); // 玩家速度向量\r\n readonly upVector = new THREE.Vector3(0, 1, 0);\r\n\r\n // 临时复用向量/矩阵\r\n readonly tempVector = new THREE.Vector3();\r\n readonly tempVector2 = new THREE.Vector3();\r\n readonly tempBox = new THREE.Box3();\r\n readonly tempMat = new THREE.Matrix4();\r\n readonly tempSegment = new THREE.Line3();\r\n\r\n // 动画相关\r\n personMixer?: THREE.AnimationMixer;\r\n personActions?: Map<string, THREE.AnimationAction>;\r\n idleAction!: THREE.AnimationAction;\r\n walkAction!: THREE.AnimationAction;\r\n leftWalkAction!: THREE.AnimationAction;\r\n rightWalkAction!: THREE.AnimationAction;\r\n backwardAction!: THREE.AnimationAction;\r\n jumpAction!: THREE.AnimationAction;\r\n runAction!: THREE.AnimationAction;\r\n flyidleAction!: THREE.AnimationAction;\r\n flyAction!: THREE.AnimationAction;\r\n controlDroneAction!: THREE.AnimationAction;\r\n actionState!: THREE.AnimationAction;\r\n\r\n // 复用向量:用于相机朝向 / 移动\r\n readonly camDir = new THREE.Vector3();\r\n readonly moveDir = new THREE.Vector3();\r\n readonly targetQuat = new THREE.Quaternion();\r\n readonly targetMat = new THREE.Matrix4();\r\n readonly rotationSpeed = 10;\r\n readonly DIR_FWD = new THREE.Vector3(0, 0, -1);\r\n readonly DIR_BKD = new THREE.Vector3(0, 0, 1);\r\n readonly DIR_LFT = new THREE.Vector3(-1, 0, 0);\r\n readonly DIR_RGT = new THREE.Vector3(1, 0, 0);\r\n readonly DIR_Y = new THREE.Vector3(0, 1, 0);\r\n\r\n readonly _personToCam = new THREE.Vector3();\r\n\r\n readonly _originTmp = new THREE.Vector3();\r\n readonly _raycaster = new THREE.Raycaster(new THREE.Vector3(), new THREE.Vector3(0, -1, 0));\r\n readonly _raycasterPersonToCam = new THREE.Raycaster(new THREE.Vector3(), new THREE.Vector3());\r\n\r\n // 射线检测时只返回第一个碰撞\r\n constructor() {\r\n (this._raycaster as any).firstHitOnly = true;\r\n (this._raycasterPersonToCam as any).firstHitOnly = true;\r\n }\r\n\r\n // 初始化\r\n async init(\r\n opts: {\r\n scene: THREE.Scene;\r\n camera: THREE.PerspectiveCamera;\r\n controls: OrbitControls;\r\n playerModel: {\r\n url: string;\r\n idleAnim: string;\r\n walkAnim: string;\r\n runAnim: string;\r\n jumpAnim: string;\r\n leftWalkAnim?: string;\r\n rightWalkAnim?: string;\r\n backwardAnim?: string;\r\n flyAnim?: string;\r\n flyIdleAnim?: string;\r\n scale: number;\r\n gravity?: number;\r\n jumpHeight?: number;\r\n speed?: number;\r\n };\r\n initPos?: THREE.Vector3;\r\n mouseSensity?: number;\r\n },\r\n callback?: () => void\r\n ) {\r\n this.scene = opts.scene;\r\n this.camera = opts.camera;\r\n this.controls = opts.controls;\r\n this.playerModel = opts.playerModel;\r\n this.initPos = opts.initPos ? opts.initPos : new THREE.Vector3(0, 0, 0);\r\n this.mouseSensity = opts.mouseSensity ? opts.mouseSensity : 5;\r\n\r\n const s = this.playerModel.scale;\r\n this.visualizeDepth = 0 * s;\r\n this.gravity = opts.playerModel.gravity ? opts.playerModel.gravity * s : -2400 * s;\r\n this.jumpHeight = opts.playerModel.jumpHeight ? opts.playerModel.jumpHeight * s : 800 * s;\r\n this.playerSpeed = opts.playerModel.speed ? opts.playerModel.speed * s : 400 * s;\r\n\r\n this._camCollisionLerp = 0.18;\r\n this._camEpsilon = 35 * s;\r\n this._minCamDistance = 100 * s;\r\n this._maxCamDistance = 440 * s;\r\n // 创建bvh\r\n await this.createBVH();\r\n\r\n // 创建玩家\r\n this.createPlayer();\r\n\r\n // 加载玩家模型\r\n await this.loadPersonGLB();\r\n\r\n // 等待资源加载完毕再设置摄像机\r\n if (this.isFirstPerson && this.player) {\r\n this.player.add(this.camera);\r\n }\r\n this.onAllEvent(); // 绑定事件\r\n this.setCameraPos();\r\n this.setControls();\r\n if (callback) callback();\r\n }\r\n\r\n // 第一/三视角切换\r\n changeView() {\r\n this.isFirstPerson = !this.isFirstPerson;\r\n if (this.isFirstPerson) {\r\n this.player.attach(this.camera);\r\n this.camera.position.set(0, 40 * this.playerModel.scale, 30 * this.playerModel.scale);\r\n this.camera.rotation.set(0, Math.PI, 0);\r\n document.body.requestPointerLock(); // 锁定鼠标\r\n } else {\r\n this.scene.attach(this.camera);\r\n const worldPos = this.player.position.clone();\r\n const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(this.player.quaternion);\r\n const angle = Math.atan2(dir.z, dir.x);\r\n const offset = new THREE.Vector3(Math.cos(angle) * 400 * this.playerModel.scale, 200 * this.playerModel.scale, Math.sin(angle) * 400 * this.playerModel.scale);\r\n this.camera.position.copy(worldPos).add(offset);\r\n this.controls.target.copy(worldPos);\r\n document.body.requestPointerLock(); // 锁定鼠标\r\n }\r\n }\r\n\r\n // 摄像机/控制器设置\r\n setCameraPos() {\r\n if (this.isFirstPerson) {\r\n this.camera.position.set(0, 40 * this.playerModel.scale, 30 * this.playerModel.scale);\r\n } else {\r\n const worldPos = this.player.position.clone();\r\n const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(this.player.quaternion);\r\n const angle = Math.atan2(dir.z, dir.x);\r\n const offset = new THREE.Vector3(Math.cos(angle) * 400 * this.playerModel.scale, 200 * this.playerModel.scale, Math.sin(angle) * 400 * this.playerModel.scale);\r\n this.camera.position.copy(worldPos).add(offset);\r\n }\r\n this.camera.updateProjectionMatrix();\r\n }\r\n\r\n // 设置控制器\r\n setControls() {\r\n this.controls.enabled = false;\r\n this.controls.maxPolarAngle = Math.PI * (300 / 360);\r\n }\r\n\r\n // 重置控制器\r\n resetControls() {\r\n this.controls.enabled = true;\r\n this.controls.enablePan = true;\r\n this.controls.maxPolarAngle = Math.PI / 2;\r\n this.controls.rotateSpeed = 1;\r\n this.controls.enableZoom = true;\r\n this.controls.mouseButtons = {\r\n LEFT: 0,\r\n MIDDLE: 1,\r\n RIGHT: 2,\r\n };\r\n }\r\n\r\n // 初始化加载器\r\n async initLoader() {\r\n const dracoLoader = new DRACOLoader();\r\n dracoLoader.setDecoderPath(\"https://unpkg.com/three@0.180.0/examples/jsm/libs/draco/gltf/\");\r\n dracoLoader.setDecoderConfig({ type: \"js\" });\r\n this.loader.setDRACOLoader(dracoLoader);\r\n }\r\n\r\n // 人物与动画加载\r\n async loadPersonGLB() {\r\n try {\r\n const gltf: GLTF = await this.loader.loadAsync(this.playerModel.url);\r\n this.person = gltf.scene;\r\n const sc = this.playerModel.scale;\r\n const h = this.playerHeight * sc;\r\n this.person.scale.set(sc, sc, sc);\r\n this.person.position.set(0, -h * 0.75, 0);\r\n this.person.traverse((child: any) => {\r\n if (child.isMesh) {\r\n child.castShadow = true;\r\n }\r\n });\r\n this.player.add(this.person);\r\n this.reset();\r\n\r\n // 创建人物 mixer 与 actions\r\n this.personMixer = new THREE.AnimationMixer(this.person);\r\n const animations = gltf.animations ?? [];\r\n console.log('animations',animations)\r\n this.personActions = new Map<string, THREE.AnimationAction>();\r\n // 取出动作并注册到 map\r\n const findClip = (name: string) => animations.find((a: any) => a.name === name);\r\n const regs: [string, string][] = [\r\n [this.playerModel.idleAnim, \"idle\"],\r\n [this.playerModel.walkAnim, \"walking\"],\r\n [this.playerModel.leftWalkAnim || this.playerModel.walkAnim, \"left_walking\"],\r\n [this.playerModel.rightWalkAnim || this.playerModel.walkAnim, \"right_walking\"],\r\n [this.playerModel.backwardAnim || this.playerModel.walkAnim, \"walking_backward\"],\r\n [this.playerModel.jumpAnim, \"jumping\"],\r\n [this.playerModel.runAnim, \"running\"],\r\n [this.playerModel.flyIdleAnim || this.playerModel.idleAnim, \"flyidle\"],\r\n [this.playerModel.flyAnim || this.playerModel.idleAnim, \"flying\"],\r\n ];\r\n\r\n // 注册动作并设置循环模式\r\n for (const [key, clipName] of regs) {\r\n const clip = findClip(key);\r\n if (!clip) continue;\r\n const action = this.personMixer.clipAction(clip);\r\n\r\n if (clipName === \"jumping\") {\r\n action.setLoop(THREE.LoopOnce, 1); // 播放一次\r\n action.clampWhenFinished = true;\r\n action.setEffectiveTimeScale(1.2); // 播放速度\r\n } else {\r\n action.setLoop(THREE.LoopRepeat, Infinity); // 循环播放\r\n action.clampWhenFinished = false;\r\n action.setEffectiveTimeScale(1);\r\n }\r\n\r\n action.enabled = true; // 激活\r\n action.setEffectiveWeight(0); // 初始权重为0\r\n this.personActions.set(clipName, action);\r\n }\r\n\r\n // 把actions激活\r\n this.idleAction = this.personActions.get(\"idle\")!;\r\n this.walkAction = this.personActions.get(\"walking\")!;\r\n this.leftWalkAction = this.personActions.get(\"left_walking\")!;\r\n this.rightWalkAction = this.personActions.get(\"right_walking\")!;\r\n this.backwardAction = this.personActions.get(\"walking_backward\")!;\r\n this.jumpAction = this.personActions.get(\"jumping\")!;\r\n this.runAction = this.personActions.get(\"running\")!;\r\n this.flyidleAction = this.personActions.get(\"flyidle\")!;\r\n this.flyAction = this.personActions.get(\"flying\")!;\r\n\r\n // 激活空闲动作\r\n this.idleAction.setEffectiveWeight(1);\r\n this.idleAction.play();\r\n this.actionState = this.idleAction;\r\n\r\n this.personMixer.addEventListener(\"finished\", (ev: any) => {\r\n const finishedAction: THREE.AnimationAction = ev.action;\r\n\r\n if (finishedAction === this.jumpAction) {\r\n // jump 播放结束后的逻辑\r\n if (this.fwdPressed) {\r\n if (this.shiftPressed) this.playPersonAnimationByName(\"running\");\r\n else this.playPersonAnimationByName(\"walking\");\r\n return;\r\n }\r\n if (this.bkdPressed) {\r\n this.playPersonAnimationByName(\"walking_backward\");\r\n return;\r\n }\r\n if (this.rgtPressed || this.lftPressed) {\r\n this.playPersonAnimationByName(\"walking\");\r\n return;\r\n }\r\n this.playPersonAnimationByName(\"idle\");\r\n }\r\n });\r\n } catch (error) {}\r\n }\r\n\r\n // 平滑切换人物动画\r\n playPersonAnimationByName(name: string, fade = 0.18) {\r\n // console.log(\"播放动画\", name);\r\n if (!this.personActions) return;\r\n if (this.ctPressed) return;\r\n\r\n const next = this.personActions.get(name);\r\n if (!next) return;\r\n\r\n // 如果是同一个action,直接返回\r\n if (this.actionState === next) return;\r\n\r\n const prev = this.actionState;\r\n\r\n // 对于一次性动作先reset()\r\n next.reset();\r\n next.setEffectiveWeight(1);\r\n next.play();\r\n\r\n if (prev && prev !== next) {\r\n // 让 prev 淡出,next 淡入\r\n prev.fadeOut(fade);\r\n next.fadeIn(fade);\r\n } else {\r\n // 时直接淡入\r\n next.fadeIn(fade);\r\n }\r\n\r\n this.actionState = next;\r\n }\r\n\r\n // 创建玩家胶囊体\r\n createPlayer() {\r\n const material = new THREE.MeshStandardMaterial({\r\n color: new THREE.Color(1, 0, 0),\r\n shadowSide: THREE.DoubleSide,\r\n depthTest: false,\r\n });\r\n material.transparent = true;\r\n material.opacity = this.displayPlayer ? 0.5 : 0;\r\n material.wireframe = true;\r\n material.depthWrite = false;\r\n\r\n const r = this.playerRadius * this.playerModel.scale;\r\n const h = this.playerHeight * this.playerModel.scale;\r\n this.player = new THREE.Mesh(new RoundedBoxGeometry(r * 2, h, r * 2, 1, 75), material) as typeof this.player;\r\n\r\n this.player.geometry.translate(0, -h * 0.25, 0);\r\n this.player.capsuleInfo = {\r\n radius: r,\r\n segment: new THREE.Line3(new THREE.Vector3(), new THREE.Vector3(0, -h * 0.5, 0)),\r\n };\r\n\r\n this.player.name = \"capsule\";\r\n this.scene.add(this.player);\r\n this.reset();\r\n }\r\n\r\n getAngleWithYAxis(normal: { x: number; y: number; z: number }): number {\r\n // Y轴正方向向量\r\n const yAxis = { x: 0, y: 1, z: 0 };\r\n\r\n // 向量点积\r\n const dotProduct = normal.x * yAxis.x + normal.y * yAxis.y + normal.z * yAxis.z;\r\n\r\n // 向量模长\r\n const normalMagnitude = Math.sqrt(normal.x * normal.x + normal.y * normal.y + normal.z * normal.z);\r\n const yAxisMagnitude = 1; // Y轴单位向量长度为1\r\n\r\n // 计算夹角余弦值\r\n const cosTheta = dotProduct / (normalMagnitude * yAxisMagnitude);\r\n\r\n // 返回夹角(弧度)\r\n return Math.acos(cosTheta);\r\n }\r\n\r\n // 每帧更新\r\n async update(delta: number = clock.getDelta()) {\r\n if (!this.isupdate || !this.player || !this.collider) return;\r\n delta = Math.min(delta, 1 / 60);\r\n\r\n if (!this.isFlying) this.player.position.addScaledVector(this.playerVelocity, delta);\r\n this.updateMixers(delta);\r\n this.camera.getWorldDirection(this.camDir);\r\n let angle = Math.atan2(this.camDir.z, this.camDir.x) + Math.PI / 2;\r\n angle = 2 * Math.PI - angle;\r\n\r\n this.moveDir.set(0, 0, 0);\r\n if (this.fwdPressed) this.moveDir.add(this.DIR_FWD);\r\n if (this.bkdPressed) this.moveDir.add(this.DIR_BKD);\r\n if (this.lftPressed) this.moveDir.add(this.DIR_LFT);\r\n if (this.rgtPressed) this.moveDir.add(this.DIR_RGT);\r\n if (this.isFlying && this.fwdPressed) {\r\n this.moveDir.y = this.camDir.y;\r\n }\r\n // 设置速度\r\n if (this.isFlying && this.fwdPressed) {\r\n this.playerSpeed = this.shiftPressed ? 4000 * this.playerModel.scale : 3000 * this.playerModel.scale;\r\n } else {\r\n this.playerSpeed = this.shiftPressed ? 900 * this.playerModel.scale : 400 * this.playerModel.scale;\r\n }\r\n this.moveDir.normalize().applyAxisAngle(this.upVector, angle);\r\n this.player.position.addScaledVector(this.moveDir, this.playerSpeed * delta);\r\n\r\n // 向下射线检测地面高度\r\n let playerDistanceFromGround = Infinity;\r\n this._originTmp.set(this.player.position.x, this.player.position.y, this.player.position.z);\r\n this._raycaster.ray.origin.copy(this._originTmp);\r\n const intersects = this._raycaster.intersectObject(this.collider as THREE.Object3D, false);\r\n if (intersects.length > 0) {\r\n playerDistanceFromGround = this.player.position.y - intersects[0].point.y;\r\n const normal = intersects[0].normal as THREE.Vector3;\r\n const angle = (this.getAngleWithYAxis(normal) * 180) / Math.PI;\r\n const maxH = this.playerHeight * this.playerModel.scale * 0.9; // 坡度高度阈值\r\n const h = this.playerHeight * this.playerModel.scale * 0.75; // 正常高度\r\n const minH = this.playerHeight * this.playerModel.scale * 0.7; // 最小高度\r\n\r\n if (this.isFlying) {\r\n } else {\r\n if (playerDistanceFromGround > maxH) {\r\n this.playerVelocity.y += delta * this.gravity;\r\n this.player.position.addScaledVector(this.playerVelocity, delta);\r\n this.playerIsOnGround = false;\r\n } else if (playerDistanceFromGround > h && playerDistanceFromGround < maxH) {\r\n if (angle >= 0 && angle < 5) {\r\n // 平地\r\n // this.player.position.y = intersects[0].point.y + h;\r\n // this.playerVelocity.set(0, 0, 0);\r\n this.playerVelocity.y += delta * this.gravity;\r\n this.player.position.addScaledVector(this.playerVelocity, delta);\r\n this.playerIsOnGround = true;\r\n } else {\r\n // 坡地\r\n this.playerVelocity.set(0, 0, 0);\r\n this.playerIsOnGround = true;\r\n }\r\n } else if (playerDistanceFromGround > minH && playerDistanceFromGround < h) {\r\n // 误差范围内 在平地\r\n this.playerVelocity.set(0, 0, 0);\r\n this.playerIsOnGround = true;\r\n } else if (playerDistanceFromGround < minH) {\r\n // 强行拉回\r\n this.playerVelocity.set(0, 0, 0);\r\n this.player.position.set(this.player.position.x, intersects[0].point.y + h, this.player.position.z);\r\n this.playerIsOnGround = true;\r\n }\r\n }\r\n }\r\n\r\n // 更新玩家矩阵\r\n this.player.updateMatrixWorld();\r\n // 碰撞检测\r\n const capsuleInfo = this.player.capsuleInfo;\r\n this.tempBox.makeEmpty();\r\n this.tempMat.copy(this.collider!.matrixWorld).invert();\r\n this.tempSegment.copy(capsuleInfo.segment);\r\n this.tempSegment.start.applyMatrix4(this.player.matrixWorld).applyMatrix4(this.tempMat);\r\n this.tempSegment.end.applyMatrix4(this.player.matrixWorld).applyMatrix4(this.tempMat);\r\n\r\n this.tempBox.expandByPoint(this.tempSegment.start);\r\n this.tempBox.expandByPoint(this.tempSegment.end);\r\n this.tempBox.expandByScalar(capsuleInfo.radius);\r\n\r\n const bvh = this.collider?.geometry as any;\r\n bvh?.boundsTree?.shapecast({\r\n // 检测包围盒碰撞\r\n intersectsBounds: (box: THREE.Box3) => box.intersectsBox(this.tempBox),\r\n // 检测三角形碰撞\r\n intersectsTriangle: (tri: any) => {\r\n const triPoint = this.tempVector;\r\n const capsulePoint = this.tempVector2;\r\n const distance = tri.closestPointToSegment(this.tempSegment, triPoint, capsulePoint);\r\n // 距离小于人物半径,发生碰撞\r\n if (distance < capsuleInfo.radius) {\r\n const depth = capsuleInfo.radius - distance;\r\n const direction = capsulePoint.sub(triPoint).normalize();\r\n this.tempSegment.start.addScaledVector(direction, depth);\r\n this.tempSegment.end.addScaledVector(direction, depth);\r\n }\r\n },\r\n });\r\n\r\n // 设置玩家位置\r\n const newPosition = this.tempVector.copy(this.tempSegment.start).applyMatrix4(this.collider!.matrixWorld);\r\n const deltaVector = this.tempVector2.subVectors(newPosition, this.player.position);\r\n // 应用位移\r\n const offset = Math.max(0, deltaVector.length() - 1e-5);\r\n deltaVector.normalize().multiplyScalar(offset);\r\n this.player.position.add(deltaVector);\r\n\r\n // 第三人称-朝向\r\n if (!this.isFirstPerson && this.moveDir.lengthSq() > 0) {\r\n this.camDir.y = 0;\r\n this.camDir.normalize();\r\n this.camDir.negate();\r\n this.moveDir.normalize();\r\n this.moveDir.negate();\r\n const lookTarget = this.player.position.clone().add(this.moveDir);\r\n this.targetMat.lookAt(this.player.position, lookTarget, this.player.up);\r\n this.targetQuat.setFromRotationMatrix(this.targetMat);\r\n const alpha = Math.min(1, this.rotationSpeed * delta);\r\n this.player.quaternion.slerp(this.targetQuat, alpha);\r\n }\r\n\r\n // 第三人称-相机跟随\r\n if (!this.isFirstPerson) {\r\n const lookTarget = this.player.position.clone();\r\n lookTarget.y += 30 * this.playerModel.scale;\r\n this.camera.position.sub(this.controls.target); // 减去控制器向量\r\n this.controls.target.copy(lookTarget); // 设置控制器目标\r\n this.camera.position.add(lookTarget); // 设置相机位置\r\n this.controls.update(); // 更新控制器\r\n\r\n // 当视线被遮挡时判断\r\n this._personToCam.subVectors(this.camera.position, this.player.position); // 计算从player指向camera的向量(camera - player)\r\n const origin = this.player.position.clone().add(new THREE.Vector3(0, 0, 0)); // 射线起点\r\n const direction = this._personToCam.clone().normalize(); // 方向\r\n const desiredDist = this._personToCam.length(); // 与期望距离\r\n this._raycasterPersonToCam.set(origin, direction);\r\n this._raycasterPersonToCam.far = desiredDist;\r\n\r\n // 做相交检测\r\n const intersects = this._raycasterPersonToCam.intersectObject(this.collider as THREE.Object3D, false);\r\n if (intersects.length > 0) {\r\n // 相机拉近\r\n const hit = intersects[0]; // 找到第一个命中\r\n const safeDist = Math.max(hit.distance - this._camEpsilon, this._minCamDistance); // 计算安全距离(hit.distance是从origin到碰撞点的距离)\r\n const targetCamPos = origin.clone().add(direction.clone().multiplyScalar(safeDist)); // 目标相机位置 = origin + direction * safeDist\r\n this.camera.position.lerp(targetCamPos, this._camCollisionLerp); // 平滑移动相机到targetCamPos\r\n } else {\r\n // 相机恢复\r\n // const dis = this.player.position.distanceTo(this.camera.position); // 计算当前人物到相机距离\r\n this._raycasterPersonToCam.far = this._maxCamDistance;\r\n // 检查预设相机位置是否有遮挡\r\n const intersectsMaxDis = this._raycasterPersonToCam.intersectObject(this.collider as THREE.Object3D, false);\r\n // 恢复相机\r\n let safeDist = this._maxCamDistance;\r\n if (intersectsMaxDis.length) {\r\n const hitMax = intersectsMaxDis[0]; // 找到第一个命中\r\n safeDist = hitMax.distance - this._camEpsilon;\r\n }\r\n const targetCamPos = origin.clone().add(direction.clone().multiplyScalar(safeDist));\r\n this.camera.position.lerp(targetCamPos, this._camCollisionLerp);\r\n }\r\n }\r\n\r\n // 掉出场景重置\r\n if (this.player.position.y < this.boundingBoxMinY - 1) {\r\n // 检测当前位置与碰撞体是否相交\r\n this._originTmp.set(this.player.position.x, 10000, this.player.position.z);\r\n this._raycaster.ray.origin.copy(this._originTmp);\r\n const intersects = this._raycaster.intersectObject(this.collider as THREE.Object3D, false);\r\n if (intersects.length > 0) {\r\n // 出现碰撞 说明玩家为bug意外掉落\r\n console.log(\"玩家为bug意外掉落\");\r\n this.reset(new THREE.Vector3(this.player.position.x, intersects[0].point.y + 5, this.player.position.z));\r\n } else {\r\n // 无碰撞 正常掉落\r\n console.log(\"玩家正常掉落\");\r\n this.reset(new THREE.Vector3(this.player.position.x, this.player.position.y + 15, this.player.position.z));\r\n }\r\n }\r\n }\r\n\r\n // 重置 / 销毁\r\n reset(position?: THREE.Vector3) {\r\n if (!this.player) return;\r\n this.playerVelocity.set(0, 0, 0);\r\n this.player.position.copy(position ? position : this.initPos);\r\n }\r\n\r\n // 销毁\r\n destroy() {\r\n this.offAllEvent();\r\n if (this.player) {\r\n this.player.remove(this.camera);\r\n this.scene.remove(this.player);\r\n }\r\n (this.player as any) = null;\r\n if (this.person) {\r\n this.scene.remove(this.person);\r\n this.person = null;\r\n }\r\n\r\n this.resetControls();\r\n\r\n // 清理 BVH 可视化\r\n if (this.visualizer) {\r\n this.scene.remove(this.visualizer);\r\n this.visualizer = null;\r\n }\r\n if (this.collider) {\r\n this.scene.remove(this.collider);\r\n this.collider = null;\r\n }\r\n\r\n controllerInstance = null;\r\n }\r\n\r\n // 事件绑定\r\n onAllEvent() {\r\n this.isupdate = true;\r\n document.body.requestPointerLock();\r\n window.addEventListener(\"keydown\", this._boundOnKeydown);\r\n window.addEventListener(\"keyup\", this._boundOnKeyup);\r\n window.addEventListener(\"mousemove\", this._mouseMove);\r\n window.addEventListener(\"click\", this._mouseClick);\r\n }\r\n\r\n // 事件解绑\r\n offAllEvent() {\r\n this.isupdate = false;\r\n document.exitPointerLock();\r\n window.removeEventListener(\"keydown\", this._boundOnKeydown);\r\n window.removeEventListener(\"keyup\", this._boundOnKeyup);\r\n window.removeEventListener(\"mousemove\", this._mouseMove);\r\n window.removeEventListener(\"click\", this._mouseClick);\r\n }\r\n\r\n // 键盘按下事件\r\n private _boundOnKeydown = async (e: KeyboardEvent) => {\r\n if (e.ctrlKey && (e.code === \"KeyW\" || e.code === \"KeyA\" || e.code === \"KeyS\" || e.code === \"KeyD\")) {\r\n e.preventDefault();\r\n }\r\n switch (e.code) {\r\n case \"KeyW\":\r\n this.fwdPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyS\":\r\n this.bkdPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyD\":\r\n this.rgtPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyA\":\r\n this.lftPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"ShiftLeft\":\r\n this.shiftPressed = true;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"Space\":\r\n if (!this.playerIsOnGround || this.isFlying) return;\r\n this.spacePressed = true;\r\n this.playPersonAnimationByName(\"jumping\");\r\n this.playerVelocity.y = this.jumpHeight;\r\n this.playerIsOnGround = false;\r\n break;\r\n case \"ControlLeft\":\r\n this.ctPressed = true;\r\n break;\r\n case \"KeyV\":\r\n this.changeView();\r\n break;\r\n case \"KeyF\":\r\n this.isFlying = !this.isFlying;\r\n this.setAnimationByPressed();\r\n break;\r\n }\r\n };\r\n\r\n // 键盘抬起事件\r\n private _boundOnKeyup = (e: KeyboardEvent) => {\r\n switch (e.code) {\r\n case \"KeyW\":\r\n this.fwdPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyS\":\r\n this.bkdPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyD\":\r\n this.rgtPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"KeyA\":\r\n this.lftPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"ShiftLeft\":\r\n this.shiftPressed = false;\r\n this.setAnimationByPressed();\r\n break;\r\n case \"Space\":\r\n // this.spacePressed = false;\r\n break;\r\n case \"ControlLeft\":\r\n this.ctPressed = false;\r\n break;\r\n }\r\n };\r\n\r\n // 根据按键设置人物动画\r\n setAnimationByPressed = () => {\r\n this._maxCamDistance = 440 * this.playerModel.scale;\r\n if (this.isFlying) {\r\n if (!this.fwdPressed) {\r\n this.playPersonAnimationByName(\"flyidle\");\r\n return;\r\n }\r\n this.playPersonAnimationByName(\"flying\");\r\n this._maxCamDistance = 700 * this.playerModel.scale;\r\n return;\r\n }\r\n\r\n if (this.playerIsOnGround) {\r\n if (!this.fwdPressed && !this.bkdPressed && !this.lftPressed && !this.rgtPressed) {\r\n this.playPersonAnimationByName(\"idle\");\r\n return;\r\n }\r\n if (this.fwdPressed) {\r\n if (this.shiftPressed) {\r\n this.playPersonAnimationByName(\"running\");\r\n } else {\r\n this.playPersonAnimationByName(\"walking\");\r\n }\r\n return;\r\n }\r\n // 第三人称下动画统一使用 前进 动画\r\n if (!this.isFirstPerson && (this.lftPressed || this.rgtPressed || this.bkdPressed)) {\r\n if (this.shiftPressed) {\r\n this.playPersonAnimationByName(\"running\");\r\n } else {\r\n this.playPersonAnimationByName(\"walking\");\r\n }\r\n return;\r\n }\r\n // 第一人称下根据方向播放不同动画\r\n if (this.lftPressed) {\r\n this.playPersonAnimationByName(\"left_walking\");\r\n return;\r\n }\r\n if (this.rgtPressed) {\r\n this.playPersonAnimationByName(\"right_walking\");\r\n return;\r\n }\r\n if (this.bkdPressed) {\r\n this.playPersonAnimationByName(\"walking_backward\");\r\n return;\r\n }\r\n } else {\r\n this.playPersonAnimationByName(\"jumping\");\r\n }\r\n };\r\n\r\n // 鼠标移动事件\r\n private _mouseMove = (e: MouseEvent) => {\r\n // 记录状态\r\n if (document.pointerLockElement !== document.body) return;\r\n if (this.isFirstPerson) {\r\n const yaw = -e.movementX * 0.0001 * this.mouseSensity;\r\n const pitch = -e.movementY * 0.0001 * this.mouseSensity;\r\n this.player.rotateY(yaw);\r\n this.camera.rotation.x = THREE.MathUtils.clamp(this.camera.rotation.x + pitch, -1.3, 1.4);\r\n } else {\r\n const sensitivity = 0.0001 * this.mouseSensity;\r\n const deltaX = -e.movementX * sensitivity;\r\n const deltaY = -e.movementY * sensitivity;\r\n // 获取目标点\r\n const target = this.player.position.clone();\r\n // 计算相机到目标的距离\r\n const distance = this.camera.position.distanceTo(target);\r\n // 计算当前角度\r\n const currentPosition = this.camera.position.clone().sub(target);\r\n let theta = Math.atan2(currentPosition.x, currentPosition.z);\r\n let phi = Math.acos(currentPosition.y / distance);\r\n // 应用旋转\r\n theta += deltaX;\r\n phi += deltaY;\r\n // 限制phi角度\r\n phi = Math.max(0.1, Math.min(Math.PI - 0.1, phi));\r\n // 计算新的相机位置\r\n const newX = distance * Math.sin(phi) * Math.sin(theta);\r\n const newY = distance * Math.cos(phi);\r\n const newZ = distance * Math.sin(phi) * Math.cos(theta);\r\n\r\n this.camera.position.set(target.x + newX, target.y + newY, target.z + newZ);\r\n this.camera.lookAt(target);\r\n }\r\n };\r\n\r\n private _mouseClick = (e: MouseEvent) => {\r\n if (document.pointerLockElement !== document.body) document.body.requestPointerLock();\r\n };\r\n\r\n // 更新模型动画\r\n private updateMixers(delta: number) {\r\n if (this.personMixer) this.personMixer.update(delta);\r\n }\r\n\r\n // BVH构建\r\n async createBVH(meshUrl: string = \"\"): Promise<void> {\r\n await this.initLoader(); // 初始化加载器\r\n\r\n const ensureAttributesMinimal = (geom: THREE.BufferGeometry): THREE.BufferGeometry | null => {\r\n if (!geom.attributes.position) {\r\n // console.warn(\"跳过无 position 的几何体\", geom);\r\n return null;\r\n }\r\n if (!geom.attributes.normal) geom.computeVertexNormals();\r\n if (!geom.attributes.uv) {\r\n const count = geom.attributes.position.count;\r\n const dummyUV = new Float32Array(count * 2);\r\n geom.setAttribute(\"uv\", new THREE.BufferAttribute(dummyUV, 2));\r\n }\r\n return geom;\r\n };\r\n\r\n const collected: THREE.BufferGeometry[] = [];\r\n if (meshUrl == \"\") {\r\n if (this.collider) {\r\n this.scene.remove(this.collider);\r\n this.collider = null;\r\n }\r\n\r\n this.scene.traverse((c) => {\r\n const mesh = c as THREE.Mesh;\r\n if (mesh?.isMesh && mesh.geometry && c.name !== \"capsule\") {\r\n try {\r\n let geom = (mesh.geometry as THREE.BufferGeometry).clone();\r\n geom.applyMatrix4(mesh.matrixWorld);\r\n if (geom.index) geom = geom.toNonIndexed();\r\n const safe = ensureAttributesMinimal(geom);\r\n if (safe) collected.push(safe);\r\n } catch (e) {\r\n console.warn(\"处理网格时出错:\", mesh, e);\r\n }\r\n }\r\n });\r\n\r\n if (!collected.length) {\r\n return;\r\n }\r\n\r\n // 统一属性集合\r\n type AttrMeta = { itemSize: number; arrayCtor: any; examples: number };\r\n const attrMap = new Map<string, AttrMeta>();\r\n const attrConflict = new Set<string>();\r\n\r\n for (const g of collected) {\r\n for (const name of Object.keys(g.attributes)) {\r\n const attr = g.attributes[name] as THREE.BufferAttribute;\r\n const ctor = (attr.array as any).constructor;\r\n const itemSize = attr.itemSize;\r\n if (!attrMap.has(name)) {\r\n attrMap.set(name, { itemSize, arrayCtor: ctor, examples: 1 });\r\n } else {\r\n const m = attrMap.get(name)!;\r\n if (m.itemSize !== itemSize || m.arrayCtor !== ctor) attrConflict.add(name);\r\n else m.examples++;\r\n }\r\n }\r\n }\r\n\r\n if (attrConflict.size) {\r\n for (const g of collected) {\r\n for (const name of Array.from(attrConflict)) {\r\n if (g.attributes[name]) g.deleteAttribute(name);\r\n }\r\n }\r\n for (const name of attrConflict) attrMap.delete(name);\r\n }\r\n\r\n const attrNames = Array.from(attrMap.keys());\r\n for (const g of collected) {\r\n const count = g.attributes.position.count;\r\n for (const name of attrNames) {\r\n if (!g.attributes[name]) {\r\n const meta = attrMap.get(name)!;\r\n const len = count * meta.itemSize;\r\n const array = new meta.arrayCtor(len);\r\n g.setAttribute(name, new THREE.BufferAttribute(array, meta.itemSize));\r\n }\r\n }\r\n }\r\n } else {\r\n const gltf: GLTF = await this.loader.loadAsync(meshUrl, (xhr) => {});\r\n const mesh = gltf.scene.children[0] as THREE.Mesh;\r\n mesh.name = \"BVH加载模型\";\r\n\r\n // 推入几何体\r\n let geom = mesh.geometry.clone();\r\n geom.applyMatrix4(mesh.matrixWorld);\r\n if (geom.index) geom = geom.toNonIndexed();\r\n const safe = ensureAttributesMinimal(geom);\r\n if (safe) collected.push(safe);\r\n }\r\n\r\n // 合并几何体\r\n const merged = BufferGeometryUtils.mergeGeometries(collected, false);\r\n if (!merged) {\r\n console.error(\"合并几何失败\");\r\n return;\r\n }\r\n\r\n // 构建bvh\r\n (merged as any).boundsTree = new MeshBVH(merged);\r\n this.collider = new THREE.Mesh(\r\n merged,\r\n new THREE.MeshBasicMaterial({\r\n opacity: 0.5,\r\n transparent: true,\r\n wireframe: true,\r\n })\r\n );\r\n\r\n if (this.displayCollider) this.scene.add(this.collider);\r\n if (this.displayVisualizer) {\r\n if (this.visualizer) this.scene.remove(this.visualizer);\r\n this.visualizer = new MeshBVHHelper(this.collider, this.visualizeDepth);\r\n this.scene.add(this.visualizer);\r\n }\r\n this.boundingBoxMinY = (this.collider as any).geometry.boundingBox.min.y;\r\n console.log(\"bvh加载模型成功\", this.collider);\r\n }\r\n}\r\n\r\n// 导出API\r\nexport function playerController() {\r\n if (!controllerInstance) controllerInstance = new PlayerController();\r\n const c = controllerInstance;\r\n return {\r\n init: (\r\n opts: {\r\n scene: THREE.Scene;\r\n camera: THREE.PerspectiveCamera;\r\n controls: OrbitControls;\r\n playerModel: {\r\n url: string;\r\n idleAnim: string;\r\n walkAnim: string;\r\n runAnim: string;\r\n jumpAnim: string;\r\n leftWalkAnim?: string;\r\n rightWalkAnim?: string;\r\n backwardAnim?: string;\r\n flyAnim?: string;\r\n flyIdleAnim?: string;\r\n scale: number;\r\n gravity?: number;\r\n jumpHeight?: number;\r\n speed?: number;\r\n };\r\n initPos?: THREE.Vector3;\r\n mouseSensity?: number;\r\n },\r\n callback?: () => void\r\n ) => c.init(opts, callback),\r\n changeView: () => c.changeView(),\r\n createBVH: (url: string = \"\") => c.createBVH(url),\r\n createPlayer: () => c.createPlayer(),\r\n reset: (pos?: THREE.Vector3) => c.reset(pos),\r\n update: (dt?: number) => c.update(dt),\r\n destroy: () => c.destroy(),\r\n displayCollider: c.displayCollider,\r\n displayPlayer: c.displayPlayer,\r\n displayVisualizer: c.displayVisualizer,\r\n };\r\n}\r\n\r\n// 打开所有事件\r\nexport function onAllEvent(): void {\r\n if (!controllerInstance) controllerInstance = new PlayerController();\r\n controllerInstance.onAllEvent();\r\n}\r\n\r\n// 关闭所有事件\r\nexport function offAllEvent(): void {\r\n if (!controllerInstance) 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "three-player-controller",
3
- "version": "0.1.7",
3
+ "version": "0.1.8",
4
4
  "description": "Third-person / first-person player controller for three.js (three-mesh-bvh based)",
5
5
  "author": "",
6
6
  "license": "MIT",