three-player-controller 0.2.1 → 0.2.2

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package/README.md CHANGED
@@ -22,7 +22,6 @@ npm install three-player-controller
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  ![3DTiles 漫游](https://github.com/hh-hang/three-player-controller/blob/master/example/public/gif/4.gif)
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-
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  # 使用
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  ```js
@@ -51,6 +50,107 @@ player.init({
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  player.update();
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  ```
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+ # API
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+
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+ ## 一、初始化
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+
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+ ### 导出函数
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+
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+ ```ts
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+ export function playerController(): {
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+ init: (opts: PlayerControllerOptions, callback?: () => void) => void;
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+ changeView: () => void;
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+ reset: (pos?: THREE.Vector3) => void;
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+ update: (dt?: number) => void;
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+ destroy: () => void;
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+ };
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+ ```
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+
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+ ### 方法说明
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+
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+ - `init(opts, callback?)`
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+ 初始化控制器。`callback` 在资源加载完成后调用。
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+ - `update(dt?)`
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+ 每帧调用。
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+ - `changeView()`
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+ 在第一/第三人称间切换。
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+ - `reset(pos?)`
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+ 复位玩家到指定位置。
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+ - `destroy()`
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+ 销毁控制器。
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+
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+ ---
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+
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+ ## 二、事件
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+
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+ ### 全局事件开关
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+
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+ ```ts
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+ export function onAllEvent(): void; // 打开所有输入事件
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+ export function offAllEvent(): void; // 关闭所有输入事件
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+ ```
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+
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+ ### 说明
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+
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+ - `onAllEvent()`:确保控制器存在并打开输入监听。
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+ - `offAllEvent()`:关闭输入监听(用于显示 UI 或暂停时禁止玩家输入)。
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+ - 默认处理包括:WASD 移动、奔跑、跳跃、鼠标视角等。
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+
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+ ---
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+
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+ ## 三、配置与参数说明
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+
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+ ### 类型定义
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+
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+ ```ts
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+ type PlayerControllerOptions = {
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+ scene: THREE.Scene;
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+ camera: THREE.PerspectiveCamera;
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+ controls: OrbitControls;
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+ playerModel: {
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+ url: string;
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+ idleAnim: string;
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+ walkAnim: string;
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+ runAnim: string;
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+ jumpAnim: string;
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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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+ speed?: number;
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+ };
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+ initPos?: THREE.Vector3;
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+ mouseSensity?: number;
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+ minCamDistance?: number;
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+ maxCamDistance?: number;
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+ colliderMeshUrl?: string;
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+ };
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+ ```
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+
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+ ### 关键字段说明
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+
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+ | 字段 | 类型 | 默认 / 说明 |
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+ | ------------------------------------------------------------ | ------------------------: | ---------------------------------------------- |
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+ | `scene` | `THREE.Scene` | three.js 场景(必填) |
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+ | `camera` | `THREE.PerspectiveCamera` | three.js 相机(必填) |
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+ | `controls` | `OrbitControls` | 外部相机控制器(必填) |
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+ | `playerModel.url` | `string` | 人物模型路径(GLB/GLTF,必填) |
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+ | `playerModel.scale` | `number` | 人物模型缩放(必填) |
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+ | `playerModel.idleAnim` / `walkAnim` / `runAnim` / `jumpAnim` | `string` | 人物动画名,需与人物模型中动画名称一致(必填) |
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+ | `playerModel.speed` | `number` | 基准速度,默认约 `4.0` |
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+ | `playerModel.gravity` | `number` | 重力加速度,默认 `9.8` |
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+ | `playerModel.jumpHeight` | `number` | 跳跃高度 |
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+ | `initPos` | `THREE.Vector3` | 初始位置,默认 `(0,0,0)` |
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+ | `mouseSensity` | `number` | 鼠标灵敏度 |
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+ | `minCamDistance` / `maxCamDistance` | `number` | 第三人称相机距离限制 |
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+ | `colliderMeshUrl` | `string?` | 自制碰撞体模型路径 |
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+
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+ ---
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+
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  # 感谢
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  [three-mesh-bvh](https://github.com/gkjohnson/three-mesh-bvh)
package/dist/index.d.mts CHANGED
@@ -1,41 +1,38 @@
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  import * as THREE from 'three';
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  import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
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+ type PlayerControllerOptions = {
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+ scene: THREE.Scene;
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+ camera: THREE.PerspectiveCamera;
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+ controls: OrbitControls;
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+ playerModel: {
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+ url: string;
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+ idleAnim: string;
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+ walkAnim: string;
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+ runAnim: string;
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+ jumpAnim: string;
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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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+ speed?: number;
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+ };
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+ initPos?: THREE.Vector3;
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+ mouseSensity?: number;
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+ minCamDistance?: number;
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+ maxCamDistance?: number;
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+ colliderMeshUrl?: string;
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+ };
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  declare function playerController(): {
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- init: (opts: {
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- scene: THREE.Scene;
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- camera: THREE.PerspectiveCamera;
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- controls: OrbitControls;
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- playerModel: {
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- url: string;
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- idleAnim: string;
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- walkAnim: string;
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- runAnim: string;
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- jumpAnim: string;
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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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- speed?: number;
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- };
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- initPos?: THREE.Vector3;
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- mouseSensity?: number;
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- minCamDistance?: number;
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- maxCamDistance?: number;
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- }, callback?: () => void) => Promise<void>;
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+ init: (opts: PlayerControllerOptions, callback?: () => void) => Promise<void>;
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  changeView: () => void;
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- createBVH: (url?: string) => Promise<void>;
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- createPlayer: () => void;
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  reset: (pos?: THREE.Vector3) => void;
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  update: (dt?: number) => Promise<void>;
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  destroy: () => void;
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- displayCollider: boolean;
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- displayPlayer: boolean;
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- displayVisualizer: boolean;
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  };
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  declare function onAllEvent(): void;
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  declare function offAllEvent(): void;
package/dist/index.d.ts CHANGED
@@ -1,41 +1,38 @@
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  import * as THREE from 'three';
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  import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
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+ type PlayerControllerOptions = {
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+ scene: THREE.Scene;
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+ camera: THREE.PerspectiveCamera;
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+ controls: OrbitControls;
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+ playerModel: {
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+ url: string;
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+ idleAnim: string;
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+ walkAnim: string;
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+ runAnim: string;
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+ jumpAnim: string;
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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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+ speed?: number;
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+ };
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+ initPos?: THREE.Vector3;
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+ mouseSensity?: number;
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+ minCamDistance?: number;
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+ maxCamDistance?: number;
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+ colliderMeshUrl?: string;
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+ };
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  declare function playerController(): {
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- init: (opts: {
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- scene: THREE.Scene;
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- camera: THREE.PerspectiveCamera;
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- controls: OrbitControls;
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- playerModel: {
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- url: string;
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- idleAnim: string;
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- walkAnim: string;
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- runAnim: string;
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- jumpAnim: string;
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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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- speed?: number;
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- };
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- initPos?: THREE.Vector3;
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- mouseSensity?: number;
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- minCamDistance?: number;
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- maxCamDistance?: number;
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- }, callback?: () => void) => Promise<void>;
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+ init: (opts: PlayerControllerOptions, callback?: () => void) => Promise<void>;
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  changeView: () => void;
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- createBVH: (url?: string) => Promise<void>;
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- createPlayer: () => void;
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  reset: (pos?: THREE.Vector3) => void;
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  update: (dt?: number) => Promise<void>;
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  destroy: () => void;
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- displayCollider: boolean;
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- displayPlayer: boolean;
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- displayVisualizer: boolean;
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  };
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  declare function onAllEvent(): void;
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  declare function offAllEvent(): void;
package/dist/index.js CHANGED
@@ -301,7 +301,7 @@ var PlayerController = class {
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  this._minCamDistance = opts.minCamDistance ? opts.minCamDistance * s : 100 * s;
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  this._maxCamDistance = opts.maxCamDistance ? opts.maxCamDistance * s : 440 * s;
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  this.orginMaxCamDistance = this._maxCamDistance;
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- await this.createBVH();
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+ await this.createBVH(opts.colliderMeshUrl);
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  this.createPlayer();
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  await this.loadPersonGLB();
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  if (this.isFirstPerson && this.player) {
@@ -764,7 +764,7 @@ var PlayerController = class {
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  }
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  }
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  }
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- // 重置 / 销毁
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+ // 重置
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  reset(position) {
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  if (!this.player) return;
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  this.playerVelocity.set(0, 0, 0);
@@ -927,7 +927,6 @@ var PlayerController = class {
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  this.scene.add(this.visualizer);
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  }
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  this.boundingBoxMinY = this.collider.geometry.boundingBox.min.y;
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- console.log("bvh\u52A0\u8F7D\u6A21\u578B\u6210\u529F", this.collider);
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  }
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  };
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  function playerController() {
@@ -936,14 +935,9 @@ function playerController() {
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  return {
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  init: (opts, callback) => c.init(opts, callback),
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  changeView: () => c.changeView(),
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- createBVH: (url = "") => c.createBVH(url),
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- createPlayer: () => c.createPlayer(),
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  reset: (pos) => c.reset(pos),
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  update: (dt) => c.update(dt),
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- destroy: () => c.destroy(),
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- displayCollider: c.displayCollider,
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- displayPlayer: c.displayPlayer,
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- displayVisualizer: c.displayVisualizer
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+ destroy: () => c.destroy()
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  };
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  }
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  function onAllEvent() {
package/dist/index.js.map CHANGED
@@ -1 +1 @@
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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 { acceleratedRaycast, 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\nTHREE.Mesh.prototype.raycast = acceleratedRaycast;\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 originPlayerSpeed!: 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 orginMaxCamDistance: number = 4.4;\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_UP = 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(\r\n new THREE.Vector3(),\r\n new THREE.Vector3(0, -1, 0)\r\n );\r\n readonly _raycasterPersonToCam = new THREE.Raycaster(\r\n new THREE.Vector3(),\r\n new THREE.Vector3()\r\n );\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 minCamDistance?: number;\r\n maxCamDistance?: number;\r\n },\r\n callback?: () => void\r\n ) {\r\n this.scene = opts.scene;\r\n this.camera = opts.camera;\r\n this.camera.rotation.order = \"YXZ\";\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\r\n ? opts.playerModel.gravity * s\r\n : -2400 * s;\r\n this.jumpHeight = opts.playerModel.jumpHeight\r\n ? opts.playerModel.jumpHeight * s\r\n : 800 * s;\r\n this.originPlayerSpeed = opts.playerModel.speed\r\n ? opts.playerModel.speed * s\r\n : 400 * s;\r\n this.playerSpeed = this.originPlayerSpeed;\r\n\r\n this._camCollisionLerp = 0.18;\r\n this._camEpsilon = 35 * s;\r\n this._minCamDistance = opts.minCamDistance\r\n ? opts.minCamDistance * s\r\n : 100 * s;\r\n this._maxCamDistance = opts.maxCamDistance\r\n ? opts.maxCamDistance * s\r\n : 440 * s;\r\n this.orginMaxCamDistance = this._maxCamDistance;\r\n\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(\r\n 0,\r\n 40 * this.playerModel.scale,\r\n 30 * this.playerModel.scale\r\n );\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(\r\n this.player.quaternion\r\n );\r\n const angle = Math.atan2(dir.z, dir.x);\r\n const offset = new THREE.Vector3(\r\n Math.cos(angle) * 400 * this.playerModel.scale,\r\n 200 * this.playerModel.scale,\r\n Math.sin(angle) * 400 * this.playerModel.scale\r\n );\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(\r\n 0,\r\n 40 * this.playerModel.scale,\r\n 30 * this.playerModel.scale\r\n );\r\n } else {\r\n const worldPos = this.player.position.clone();\r\n const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(\r\n this.player.quaternion\r\n );\r\n const angle = Math.atan2(dir.z, dir.x);\r\n const offset = new THREE.Vector3(\r\n Math.cos(angle) * 400 * this.playerModel.scale,\r\n 200 * this.playerModel.scale,\r\n Math.sin(angle) * 400 * this.playerModel.scale\r\n );\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 if (!this.controls) return;\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(\r\n \"https://unpkg.com/three@0.180.0/examples/jsm/libs/draco/gltf/\"\r\n );\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 const mat = child.material;\r\n if (!mat) return;\r\n\r\n // 处理多材质的情况\r\n const mats = Array.isArray(mat) ? mat : [mat];\r\n\r\n mats.forEach((m) => {\r\n // console.log(\"mat\", m);\r\n // m.envMap = this.scene.background;\r\n // m.envMapIntensity = 1.0;\r\n });\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) =>\r\n 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 [\r\n this.playerModel.leftWalkAnim || this.playerModel.walkAnim,\r\n \"left_walking\",\r\n ],\r\n [\r\n this.playerModel.rightWalkAnim || this.playerModel.walkAnim,\r\n \"right_walking\",\r\n ],\r\n [\r\n this.playerModel.backwardAnim || this.playerModel.walkAnim,\r\n \"walking_backward\",\r\n ],\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(\r\n new RoundedBoxGeometry(r * 2, h, r * 2, 1, 75),\r\n material\r\n ) 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(\r\n new THREE.Vector3(),\r\n new THREE.Vector3(0, -h * 0.5, 0)\r\n ),\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 // 获取法线与Y轴的夹角\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 =\r\n 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(\r\n normal.x * normal.x + normal.y * normal.y + normal.z * normal.z\r\n );\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 / 30);\r\n\r\n if (!this.isFlying)\r\n 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) {\r\n if (this.fwdPressed) {\r\n this.moveDir.y = this.camDir.y;\r\n } else {\r\n this.moveDir.y = 0;\r\n }\r\n if (this.spacePressed) {\r\n this.moveDir.add(this.DIR_UP);\r\n }\r\n }\r\n // 设置速度\r\n if (this.isFlying && this.fwdPressed) {\r\n this.playerSpeed = this.shiftPressed\r\n ? this.originPlayerSpeed * 12\r\n : this.originPlayerSpeed * 7;\r\n } else {\r\n this.playerSpeed = this.shiftPressed\r\n ? this.originPlayerSpeed * 2\r\n : this.originPlayerSpeed;\r\n }\r\n this.moveDir.normalize().applyAxisAngle(this.upVector, angle);\r\n this.player.position.addScaledVector(\r\n this.moveDir,\r\n this.playerSpeed * delta\r\n );\r\n\r\n // 向下射线检测地面高度\r\n let playerDistanceFromGround = Infinity;\r\n this._originTmp.set(\r\n this.player.position.x,\r\n this.player.position.y,\r\n this.player.position.z\r\n );\r\n this._raycaster.ray.origin.copy(this._originTmp);\r\n const intersects = this._raycaster.intersectObject(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\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 (\r\n playerDistanceFromGround > h &&\r\n playerDistanceFromGround < maxH\r\n ) {\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 (\r\n playerDistanceFromGround > minH &&\r\n playerDistanceFromGround < h\r\n ) {\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(\r\n this.player.position.x,\r\n intersects[0].point.y + h,\r\n this.player.position.z\r\n );\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\r\n .applyMatrix4(this.player.matrixWorld)\r\n .applyMatrix4(this.tempMat);\r\n this.tempSegment.end\r\n .applyMatrix4(this.player.matrixWorld)\r\n .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(\r\n this.tempSegment,\r\n triPoint,\r\n capsulePoint\r\n );\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\r\n .copy(this.tempSegment.start)\r\n .applyMatrix4(this.collider!.matrixWorld);\r\n const deltaVector = this.tempVector2.subVectors(\r\n newPosition,\r\n this.player.position\r\n );\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 && !this.isFlying) {\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 // 飞行\r\n if (this.isFlying) {\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\r\n .clone()\r\n .add(this.fwdPressed ? this.moveDir : this.camDir);\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\r\n .clone()\r\n .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(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\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(\r\n hit.distance - this._camEpsilon,\r\n this._minCamDistance\r\n ); // 计算安全距离(hit.distance是从origin到碰撞点的距离)\r\n const targetCamPos = origin\r\n .clone()\r\n .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(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\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\r\n .clone()\r\n .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(\r\n this.player.position.x,\r\n 10000,\r\n this.player.position.z\r\n );\r\n this._raycaster.ray.origin.copy(this._originTmp);\r\n const intersects = this._raycaster.intersectObject(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\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(\r\n new THREE.Vector3(\r\n this.player.position.x,\r\n intersects[0].point.y + 5,\r\n this.player.position.z\r\n )\r\n );\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(\r\n new THREE.Vector3(\r\n this.player.position.x,\r\n this.player.position.y + 15,\r\n this.player.position.z\r\n )\r\n );\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 (\r\n e.ctrlKey &&\r\n (e.code === \"KeyW\" ||\r\n e.code === \"KeyA\" ||\r\n e.code === \"KeyS\" ||\r\n e.code === \"KeyD\")\r\n ) {\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 this.spacePressed = true;\r\n if (!this.playerIsOnGround || this.isFlying) return;\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 = this.orginMaxCamDistance;\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 this._maxCamDistance = this.orginMaxCamDistance * 2;\r\n return;\r\n }\r\n\r\n if (this.playerIsOnGround) {\r\n if (\r\n !this.fwdPressed &&\r\n !this.bkdPressed &&\r\n !this.lftPressed &&\r\n !this.rgtPressed\r\n ) {\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 (\r\n !this.isFirstPerson &&\r\n (this.lftPressed || this.rgtPressed || this.bkdPressed)\r\n ) {\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(\r\n this.camera.rotation.x + pitch,\r\n -1.3,\r\n 1.4\r\n );\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(\r\n target.x + newX,\r\n target.y + newY,\r\n target.z + newZ\r\n );\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)\r\n 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 = (\r\n geom: THREE.BufferGeometry\r\n ): 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 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)\r\n 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(\r\n name,\r\n new THREE.BufferAttribute(array, meta.itemSize)\r\n );\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 maxDepth: 100,\r\n });\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 minCamDistance?: number;\r\n maxCamDistance?: 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 { acceleratedRaycast, 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\nTHREE.Mesh.prototype.raycast = acceleratedRaycast;\r\n\r\nlet controllerInstance: PlayerController | null = null;\r\nconst clock = new THREE.Clock();\r\n\r\ntype PlayerControllerOptions = {\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 minCamDistance?: number;\r\n maxCamDistance?: number;\r\n colliderMeshUrl?: string;\r\n};\r\n\r\nclass PlayerController {\r\n loader: GLTFLoader = new GLTFLoader();\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 originPlayerSpeed!: number;\r\n colliderMeshUrl!: string;\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 orginMaxCamDistance: number = 4.4;\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_UP = 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(\r\n new THREE.Vector3(),\r\n new THREE.Vector3(0, -1, 0)\r\n );\r\n readonly _raycasterPersonToCam = new THREE.Raycaster(\r\n new THREE.Vector3(),\r\n new THREE.Vector3()\r\n );\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(opts: PlayerControllerOptions, callback?: () => void) {\r\n this.scene = opts.scene;\r\n this.camera = opts.camera;\r\n this.camera.rotation.order = \"YXZ\";\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\r\n ? opts.playerModel.gravity * s\r\n : -2400 * s;\r\n this.jumpHeight = opts.playerModel.jumpHeight\r\n ? opts.playerModel.jumpHeight * s\r\n : 800 * s;\r\n this.originPlayerSpeed = opts.playerModel.speed\r\n ? opts.playerModel.speed * s\r\n : 400 * s;\r\n this.playerSpeed = this.originPlayerSpeed;\r\n\r\n this._camCollisionLerp = 0.18;\r\n this._camEpsilon = 35 * s;\r\n this._minCamDistance = opts.minCamDistance\r\n ? opts.minCamDistance * s\r\n : 100 * s;\r\n this._maxCamDistance = opts.maxCamDistance\r\n ? opts.maxCamDistance * s\r\n : 440 * s;\r\n this.orginMaxCamDistance = this._maxCamDistance;\r\n\r\n // 创建bvh\r\n await this.createBVH(opts.colliderMeshUrl);\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(\r\n 0,\r\n 40 * this.playerModel.scale,\r\n 30 * this.playerModel.scale\r\n );\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(\r\n this.player.quaternion\r\n );\r\n const angle = Math.atan2(dir.z, dir.x);\r\n const offset = new THREE.Vector3(\r\n Math.cos(angle) * 400 * this.playerModel.scale,\r\n 200 * this.playerModel.scale,\r\n Math.sin(angle) * 400 * this.playerModel.scale\r\n );\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(\r\n 0,\r\n 40 * this.playerModel.scale,\r\n 30 * this.playerModel.scale\r\n );\r\n } else {\r\n const worldPos = this.player.position.clone();\r\n const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(\r\n this.player.quaternion\r\n );\r\n const angle = Math.atan2(dir.z, dir.x);\r\n const offset = new THREE.Vector3(\r\n Math.cos(angle) * 400 * this.playerModel.scale,\r\n 200 * this.playerModel.scale,\r\n Math.sin(angle) * 400 * this.playerModel.scale\r\n );\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 if (!this.controls) return;\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(\r\n \"https://unpkg.com/three@0.180.0/examples/jsm/libs/draco/gltf/\"\r\n );\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 const mat = child.material;\r\n if (!mat) return;\r\n\r\n // 处理多材质的情况\r\n const mats = Array.isArray(mat) ? mat : [mat];\r\n\r\n mats.forEach((m) => {\r\n // console.log(\"mat\", m);\r\n // m.envMap = this.scene.background;\r\n // m.envMapIntensity = 1.0;\r\n });\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) =>\r\n 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 [\r\n this.playerModel.leftWalkAnim || this.playerModel.walkAnim,\r\n \"left_walking\",\r\n ],\r\n [\r\n this.playerModel.rightWalkAnim || this.playerModel.walkAnim,\r\n \"right_walking\",\r\n ],\r\n [\r\n this.playerModel.backwardAnim || this.playerModel.walkAnim,\r\n \"walking_backward\",\r\n ],\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(\r\n new RoundedBoxGeometry(r * 2, h, r * 2, 1, 75),\r\n material\r\n ) 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(\r\n new THREE.Vector3(),\r\n new THREE.Vector3(0, -h * 0.5, 0)\r\n ),\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 // 获取法线与Y轴的夹角\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 =\r\n 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(\r\n normal.x * normal.x + normal.y * normal.y + normal.z * normal.z\r\n );\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 / 30);\r\n\r\n if (!this.isFlying)\r\n 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) {\r\n if (this.fwdPressed) {\r\n this.moveDir.y = this.camDir.y;\r\n } else {\r\n this.moveDir.y = 0;\r\n }\r\n if (this.spacePressed) {\r\n this.moveDir.add(this.DIR_UP);\r\n }\r\n }\r\n // 设置速度\r\n if (this.isFlying && this.fwdPressed) {\r\n this.playerSpeed = this.shiftPressed\r\n ? this.originPlayerSpeed * 12\r\n : this.originPlayerSpeed * 7;\r\n } else {\r\n this.playerSpeed = this.shiftPressed\r\n ? this.originPlayerSpeed * 2\r\n : this.originPlayerSpeed;\r\n }\r\n this.moveDir.normalize().applyAxisAngle(this.upVector, angle);\r\n this.player.position.addScaledVector(\r\n this.moveDir,\r\n this.playerSpeed * delta\r\n );\r\n\r\n // 向下射线检测地面高度\r\n let playerDistanceFromGround = Infinity;\r\n this._originTmp.set(\r\n this.player.position.x,\r\n this.player.position.y,\r\n this.player.position.z\r\n );\r\n this._raycaster.ray.origin.copy(this._originTmp);\r\n const intersects = this._raycaster.intersectObject(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\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 (\r\n playerDistanceFromGround > h &&\r\n playerDistanceFromGround < maxH\r\n ) {\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 (\r\n playerDistanceFromGround > minH &&\r\n playerDistanceFromGround < h\r\n ) {\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(\r\n this.player.position.x,\r\n intersects[0].point.y + h,\r\n this.player.position.z\r\n );\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\r\n .applyMatrix4(this.player.matrixWorld)\r\n .applyMatrix4(this.tempMat);\r\n this.tempSegment.end\r\n .applyMatrix4(this.player.matrixWorld)\r\n .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(\r\n this.tempSegment,\r\n triPoint,\r\n capsulePoint\r\n );\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\r\n .copy(this.tempSegment.start)\r\n .applyMatrix4(this.collider!.matrixWorld);\r\n const deltaVector = this.tempVector2.subVectors(\r\n newPosition,\r\n this.player.position\r\n );\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 && !this.isFlying) {\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 // 飞行\r\n if (this.isFlying) {\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\r\n .clone()\r\n .add(this.fwdPressed ? this.moveDir : this.camDir);\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\r\n .clone()\r\n .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(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\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(\r\n hit.distance - this._camEpsilon,\r\n this._minCamDistance\r\n ); // 计算安全距离(hit.distance是从origin到碰撞点的距离)\r\n const targetCamPos = origin\r\n .clone()\r\n .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(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\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\r\n .clone()\r\n .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(\r\n this.player.position.x,\r\n 10000,\r\n this.player.position.z\r\n );\r\n this._raycaster.ray.origin.copy(this._originTmp);\r\n const intersects = this._raycaster.intersectObject(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\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(\r\n new THREE.Vector3(\r\n this.player.position.x,\r\n intersects[0].point.y + 5,\r\n this.player.position.z\r\n )\r\n );\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(\r\n new THREE.Vector3(\r\n this.player.position.x,\r\n this.player.position.y + 15,\r\n this.player.position.z\r\n )\r\n );\r\n }\r\n }\r\n }\r\n\r\n // 重置\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 (\r\n e.ctrlKey &&\r\n (e.code === \"KeyW\" ||\r\n e.code === \"KeyA\" ||\r\n e.code === \"KeyS\" ||\r\n e.code === \"KeyD\")\r\n ) {\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 this.spacePressed = true;\r\n if (!this.playerIsOnGround || this.isFlying) return;\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 = this.orginMaxCamDistance;\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 this._maxCamDistance = this.orginMaxCamDistance * 2;\r\n return;\r\n }\r\n\r\n if (this.playerIsOnGround) {\r\n if (\r\n !this.fwdPressed &&\r\n !this.bkdPressed &&\r\n !this.lftPressed &&\r\n !this.rgtPressed\r\n ) {\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 (\r\n !this.isFirstPerson &&\r\n (this.lftPressed || this.rgtPressed || this.bkdPressed)\r\n ) {\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(\r\n this.camera.rotation.x + pitch,\r\n -1.3,\r\n 1.4\r\n );\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(\r\n target.x + newX,\r\n target.y + newY,\r\n target.z + newZ\r\n );\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)\r\n 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 = (\r\n geom: THREE.BufferGeometry\r\n ): 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 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)\r\n 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(\r\n name,\r\n new THREE.BufferAttribute(array, meta.itemSize)\r\n );\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 maxDepth: 100,\r\n });\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: (opts: PlayerControllerOptions, callback?: () => void) =>\r\n c.init(opts, callback),\r\n changeView: () => c.changeView(),\r\n reset: (pos?: THREE.Vector3) => c.reset(pos),\r\n update: (dt?: number) => c.update(dt),\r\n destroy: () => c.destroy(),\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
@@ -264,7 +264,7 @@ var PlayerController = class {
264
264
  this._minCamDistance = opts.minCamDistance ? opts.minCamDistance * s : 100 * s;
265
265
  this._maxCamDistance = opts.maxCamDistance ? opts.maxCamDistance * s : 440 * s;
266
266
  this.orginMaxCamDistance = this._maxCamDistance;
267
- await this.createBVH();
267
+ await this.createBVH(opts.colliderMeshUrl);
268
268
  this.createPlayer();
269
269
  await this.loadPersonGLB();
270
270
  if (this.isFirstPerson && this.player) {
@@ -727,7 +727,7 @@ var PlayerController = class {
727
727
  }
728
728
  }
729
729
  }
730
- // 重置 / 销毁
730
+ // 重置
731
731
  reset(position) {
732
732
  if (!this.player) return;
733
733
  this.playerVelocity.set(0, 0, 0);
@@ -890,7 +890,6 @@ var PlayerController = class {
890
890
  this.scene.add(this.visualizer);
891
891
  }
892
892
  this.boundingBoxMinY = this.collider.geometry.boundingBox.min.y;
893
- console.log("bvh\u52A0\u8F7D\u6A21\u578B\u6210\u529F", this.collider);
894
893
  }
895
894
  };
896
895
  function playerController() {
@@ -899,14 +898,9 @@ function playerController() {
899
898
  return {
900
899
  init: (opts, callback) => c.init(opts, callback),
901
900
  changeView: () => c.changeView(),
902
- createBVH: (url = "") => c.createBVH(url),
903
- createPlayer: () => c.createPlayer(),
904
901
  reset: (pos) => c.reset(pos),
905
902
  update: (dt) => c.update(dt),
906
- destroy: () => c.destroy(),
907
- displayCollider: c.displayCollider,
908
- displayPlayer: c.displayPlayer,
909
- displayVisualizer: c.displayVisualizer
903
+ destroy: () => c.destroy()
910
904
  };
911
905
  }
912
906
  function onAllEvent() {
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/playerController.ts"],"sourcesContent":["import * as THREE from \"three\";\r\nimport { acceleratedRaycast, 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\nTHREE.Mesh.prototype.raycast = acceleratedRaycast;\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 originPlayerSpeed!: 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 orginMaxCamDistance: number = 4.4;\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_UP = 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(\r\n new THREE.Vector3(),\r\n new THREE.Vector3(0, -1, 0)\r\n );\r\n readonly _raycasterPersonToCam = new THREE.Raycaster(\r\n new THREE.Vector3(),\r\n new THREE.Vector3()\r\n );\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 minCamDistance?: number;\r\n maxCamDistance?: number;\r\n },\r\n callback?: () => void\r\n ) {\r\n this.scene = opts.scene;\r\n this.camera = opts.camera;\r\n this.camera.rotation.order = \"YXZ\";\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\r\n ? opts.playerModel.gravity * s\r\n : -2400 * s;\r\n this.jumpHeight = opts.playerModel.jumpHeight\r\n ? opts.playerModel.jumpHeight * s\r\n : 800 * s;\r\n this.originPlayerSpeed = opts.playerModel.speed\r\n ? opts.playerModel.speed * s\r\n : 400 * s;\r\n this.playerSpeed = this.originPlayerSpeed;\r\n\r\n this._camCollisionLerp = 0.18;\r\n this._camEpsilon = 35 * s;\r\n this._minCamDistance = opts.minCamDistance\r\n ? opts.minCamDistance * s\r\n : 100 * s;\r\n this._maxCamDistance = opts.maxCamDistance\r\n ? opts.maxCamDistance * s\r\n : 440 * s;\r\n this.orginMaxCamDistance = this._maxCamDistance;\r\n\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(\r\n 0,\r\n 40 * this.playerModel.scale,\r\n 30 * this.playerModel.scale\r\n );\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(\r\n this.player.quaternion\r\n );\r\n const angle = Math.atan2(dir.z, dir.x);\r\n const offset = new THREE.Vector3(\r\n Math.cos(angle) * 400 * this.playerModel.scale,\r\n 200 * this.playerModel.scale,\r\n Math.sin(angle) * 400 * this.playerModel.scale\r\n );\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(\r\n 0,\r\n 40 * this.playerModel.scale,\r\n 30 * this.playerModel.scale\r\n );\r\n } else {\r\n const worldPos = this.player.position.clone();\r\n const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(\r\n this.player.quaternion\r\n );\r\n const angle = Math.atan2(dir.z, dir.x);\r\n const offset = new THREE.Vector3(\r\n Math.cos(angle) * 400 * this.playerModel.scale,\r\n 200 * this.playerModel.scale,\r\n Math.sin(angle) * 400 * this.playerModel.scale\r\n );\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 if (!this.controls) return;\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(\r\n \"https://unpkg.com/three@0.180.0/examples/jsm/libs/draco/gltf/\"\r\n );\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 const mat = child.material;\r\n if (!mat) return;\r\n\r\n // 处理多材质的情况\r\n const mats = Array.isArray(mat) ? mat : [mat];\r\n\r\n mats.forEach((m) => {\r\n // console.log(\"mat\", m);\r\n // m.envMap = this.scene.background;\r\n // m.envMapIntensity = 1.0;\r\n });\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) =>\r\n 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 [\r\n this.playerModel.leftWalkAnim || this.playerModel.walkAnim,\r\n \"left_walking\",\r\n ],\r\n [\r\n this.playerModel.rightWalkAnim || this.playerModel.walkAnim,\r\n \"right_walking\",\r\n ],\r\n [\r\n this.playerModel.backwardAnim || this.playerModel.walkAnim,\r\n \"walking_backward\",\r\n ],\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(\r\n new RoundedBoxGeometry(r * 2, h, r * 2, 1, 75),\r\n material\r\n ) 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(\r\n new THREE.Vector3(),\r\n new THREE.Vector3(0, -h * 0.5, 0)\r\n ),\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 // 获取法线与Y轴的夹角\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 =\r\n 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(\r\n normal.x * normal.x + normal.y * normal.y + normal.z * normal.z\r\n );\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 / 30);\r\n\r\n if (!this.isFlying)\r\n 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) {\r\n if (this.fwdPressed) {\r\n this.moveDir.y = this.camDir.y;\r\n } else {\r\n this.moveDir.y = 0;\r\n }\r\n if (this.spacePressed) {\r\n this.moveDir.add(this.DIR_UP);\r\n }\r\n }\r\n // 设置速度\r\n if (this.isFlying && this.fwdPressed) {\r\n this.playerSpeed = this.shiftPressed\r\n ? this.originPlayerSpeed * 12\r\n : this.originPlayerSpeed * 7;\r\n } else {\r\n this.playerSpeed = this.shiftPressed\r\n ? this.originPlayerSpeed * 2\r\n : this.originPlayerSpeed;\r\n }\r\n this.moveDir.normalize().applyAxisAngle(this.upVector, angle);\r\n this.player.position.addScaledVector(\r\n this.moveDir,\r\n this.playerSpeed * delta\r\n );\r\n\r\n // 向下射线检测地面高度\r\n let playerDistanceFromGround = Infinity;\r\n this._originTmp.set(\r\n this.player.position.x,\r\n this.player.position.y,\r\n this.player.position.z\r\n );\r\n this._raycaster.ray.origin.copy(this._originTmp);\r\n const intersects = this._raycaster.intersectObject(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\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 (\r\n playerDistanceFromGround > h &&\r\n playerDistanceFromGround < maxH\r\n ) {\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 (\r\n playerDistanceFromGround > minH &&\r\n playerDistanceFromGround < h\r\n ) {\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(\r\n this.player.position.x,\r\n intersects[0].point.y + h,\r\n this.player.position.z\r\n );\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\r\n .applyMatrix4(this.player.matrixWorld)\r\n .applyMatrix4(this.tempMat);\r\n this.tempSegment.end\r\n .applyMatrix4(this.player.matrixWorld)\r\n .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(\r\n this.tempSegment,\r\n triPoint,\r\n capsulePoint\r\n );\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\r\n .copy(this.tempSegment.start)\r\n .applyMatrix4(this.collider!.matrixWorld);\r\n const deltaVector = this.tempVector2.subVectors(\r\n newPosition,\r\n this.player.position\r\n );\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 && !this.isFlying) {\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 // 飞行\r\n if (this.isFlying) {\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\r\n .clone()\r\n .add(this.fwdPressed ? this.moveDir : this.camDir);\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\r\n .clone()\r\n .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(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\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(\r\n hit.distance - this._camEpsilon,\r\n this._minCamDistance\r\n ); // 计算安全距离(hit.distance是从origin到碰撞点的距离)\r\n const targetCamPos = origin\r\n .clone()\r\n .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(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\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\r\n .clone()\r\n .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(\r\n this.player.position.x,\r\n 10000,\r\n this.player.position.z\r\n );\r\n this._raycaster.ray.origin.copy(this._originTmp);\r\n const intersects = this._raycaster.intersectObject(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\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(\r\n new THREE.Vector3(\r\n this.player.position.x,\r\n intersects[0].point.y + 5,\r\n this.player.position.z\r\n )\r\n );\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(\r\n new THREE.Vector3(\r\n this.player.position.x,\r\n this.player.position.y + 15,\r\n this.player.position.z\r\n )\r\n );\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 (\r\n e.ctrlKey &&\r\n (e.code === \"KeyW\" ||\r\n e.code === \"KeyA\" ||\r\n e.code === \"KeyS\" ||\r\n e.code === \"KeyD\")\r\n ) {\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 this.spacePressed = true;\r\n if (!this.playerIsOnGround || this.isFlying) return;\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 = this.orginMaxCamDistance;\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 this._maxCamDistance = this.orginMaxCamDistance * 2;\r\n return;\r\n }\r\n\r\n if (this.playerIsOnGround) {\r\n if (\r\n !this.fwdPressed &&\r\n !this.bkdPressed &&\r\n !this.lftPressed &&\r\n !this.rgtPressed\r\n ) {\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 (\r\n !this.isFirstPerson &&\r\n (this.lftPressed || this.rgtPressed || this.bkdPressed)\r\n ) {\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(\r\n this.camera.rotation.x + pitch,\r\n -1.3,\r\n 1.4\r\n );\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(\r\n target.x + newX,\r\n target.y + newY,\r\n target.z + newZ\r\n );\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)\r\n 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 = (\r\n geom: THREE.BufferGeometry\r\n ): 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 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)\r\n 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(\r\n name,\r\n new THREE.BufferAttribute(array, meta.itemSize)\r\n );\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 maxDepth: 100,\r\n });\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 minCamDistance?: number;\r\n maxCamDistance?: 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 { acceleratedRaycast, 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\nTHREE.Mesh.prototype.raycast = acceleratedRaycast;\r\n\r\nlet controllerInstance: PlayerController | null = null;\r\nconst clock = new THREE.Clock();\r\n\r\ntype PlayerControllerOptions = {\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 minCamDistance?: number;\r\n maxCamDistance?: number;\r\n colliderMeshUrl?: string;\r\n};\r\n\r\nclass PlayerController {\r\n loader: GLTFLoader = new GLTFLoader();\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 originPlayerSpeed!: number;\r\n colliderMeshUrl!: string;\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 orginMaxCamDistance: number = 4.4;\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_UP = 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(\r\n new THREE.Vector3(),\r\n new THREE.Vector3(0, -1, 0)\r\n );\r\n readonly _raycasterPersonToCam = new THREE.Raycaster(\r\n new THREE.Vector3(),\r\n new THREE.Vector3()\r\n );\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(opts: PlayerControllerOptions, callback?: () => void) {\r\n this.scene = opts.scene;\r\n this.camera = opts.camera;\r\n this.camera.rotation.order = \"YXZ\";\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\r\n ? opts.playerModel.gravity * s\r\n : -2400 * s;\r\n this.jumpHeight = opts.playerModel.jumpHeight\r\n ? opts.playerModel.jumpHeight * s\r\n : 800 * s;\r\n this.originPlayerSpeed = opts.playerModel.speed\r\n ? opts.playerModel.speed * s\r\n : 400 * s;\r\n this.playerSpeed = this.originPlayerSpeed;\r\n\r\n this._camCollisionLerp = 0.18;\r\n this._camEpsilon = 35 * s;\r\n this._minCamDistance = opts.minCamDistance\r\n ? opts.minCamDistance * s\r\n : 100 * s;\r\n this._maxCamDistance = opts.maxCamDistance\r\n ? opts.maxCamDistance * s\r\n : 440 * s;\r\n this.orginMaxCamDistance = this._maxCamDistance;\r\n\r\n // 创建bvh\r\n await this.createBVH(opts.colliderMeshUrl);\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(\r\n 0,\r\n 40 * this.playerModel.scale,\r\n 30 * this.playerModel.scale\r\n );\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(\r\n this.player.quaternion\r\n );\r\n const angle = Math.atan2(dir.z, dir.x);\r\n const offset = new THREE.Vector3(\r\n Math.cos(angle) * 400 * this.playerModel.scale,\r\n 200 * this.playerModel.scale,\r\n Math.sin(angle) * 400 * this.playerModel.scale\r\n );\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(\r\n 0,\r\n 40 * this.playerModel.scale,\r\n 30 * this.playerModel.scale\r\n );\r\n } else {\r\n const worldPos = this.player.position.clone();\r\n const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(\r\n this.player.quaternion\r\n );\r\n const angle = Math.atan2(dir.z, dir.x);\r\n const offset = new THREE.Vector3(\r\n Math.cos(angle) * 400 * this.playerModel.scale,\r\n 200 * this.playerModel.scale,\r\n Math.sin(angle) * 400 * this.playerModel.scale\r\n );\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 if (!this.controls) return;\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(\r\n \"https://unpkg.com/three@0.180.0/examples/jsm/libs/draco/gltf/\"\r\n );\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 const mat = child.material;\r\n if (!mat) return;\r\n\r\n // 处理多材质的情况\r\n const mats = Array.isArray(mat) ? mat : [mat];\r\n\r\n mats.forEach((m) => {\r\n // console.log(\"mat\", m);\r\n // m.envMap = this.scene.background;\r\n // m.envMapIntensity = 1.0;\r\n });\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) =>\r\n 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 [\r\n this.playerModel.leftWalkAnim || this.playerModel.walkAnim,\r\n \"left_walking\",\r\n ],\r\n [\r\n this.playerModel.rightWalkAnim || this.playerModel.walkAnim,\r\n \"right_walking\",\r\n ],\r\n [\r\n this.playerModel.backwardAnim || this.playerModel.walkAnim,\r\n \"walking_backward\",\r\n ],\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(\r\n new RoundedBoxGeometry(r * 2, h, r * 2, 1, 75),\r\n material\r\n ) 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(\r\n new THREE.Vector3(),\r\n new THREE.Vector3(0, -h * 0.5, 0)\r\n ),\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 // 获取法线与Y轴的夹角\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 =\r\n 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(\r\n normal.x * normal.x + normal.y * normal.y + normal.z * normal.z\r\n );\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 / 30);\r\n\r\n if (!this.isFlying)\r\n 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) {\r\n if (this.fwdPressed) {\r\n this.moveDir.y = this.camDir.y;\r\n } else {\r\n this.moveDir.y = 0;\r\n }\r\n if (this.spacePressed) {\r\n this.moveDir.add(this.DIR_UP);\r\n }\r\n }\r\n // 设置速度\r\n if (this.isFlying && this.fwdPressed) {\r\n this.playerSpeed = this.shiftPressed\r\n ? this.originPlayerSpeed * 12\r\n : this.originPlayerSpeed * 7;\r\n } else {\r\n this.playerSpeed = this.shiftPressed\r\n ? this.originPlayerSpeed * 2\r\n : this.originPlayerSpeed;\r\n }\r\n this.moveDir.normalize().applyAxisAngle(this.upVector, angle);\r\n this.player.position.addScaledVector(\r\n this.moveDir,\r\n this.playerSpeed * delta\r\n );\r\n\r\n // 向下射线检测地面高度\r\n let playerDistanceFromGround = Infinity;\r\n this._originTmp.set(\r\n this.player.position.x,\r\n this.player.position.y,\r\n this.player.position.z\r\n );\r\n this._raycaster.ray.origin.copy(this._originTmp);\r\n const intersects = this._raycaster.intersectObject(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\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 (\r\n playerDistanceFromGround > h &&\r\n playerDistanceFromGround < maxH\r\n ) {\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 (\r\n playerDistanceFromGround > minH &&\r\n playerDistanceFromGround < h\r\n ) {\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(\r\n this.player.position.x,\r\n intersects[0].point.y + h,\r\n this.player.position.z\r\n );\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\r\n .applyMatrix4(this.player.matrixWorld)\r\n .applyMatrix4(this.tempMat);\r\n this.tempSegment.end\r\n .applyMatrix4(this.player.matrixWorld)\r\n .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(\r\n this.tempSegment,\r\n triPoint,\r\n capsulePoint\r\n );\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\r\n .copy(this.tempSegment.start)\r\n .applyMatrix4(this.collider!.matrixWorld);\r\n const deltaVector = this.tempVector2.subVectors(\r\n newPosition,\r\n this.player.position\r\n );\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 && !this.isFlying) {\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 // 飞行\r\n if (this.isFlying) {\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\r\n .clone()\r\n .add(this.fwdPressed ? this.moveDir : this.camDir);\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\r\n .clone()\r\n .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(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\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(\r\n hit.distance - this._camEpsilon,\r\n this._minCamDistance\r\n ); // 计算安全距离(hit.distance是从origin到碰撞点的距离)\r\n const targetCamPos = origin\r\n .clone()\r\n .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(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\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\r\n .clone()\r\n .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(\r\n this.player.position.x,\r\n 10000,\r\n this.player.position.z\r\n );\r\n this._raycaster.ray.origin.copy(this._originTmp);\r\n const intersects = this._raycaster.intersectObject(\r\n this.collider as THREE.Object3D,\r\n false\r\n );\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(\r\n new THREE.Vector3(\r\n this.player.position.x,\r\n intersects[0].point.y + 5,\r\n this.player.position.z\r\n )\r\n );\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(\r\n new THREE.Vector3(\r\n this.player.position.x,\r\n this.player.position.y + 15,\r\n this.player.position.z\r\n )\r\n );\r\n }\r\n }\r\n }\r\n\r\n // 重置\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 (\r\n e.ctrlKey &&\r\n (e.code === \"KeyW\" ||\r\n e.code === \"KeyA\" ||\r\n e.code === \"KeyS\" ||\r\n e.code === \"KeyD\")\r\n ) {\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 this.spacePressed = true;\r\n if (!this.playerIsOnGround || this.isFlying) return;\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 = this.orginMaxCamDistance;\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 this._maxCamDistance = this.orginMaxCamDistance * 2;\r\n return;\r\n }\r\n\r\n if (this.playerIsOnGround) {\r\n if (\r\n !this.fwdPressed &&\r\n !this.bkdPressed &&\r\n !this.lftPressed &&\r\n !this.rgtPressed\r\n ) {\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 (\r\n !this.isFirstPerson &&\r\n (this.lftPressed || this.rgtPressed || this.bkdPressed)\r\n ) {\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(\r\n this.camera.rotation.x + pitch,\r\n -1.3,\r\n 1.4\r\n );\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(\r\n target.x + newX,\r\n target.y + newY,\r\n target.z + newZ\r\n );\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)\r\n 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 = (\r\n geom: THREE.BufferGeometry\r\n ): 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 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)\r\n 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(\r\n name,\r\n new THREE.BufferAttribute(array, meta.itemSize)\r\n );\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 maxDepth: 100,\r\n });\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: (opts: PlayerControllerOptions, callback?: () => void) =>\r\n c.init(opts, callback),\r\n changeView: () => c.changeView(),\r\n reset: (pos?: THREE.Vector3) => c.reset(pos),\r\n update: (dt?: number) => c.update(dt),\r\n destroy: () => c.destroy(),\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/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "three-player-controller",
3
- "version": "0.2.1",
3
+ "version": "0.2.2",
4
4
  "description": "Third-person / first-person player controller for three.js (three-mesh-bvh based)",
5
5
  "author": "",
6
6
  "license": "MIT",
@@ -29,10 +29,14 @@
29
29
  "three-mesh-bvh": "^0.9.1"
30
30
  },
31
31
  "devDependencies": {
32
+ "@types/node": "^25.0.6",
32
33
  "@types/three": "^0.182.0",
33
34
  "rimraf": "^6.0.0",
34
35
  "tsup": "^8.0.1",
35
36
  "typescript": "^5.4.0",
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  "vite": "^7.3.0"
38
+ },
39
+ "dependencies": {
40
+ "3d-tiles-renderer": "^0.4.19"
37
41
  }
38
42
  }