Basic Character Controls with Three.Js

I wanted to try Three.Js out since a little while, and I finally found some time for it. I’ll detail here the different classes I wrote for this to work.

Notice that the collisions are not handled yet. But this will be the topic of an upcoming post, as soon as I figure it out !

I used John Resig’s Simple JavaScript Inheritance in order to get rid of those ugly prototype declarations, to get a cleaner code, and to simplify any further implementation that would require classes inherithance.

Oh, that, and Paul Irish’s requestAnimationFrame polyfill.

That’s it for the tools. You don’t have to use them, but I will in the following explanations. In case you don’t, just replace the classes declarations by their prototype equivalences.

Now the first thing to say about what I experimented : so much trigonometry fun ! Let’s go.

Set the scene

I’m rendering within a <figure> tag.

<figure id="basic-scene"></figure>

Now we got to create the scene. We need a camera, to define from which view point we’re looking, some light or we won’t see a thing, and a “renderer”, which is actually the canvas viewport we render with.

This main class here will also set some event listeners for us to handle the user’s interactions, and a “frame” method that we’ll call at every animation frame request.

var basicScene;
var BasicScene = Class.extend({
    // Class constructor
    init: function () {
        'use strict';
        // Create a scene, a camera, a light and a WebGL renderer with Three.JS
        this.scene = new THREE.Scene();
        this.camera = new THREE.PerspectiveCamera(45, 1, 0.1, 10000);
        this.scene.add(this.camera);
        this.light = new THREE.PointLight();
        this.light.position.set(-256, 256, -256);
        this.scene.add(this.light);
        this.renderer = new THREE.WebGLRenderer();
        // Define the container for the renderer
        this.container = jQuery('#basic-scene');
        // Create the user's character
        this.user = new Character({
            color: 0x7A43B6
        });
        this.scene.add(this.user.mesh);
        // Create the "world" : a 3D representation of the place we'll be putting our character in
        this.world = new World({
            color: 0xF5F5F5
        });
        this.scene.add(this.world.mesh);
        // Define the size of the renderer
        this.setAspect();
        // Insert the renderer in the container
        this.container.prepend(this.renderer.domElement);
        // Set the camera to look at our user's character
        this.setFocus(this.user.mesh);
        // Start the events handlers
        this.setControls();
    },
    // Event handlers
    setControls: function () {
        'use strict';
        // Within jQuery's methods, we won't be able to access "this"
        var user = this.user,
            // State of the different controls
            controls = {
                left: false,
                up: false,
                right: false,
                down: false
            };
        // When the user presses a key 
        jQuery(document).keydown(function (e) {
            var prevent = true;
            // Update the state of the attached control to "true"
            switch (e.keyCode) {
                case 37:
                    controls.left = true;
                    break;
                case 38:
                    controls.up = true;
                    break;
                case 39:
                    controls.right = true;
                    break;
                case 40:
                    controls.down = true;
                    break;
                default:
                    prevent = false;
            }
            // Avoid the browser to react unexpectedly
            if (prevent) {
                e.preventDefault();
            } else {
                return;
            }
            // Update the character's direction
            user.setDirection(controls);
        });
        // When the user releases a key
        jQuery(document).keyup(function (e) {
            var prevent = true;
            // Update the state of the attached control to "false"
            switch (e.keyCode) {
                case 37:
                    controls.left = false;
                    break;
                case 38:
                    controls.up = false;
                    break;
                case 39:
                    controls.right = false;
                    break;
                case 40:
                    controls.down = false;
                    break;
                default:
                    prevent = false;
            }
            // Avoid the browser to react unexpectedly
            if (prevent) {
                e.preventDefault();
            } else {
                return;
            }
            // Update the character's direction
            user.setDirection(controls);
        });
        // On resize
        jQuery(window).resize(function () {
            // Redefine the size of the renderer
            basicScene.setAspect();
        });
    },
    // Defining the renderer's size
    setAspect: function () {
        'use strict';
        // Fit the container's full width
        var w = this.container.width(),
            // Fit the initial visible area's height
            h = jQuery(window).height() - this.container.offset().top - 20;
        // Update the renderer and the camera
        this.renderer.setSize(w, h);
        this.camera.aspect = w / h;
        this.camera.updateProjectionMatrix();
    },
    // Updating the camera to follow and look at a given Object3D / Mesh
    setFocus: function (object) {
        'use strict';
        this.camera.position.set(object.position.x, object.position.y + 128, object.position.z - 256);
        this.camera.lookAt(object.position);
    },
    // Update and draw the scene
    frame: function () {
        'use strict';
        // Run a new step of the user's motions
        this.user.motion();
        // Set the camera to look at our user's character
        this.setFocus(this.user.mesh);
        // And draw !
        this.renderer.render(this.scene, this.camera);
    }
});

Hello World

Or so… Because of obvious performance reasons, we won’t recreate an exact 3D representation of planet earth. We’ll create one ground and four walls instead. But I’ll call it world anyway.

Using a Object3D instead of a simple Mesh allows us to update independently the geometries within this very group of meshes.

var World = Class.extend({
    // Class constructor
    init: function (args) {
        'use strict';
        // Set the different geometries composing the room
        var ground = new THREE.PlaneGeometry(512, 1024),
            height = 128,
            walls = [
                    new THREE.PlaneGeometry(ground.height, height),
                    new THREE.PlaneGeometry(ground.width, height),
                    new THREE.PlaneGeometry(ground.height, height),
                    new THREE.PlaneGeometry(ground.width, height)
            ],
            obstacles = [
                    new THREE.CubeGeometry(64, 64, 64)
            ],
            // Set the material, the "skin"
            material = new THREE.MeshLambertMaterial(args),
            i;
        // Set the "world" modelisation object
        this.mesh = new THREE.Object3D();
        // Set and add the ground
        this.ground = new THREE.Mesh(ground, material);
        this.ground.rotation.x = -Math.PI / 2;
        this.mesh.add(this.ground);
        // Set and add the walls
        this.walls = [];
        for (i = 0; i < walls.length; i += 1) {
            this.walls[i] = new THREE.Mesh(walls[i], material);
            this.walls[i].position.y = height / 2;
            this.mesh.add(this.walls[i]);
        }
        this.walls[0].rotation.y = -Math.PI / 2;
        this.walls[0].position.x = ground.width / 2;
        this.walls[1].rotation.y = Math.PI;
        this.walls[1].position.z = ground.height / 2;
        this.walls[2].rotation.y = Math.PI / 2;
        this.walls[2].position.x = -ground.width / 2;
        this.walls[3].position.z = -ground.height / 2;
        // Set and add the obstacles
        this.obstacles = [];
        for (i = 0; i < obstacles.length; i += 1) {
            this.obstacles[i] = new THREE.Mesh(obstacles[i], material);
            this.mesh.add(this.obstacles[i]);
        }
        this.obstacles[0].position.set(0, 32, 128);
    }
});

And now the funny part…

Live little 3D character, live !

Here as well, we use an Object3D in order to group our meshes.

Our character has two different types of motion to update : its position and its rotation. Further on, we could easily make it jump, dive, or dance. But let’s start with a simple “moving around” action only.

A direction vector will represent the motion that our user is calling through the controls.

The step property will record the progression of the character’s position motion. We will use it to animate its feet and hands.

The feet of our simple character are half-spheres. The trick is simply to properly set the phiStart, phiLength, thetaStart and thetaLength parameters of the SphereGeometry method.

var Character = Class.extend({
    // Class constructor
    init: function (args) {
        'use strict';
        // Set the different geometries composing the humanoid
        var head = new THREE.SphereGeometry(32, 8, 8),
            hand = new THREE.SphereGeometry(8, 4, 4),
            foot = new THREE.SphereGeometry(16, 4, 4, 0, Math.PI * 2, 0, Math.PI / 2),
            nose = new THREE.SphereGeometry(4, 4, 4),
            // Set the material, the "skin"
            material = new THREE.MeshLambertMaterial(args);
        // Set the character modelisation object
        this.mesh = new THREE.Object3D();
        this.mesh.position.y = 48;
        // Set and add its head
        this.head = new THREE.Mesh(head, material);
        this.head.position.y = 0;
        this.mesh.add(this.head);
        // Set and add its hands
        this.hands = {
            left: new THREE.Mesh(hand, material),
            right: new THREE.Mesh(hand, material)
        };
        this.hands.left.position.x = -40;
        this.hands.left.position.y = -8;
        this.hands.right.position.x = 40;
        this.hands.right.position.y = -8;
        this.mesh.add(this.hands.left);
        this.mesh.add(this.hands.right);
        // Set and add its feet
        this.feet = {
            left: new THREE.Mesh(foot, material),
            right: new THREE.Mesh(foot, material)
        };
        this.feet.left.position.x = -20;
        this.feet.left.position.y = -48;
        this.feet.left.rotation.y = Math.PI / 4;
        this.feet.right.position.x = 20;
        this.feet.right.position.y = -48;
        this.feet.right.rotation.y = Math.PI / 4;
        this.mesh.add(this.feet.left);
        this.mesh.add(this.feet.right);
        // Set and add its nose
        this.nose = new THREE.Mesh(nose, material);
        this.nose.position.y = 0;
        this.nose.position.z = 32;
        this.mesh.add(this.nose);
        // Set the vector of the current motion
        this.direction = new THREE.Vector3(0, 0, 0);
        // Set the current animation step
        this.step = 0;
    },
    // Update the direction of the current motion
    setDirection: function (controls) {
        'use strict';
        // Either left or right, and either up or down (no jump or dive (on the Y axis), so far ...)
        var x = controls.left ? 1 : controls.right ? -1 : 0,
            y = 0,
            z = controls.up ? 1 : controls.down ? -1 : 0;
        this.direction.set(x, y, z);
    },
    // Process the character motions
    motion: function () {
        'use strict';
        // (if any)
        if (this.direction.x !== 0 || this.direction.z !== 0) {
            // Rotate the character
            this.rotate();
            // And, only if we're not colliding with an obstacle or a wall ...
            if (this.collide()) {
                return false;
            }
            // ... we move the character
            this.move();
            return true;
        }
    },
    // Rotate the character
    rotate: function () {
        'use strict';
        // Set the direction's angle, and the difference between it and our Object3D's current rotation
        var angle = Math.atan2(this.direction.x, this.direction.z),
            difference = angle - this.mesh.rotation.y;
        // If we're doing more than a 180°
        if (Math.abs(difference) > Math.PI) {
            // We proceed to a direct 360° rotation in the opposite way
            if (difference > 0) {
                this.mesh.rotation.y += 2 * Math.PI;
            } else {
                this.mesh.rotation.y -= 2 * Math.PI;
            }
            // And we set a new smarter (because shorter) difference
            difference = angle - this.mesh.rotation.y;
            // In short : we make sure not to turn "left" to go "right"
        }
        // Now if we haven't reached our target angle
        if (difference !== 0) {
            // We slightly get closer to it
            this.mesh.rotation.y += difference / 4;
        }
    },
    move: function () {
        'use strict';
        // We update our Object3D's position from our "direction"
        this.mesh.position.x += this.direction.x * ((this.direction.z === 0) ? 4 : Math.sqrt(8));
        this.mesh.position.z += this.direction.z * ((this.direction.x === 0) ? 4 : Math.sqrt(8));
        // Now let's use Sine and Cosine curves, using our "step" property ...
        this.step += 1 / 4;
        // ... to slightly move our feet and hands
        this.feet.left.position.setZ(Math.sin(this.step) * 16);
        this.feet.right.position.setZ(Math.cos(this.step + (Math.PI / 2)) * 16);
        this.hands.left.position.setZ(Math.cos(this.step + (Math.PI / 2)) * 8);
        this.hands.right.position.setZ(Math.sin(this.step) * 8);
    },
    collide: function () {
        'use strict';
        // INSERT SOME MAGIC HERE
        return false;
    }
});

I started to look at Cannon.JS to deal with the collisions, but it will have to wait for another post.

Now let’s call our main object and start the animated rendering.

basicScene = new BasicScene();
function animate () {
    requestAnimationFrame(animate);
    basicScene.frame();
}
animate();

And here we are !

Conclusion

Isn’t it surprising how easy it became to set up in-browser 3D ? Thanks Mr.doob for Three.JS !

This is only an experiment on a basic set up, but I would like to upgrade it every now and then. The next step will be the collisions detection.

Have fun fellows, I hope I’ll see you around again !