


How to optimize collision handling of third-person roaming in a room using Three.js and Octree?
How to optimize collision handling of third-person roaming in a room using Three.js and Octree
When using Octree in Three.js for third-person roaming in room and adding collision detection, you may encounter the problem of repeatedly bounce back after the character hits the wall. This situation not only affects the gaming experience, but also causes the character movement to become unnatural. The following are detailed instructions and code modification suggestions for how to solve this problem.
Problem analysis
In the original code, when a character collides with a wall, the collision handling method may cause the character to bounce back repeatedly. The specific reason may be that after collision detection, the character's position is directly adjusted to the outside of the collision surface, but the character's speed is not properly handled, causing the character to collide with the wall again in the next frame.
Solution
To solve this problem, we need to optimize the speed processing after collision. Specifically, the effect of character sliding along the wall can be achieved by projecting the velocity vector onto the collision plane, rather than bounce back directly. This prevents quick and repeated collisions between characters and walls.
Code modification
In the modified code, we added a playerCollisions function to handle collision detection and velocity adjustment. The following are the main modification points:
- Update the player capsule position :
Ensure that the start and end points of the capsule body correctly indicate the player's position and height. - Detect collisions :
Use Octree for collision detection to obtain collision results. - Adjust player position :
If a collision occurs, adjust the player position to the outside of the collision surface. - Adjust the speed vector :
Project the velocity vector onto the collision plane, ensuring that the player slides along the wall instead of bounces back.
<code>function playerCollisions() { if (!playerCapsule || !npc) return; // 更新胶囊体位置playerCapsule.start.set( npc.position.x, npc.position.y 0.35, npc.position.z ); playerCapsule.end.set( npc.position.x, npc.position.y 1.6, npc.position.z ); // 检测碰撞const result = worldOctree.capsuleIntersect(playerCapsule); if (result) { // 碰撞处理:调整位置避免穿透npc.position.add(result.normal.multiplyScalar(result.depth)); // 调整速度向量:将速度向量投影到碰撞平面上// 这样速度会沿着墙壁方向滑动,而不是弹回const dot = v.dot(result.normal); v.addScaledVector(result.normal, -dot); } } // 在动画循环中调用碰撞处理function animate() { let deltaTime = clock.getDelta(); if (v.length() > 0) { npc.position.addScaledVector(v, deltaTime); } playerCollisions(); // 其他动画逻辑requestAnimationFrame(animate); renderer.render(scene, camera); }</code>
With the above modifications, the character will not bounce back continuously when it hits a wall, but will slide along the wall, providing a smoother and more natural movement experience.
The above is the detailed content of How to optimize collision handling of third-person roaming in a room using Three.js and Octree?. For more information, please follow other related articles on the PHP Chinese website!

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