├── README.md ├── blender ├── hextile-navmesh.blend ├── hextile-proxies.blend ├── hextile-proxies.blend1 ├── hextile.blend ├── hextile.blend1 └── textures │ └── PolygonMinis_Texture_01_Green.png ├── unity └── CreateNavMesh │ ├── .gitignore │ ├── Assets │ ├── Editor.meta │ ├── Editor │ │ ├── ExportNavMeshToObj.cs │ │ └── ExportNavMeshToObj.cs.meta │ ├── Models.meta │ ├── Models │ │ ├── hextile.blend │ │ ├── hextile.blend.meta │ │ ├── hextile.fbx │ │ └── hextile.fbx.meta │ ├── NavMesh Exported NavMesh.obj │ ├── NavMesh Exported NavMesh.obj.meta │ ├── Scenes.meta │ └── Scenes │ │ ├── NavMesh.meta │ │ ├── NavMesh.unity │ │ ├── NavMesh.unity.meta │ │ ├── NavMesh │ │ ├── NavMesh.asset │ │ └── NavMesh.asset.meta │ │ ├── SampleScene.unity │ │ └── SampleScene.unity.meta │ ├── Packages │ ├── manifest.json │ └── packages-lock.json │ └── ProjectSettings │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── PackageManagerSettings.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ └── XRSettings.asset └── www ├── assets ├── dungeon.glb ├── facebook.png ├── fred.glb ├── ghoul.glb ├── hextile.glb ├── mail.png ├── pathfinding.jpg ├── twitter.png ├── venice_sunset_1k.hdr └── youtube.png ├── complete ├── game.js └── index.html ├── dungeon ├── game.js └── index.html ├── libs ├── GLTFLoader.js ├── LoadingBar.js ├── Player.js ├── RGBELoader.js ├── dat.gui.module.js ├── three-pathfinding.module.js ├── three-pathfinding.module.js.map ├── three-pathfinding.umd.js ├── three-pathfinding.umd.js.map └── three.module.js └── start ├── game.js └── index.html /README.md: -------------------------------------------------------------------------------- 1 | # ThreeJS-PathFinding-Examples 2 | 3 |  4 | 5 | A common problem in many 3d games, is restraining the players avatar to the environment. So a player appears to be on the floor and can't walk through walls and other obstructions. A popular method is to use a **Navigation Mesh**, abbreviated as **NavMesh**. When using the [**Three.JS**](https://threejs.org) library, you'll need to create a NavMesh then use code to use this mesh to restrict movement. Until Blender 2.79b you could use the Blender Game Engine to create a NavMesh. Since [**Blender 2.8**](https://blender.org) this has not been possible. In this tutorial I show you how you can use **Unity** and a **custom exporter** script to create the NavMesh. Then you can import this into Blender. Tweak it and export it as a GLB file to load into your Three.JS app. 6 | Then using a library it is possible to use the NavMesh to **generate paths** around the mesh. 7 | 8 | Download the repo, then follow the [**YouTube links**](https://www.youtube.com/playlist?list=PLFky-gauhF47XkxyjKuVaetZyt02PMujv) below to learn how to create and use a NavMesh to control the motion of an avatar. 9 | 10 | ## YouTube 11 | - [Creating a NavMesh](https://www.youtube.com/watch?v=3CYljFpF4ds) 12 | Learn how to use Unity and Blender to create a NavMesh 13 | - [Using a NavMesh](https://www.youtube.com/watch?v=6P1tbSFalI0) 14 | Learn how to use [Don McCurdy's](https://github.com/donmccurdy) [Pathfinding library](https://github.com/donmccurdy/three-pathfinding) and Three.JS to constrain an avatar to a NavMesh 15 | 16 | ## Live examples 17 | - [Simple](https://niklever.github.io/three/pathfinding/simple/) 18 | - [Complex](https://niklever.github.io/three/pathfinding/dungeon/) 19 | 20 | ## Links 21 | - [My courses](http://niklever.com/courses) 22 | - [FB Three.JS Group](https://www.facebook.com/groups/nikthreejs) 23 | - [Twitter](https://twitter.com/NikLever) 24 | - [YouTube Channel](https://www.youtube.com/channel/UCUlSAoLd9N2AEeT08wqnpyg?view_as=subscriber) 25 | - [nik.j.lever@gmail.com](mailto:nik.j.lever@gmail.com) 26 | -------------------------------------------------------------------------------- /blender/hextile-navmesh.blend: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/NikLever/ThreeJS-PathFinding-Examples/48c6db60762e1c9446910d7252b521714b65f75a/blender/hextile-navmesh.blend -------------------------------------------------------------------------------- /blender/hextile-proxies.blend: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/NikLever/ThreeJS-PathFinding-Examples/48c6db60762e1c9446910d7252b521714b65f75a/blender/hextile-proxies.blend -------------------------------------------------------------------------------- /blender/hextile-proxies.blend1: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/NikLever/ThreeJS-PathFinding-Examples/48c6db60762e1c9446910d7252b521714b65f75a/blender/hextile-proxies.blend1 -------------------------------------------------------------------------------- /blender/hextile.blend: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/NikLever/ThreeJS-PathFinding-Examples/48c6db60762e1c9446910d7252b521714b65f75a/blender/hextile.blend -------------------------------------------------------------------------------- /blender/hextile.blend1: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/NikLever/ThreeJS-PathFinding-Examples/48c6db60762e1c9446910d7252b521714b65f75a/blender/hextile.blend1 -------------------------------------------------------------------------------- /blender/textures/PolygonMinis_Texture_01_Green.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/NikLever/ThreeJS-PathFinding-Examples/48c6db60762e1c9446910d7252b521714b65f75a/blender/textures/PolygonMinis_Texture_01_Green.png -------------------------------------------------------------------------------- /unity/CreateNavMesh/.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Asset meta data should only be ignored when the corresponding asset is also ignored 18 | !/[Aa]ssets/**/*.meta 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | 63 | # Crashlytics generated file 64 | crashlytics-build.properties 65 | 66 | # Packed Addressables 67 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 68 | 69 | # Temporary auto-generated Android Assets 70 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 71 | /[Aa]ssets/[Ss]treamingAssets/aa/* 72 | -------------------------------------------------------------------------------- /unity/CreateNavMesh/Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f74121cfa7bbb45899169faf8e4da2f0 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /unity/CreateNavMesh/Assets/Editor/ExportNavMeshToObj.cs: -------------------------------------------------------------------------------- 1 | using System.IO; 2 | using System.Text; 3 | using UnityEditor; 4 | using UnityEditor.SceneManagement; 5 | using UnityEngine; 6 | using UnityEngine.AI; 7 | 8 | // Obj exporter component based on: http://wiki.unity3d.com/index.php?title=ObjExporter 9 | 10 | public class ExportNavMeshToObj : MonoBehaviour 11 | { 12 | 13 | [MenuItem("Custom/Export NavMesh to mesh")] 14 | static void Export() 15 | { 16 | NavMeshTriangulation triangulatedNavMesh = NavMesh.CalculateTriangulation(); 17 | 18 | Mesh mesh = new Mesh(); 19 | mesh.name = "ExportedNavMesh"; 20 | mesh.vertices = triangulatedNavMesh.vertices; 21 | mesh.triangles = triangulatedNavMesh.indices; 22 | string filename = Application.dataPath + "/" + Path.GetFileNameWithoutExtension(EditorSceneManager.GetActiveScene().name) + " Exported NavMesh.obj"; 23 | MeshToFile(mesh, filename); 24 | print("NavMesh exported as '" + filename + "'"); 25 | AssetDatabase.Refresh(); 26 | } 27 | 28 | static string MeshToString(Mesh mesh) 29 | { 30 | StringBuilder sb = new StringBuilder(); 31 | 32 | sb.Append("g ").Append(mesh.name).Append("\n"); 33 | foreach (Vector3 v in mesh.vertices) 34 | { 35 | sb.Append(string.Format("v {0} {1} {2}\n", v.x, v.y, v.z)); 36 | } 37 | sb.Append("\n"); 38 | foreach (Vector3 v in mesh.normals) 39 | { 40 | sb.Append(string.Format("vn {0} {1} {2}\n", v.x, v.y, v.z)); 41 | } 42 | sb.Append("\n"); 43 | foreach (Vector3 v in mesh.uv) 44 | { 45 | sb.Append(string.Format("vt {0} {1}\n", v.x, v.y)); 46 | } 47 | for (int material = 0; material < mesh.subMeshCount; material++) 48 | { 49 | sb.Append("\n"); 50 | //sb.Append("usemtl ").Append(mats[material].name).Append("\n"); 51 | //sb.Append("usemap ").Append(mats[material].name).Append("\n"); 52 | 53 | int[] triangles = mesh.GetTriangles(material); 54 | for (int i = 0; i < triangles.Length; i += 3) 55 | { 56 | sb.Append(string.Format("f {0}/{0}/{0} {1}/{1}/{1} {2}/{2}/{2}\n", triangles[i] + 1, triangles[i + 1] + 1, triangles[i + 2] + 1)); 57 | } 58 | } 59 | return sb.ToString(); 60 | } 61 | 62 | static void MeshToFile(Mesh mesh, string filename) 63 | { 64 | using (StreamWriter sw = new StreamWriter(filename)) 65 | { 66 | sw.Write(MeshToString(mesh)); 67 | } 68 | } 69 | } 70 | -------------------------------------------------------------------------------- /unity/CreateNavMesh/Assets/Editor/ExportNavMeshToObj.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6abe471adb5a24db597938caa8e1d75e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /unity/CreateNavMesh/Assets/Models.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 629991633469e4059ad0c31de15fcd5e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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animationType: 2 92 | humanoidOversampling: 1 93 | avatarSetup: 0 94 | additionalBone: 0 95 | userData: 96 | assetBundleName: 97 | assetBundleVariant: 98 | -------------------------------------------------------------------------------- /unity/CreateNavMesh/Assets/Models/hextile.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/NikLever/ThreeJS-PathFinding-Examples/48c6db60762e1c9446910d7252b521714b65f75a/unity/CreateNavMesh/Assets/Models/hextile.fbx -------------------------------------------------------------------------------- /unity/CreateNavMesh/Assets/Models/hextile.fbx.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ce23c6657a9894430a47851de366d45f 3 | ModelImporter: 4 | serializedVersion: 19301 5 | internalIDToNameTable: [] 6 | externalObjects: {} 7 | materials: 8 | materialImportMode: 1 9 | materialName: 0 10 | materialSearch: 1 11 | 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https://raw.githubusercontent.com/NikLever/ThreeJS-PathFinding-Examples/48c6db60762e1c9446910d7252b521714b65f75a/www/assets/youtube.png -------------------------------------------------------------------------------- /www/complete/game.js: -------------------------------------------------------------------------------- 1 | ›import * as THREE from '../libs/three.module.js'; 2 | import { GLTFLoader } from '../libs/GLTFLoader.js'; 3 | import { RGBELoader } from '../libs/RGBELoader.js'; 4 | import { Player } from '../libs/Player.js'; 5 | import { LoadingBar } from '../libs/LoadingBar.js'; 6 | import { Pathfinding } from '../libs/three-pathfinding.module.js'; 7 | import * as dat from '../libs/dat.gui.module.js'; 8 | 9 | const assetsPath = '../assets/'; 10 | 11 | class Game{ 12 | constructor(){ 13 | const container = document.createElement( 'div' ); 14 | document.body.appendChild( container ); 15 | 16 | this.camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 3000 ); 17 | this.camera.position.set( 0, 5, 3 ); 18 | this.camera.lookAt(0,0,0); 19 | 20 | this.scene = new THREE.Scene(); 21 | this.scene.background = new THREE.Color( 0xaaaaff ); 22 | 23 | const ambient = new THREE.HemisphereLight(0x555555, 0x999999); 24 | this.scene.add(ambient); 25 | 26 | this.sun = new THREE.DirectionalLight( 0xAAAAFF, 1.0 ); 27 | this.sun.position.set( 0, 1, 0.5); 28 | this.sun.target.position.set(0,0,0); 29 | this.sun.castShadow = true; 30 | 31 | const lightSize = 5; 32 | this.sun.shadow.camera.near = 0.1; 33 | this.sun.shadow.camera.far = 17; 34 | this.sun.shadow.camera.left = this.sun.shadow.camera.bottom = -lightSize; 35 | this.sun.shadow.camera.right = this.sun.shadow.camera.top = lightSize; 36 | 37 | this.sun.shadow.mapSize.width = 1024; 38 | this.sun.shadow.mapSize.height = 1024; 39 | 40 | this.scene.add( this.sun ); 41 | 42 | this.renderer = new THREE.WebGLRenderer(); 43 | this.renderer.setPixelRatio( window.devicePixelRatio ); 44 | this.renderer.setSize( window.innerWidth, window.innerHeight ); 45 | this.renderer.shadowMap.enabled = true; 46 | this.renderer.outputEncoding = THREE.sRGBEncoding; 47 | container.appendChild( this.renderer.domElement ); 48 | this.setSceneEnvironment(); 49 | 50 | this.clock = new THREE.Clock(); 51 | 52 | this.loadingBar = new LoadingBar(); 53 | 54 | this.loadEnvironment(); 55 | 56 | const raycaster = new THREE.Raycaster(); 57 | this.renderer.domElement.addEventListener( 'click', raycast, false ); 58 | 59 | this.loading = true; 60 | 61 | const self = this; 62 | const mouse = { x:0, y:0 }; 63 | 64 | function raycast(e){ 65 | if (self.loading) return; 66 | 67 | mouse.x = ( e.clientX / window.innerWidth ) * 2 - 1; 68 | mouse.y = - ( e.clientY / window.innerHeight ) * 2 + 1; 69 | 70 | //2. set the picking ray from the camera position and mouse coordinates 71 | raycaster.setFromCamera( mouse, self.camera ); 72 | 73 | //3. compute intersections 74 | const intersects = raycaster.intersectObject( self.navmesh ); 75 | 76 | if (intersects.length>0){ 77 | const pt = intersects[0].point; 78 | console.log(pt); 79 | self.ball.newPath(pt, true); 80 | } 81 | } 82 | 83 | this.debug = { showPath:true }; 84 | const gui = new dat.GUI(); 85 | gui.add(this, 'showPath'); 86 | 87 | window.addEventListener('resize', this.resize.bind(this)); 88 | } 89 | 90 | createBall(){ 91 | const geometry = new THREE.SphereBufferGeometry(0.1, 12, 8); 92 | const material = new THREE.MeshStandardMaterial({ color: 0xff0000 }); 93 | const mesh = new THREE.Mesh( geometry, material ); 94 | 95 | mesh.position.set(-0.88, 0.03, -0.38); 96 | 97 | const options = { 98 | object: mesh, 99 | nodeRadius: 0.05, 100 | speed: 2, 101 | app: this, 102 | name: 'ball' 103 | }; 104 | 105 | return new Player( options ); 106 | } 107 | 108 | resize(){ 109 | this.camera.aspect = window.innerWidth / window.innerHeight; 110 | this.camera.updateProjectionMatrix(); 111 | 112 | this.renderer.setSize( window.innerWidth, window.innerHeight ); 113 | } 114 | 115 | setSceneEnvironment(){ 116 | const loader = new RGBELoader().setDataType( THREE.UnsignedByteType ); 117 | const pmremGenerator = new THREE.PMREMGenerator( this.renderer ); 118 | pmremGenerator.compileEquirectangularShader(); 119 | 120 | const self = this; 121 | 122 | loader.load( `${assetsPath}venice_sunset_1k.hdr`, ( texture ) => { 123 | const envMap = pmremGenerator.fromEquirectangular( texture ).texture; 124 | pmremGenerator.dispose(); 125 | 126 | self.scene.environment = envMap; 127 | 128 | }, undefined, (err)=>{ 129 | console.error( 'An error occurred setting the environment'); 130 | } ); 131 | } 132 | 133 | loadEnvironment(){ 134 | const loader = new GLTFLoader(); 135 | const self = this; 136 | 137 | // Load a glTF resource 138 | loader.load( 139 | // resource URL 140 | `${assetsPath}hextile.glb`, 141 | // called when the resource is loaded 142 | function ( gltf ) { 143 | 144 | self.scene.add( gltf.scene ); 145 | 146 | gltf.scene.traverse(function (child) { 147 | if (child.isMesh){ 148 | if (child.name=="navmesh"){ 149 | child.material.transparent = true; 150 | child.material.opacity = 0.5; 151 | const mesh = new THREE.Mesh(child.geometry, new THREE.MeshBasicMaterial({ wireframe: true, color: 0x111111})); 152 | mesh.position.copy(child.position); 153 | mesh.quaternion.copy(child.quaternion); 154 | gltf.scene.add(mesh); 155 | self.navmesh = child; 156 | }else{ 157 | child.castShadow = false; 158 | child.receiveShadow = true; 159 | } 160 | } 161 | }); 162 | 163 | self.pathfinder = new Pathfinding(); 164 | self.ZONE = 'island'; 165 | self.pathfinder.setZoneData(self.ZONE, Pathfinding.createZone(self.navmesh.geometry)); 166 | 167 | self.ball = self.createBall(); 168 | 169 | self.loadingBar.visible = false; 170 | self.loading = false; 171 | 172 | self.render(); 173 | }, 174 | // called while loading is progressing 175 | function ( xhr ) { 176 | 177 | self.loadingBar.progress = (xhr.loaded / xhr.total) * 0.33 + 0.0; 178 | 179 | }, 180 | // called when loading has errors 181 | function ( error ) { 182 | 183 | console.error( error.message ); 184 | 185 | } 186 | ); 187 | } 188 | 189 | set showPath(value){ 190 | if (this.ball.pathLines) this.ball.pathLines.visible = value; 191 | this.debug.showPath = value; 192 | } 193 | 194 | get showPath(){ 195 | return this.debug.showPath; 196 | } 197 | 198 | render(){ 199 | const dt = this.clock.getDelta(); 200 | 201 | requestAnimationFrame(this.render.bind(this)); 202 | 203 | this.ball.update(dt); 204 | 205 | this.renderer.render(this.scene, this.camera); 206 | } 207 | } 208 | 209 | export {Game}; -------------------------------------------------------------------------------- /www/complete/index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 |
4 | 5 |