fix mal de mer

This commit is contained in:
Adrien MALINGREY 2023-06-29 22:05:08 +02:00
parent ba41eb9893
commit 2d12cf2a47

61
main.js
View File

@ -122,7 +122,7 @@ for (let i = 0; i < maze.count; i++) {
const clone = invisibleWall.clone() const clone = invisibleWall.clone()
clone.position.setFromMatrixPosition(matrix); clone.position.setFromMatrixPosition(matrix);
clone.position.y = 1; clone.position.y = 1;
collisionner.add(clone); //collisionner.add(clone);
} }
// Ground // Ground
@ -165,12 +165,17 @@ const groundMaterial = new THREE.MeshStandardMaterial({
} }
), ),
}) })
const sideGroundMaterial = groundMaterial.clone()
sideGroundMaterial.map = wallMaterial.map.clone() const sideGroundMaterial = new THREE.MeshStandardMaterial({
sideGroundMaterial.normalMap = wallMaterial.normalMap.clone() map : wallMaterial.map.clone(),
sideGroundMaterial.metalnessMap = wallMaterial.metalnessMap.clone() normalMap : wallMaterial.normalMap.clone(),
sideGroundMaterial.roughnessMap = wallMaterial.roughnessMap.clone() normalScale : new THREE.Vector2(0.6, 0.6),
sideGroundMaterial.aoMap = wallMaterial.aoMap.clone() metalnessMap: wallMaterial.metalnessMap.clone(),
aoMap : wallMaterial.aoMap.clone(),
roughnessMap: wallMaterial.roughnessMap.clone(),
roughness : 1,
envMapIntensity: 0.4
})
sideGroundMaterial.map.wrapS = sideGroundMaterial.map.wrapT = THREE.RepeatWrapping sideGroundMaterial.map.wrapS = sideGroundMaterial.map.wrapT = THREE.RepeatWrapping
sideGroundMaterial.normalMap.wrapS = sideGroundMaterial.normalMap.wrapT = THREE.RepeatWrapping sideGroundMaterial.normalMap.wrapS = sideGroundMaterial.normalMap.wrapT = THREE.RepeatWrapping
sideGroundMaterial.metalnessMap.wrapS = sideGroundMaterial.metalnessMap.wrapT = THREE.RepeatWrapping sideGroundMaterial.metalnessMap.wrapS = sideGroundMaterial.metalnessMap.wrapT = THREE.RepeatWrapping
@ -201,6 +206,10 @@ ground.updateMatrix();
collisionner.add(ground) collisionner.add(ground)
scene.add(collisionner);
const mazeOctree = new Octree().fromGraphNode(collisionner);
// Water // Water
const waterGeometry = new THREE.PlaneGeometry(1024, 1024, 512, 512); const waterGeometry = new THREE.PlaneGeometry(1024, 1024, 512, 512);
@ -344,14 +353,8 @@ raft.position.set( .2, ocean.position.y, -mazeWidth/2 - 1 );
raft.rotation.y = 1.4 raft.rotation.y = 1.4
raft.castShadow = true; raft.castShadow = true;
collisionner.add(raft); scene.add(raft);
const raftOctree = new Octree(); const raftOctree = new Octree().fromGraphNode(raft);
raftOctree.fromGraphNode(raft)
scene.add(collisionner);
const worldOctree = new Octree();
worldOctree.fromGraphNode(collisionner);
// //
@ -368,7 +371,7 @@ if (showParam) {
lightHelper.position.copy(maze.start) lightHelper.position.copy(maze.start)
lightHelper.visible = false; lightHelper.visible = false;
const octreeHelper = new OctreeHelper(worldOctree); const octreeHelper = new OctreeHelper(mazeOctree);
octreeHelper.visible = false; octreeHelper.visible = false;
scene.add(octreeHelper); scene.add(octreeHelper);
const showHelper = gui.add({ helpers: false }, "helpers") const showHelper = gui.add({ helpers: false }, "helpers")
@ -546,19 +549,14 @@ document.addEventListener('keyup', (event) => {
function playerCollisions() { function playerCollisions() {
if (raftOctree.capsuleIntersect(playerCollider)) { const playerOnMaze = mazeOctree.capsuleIntersect(playerCollider);
const playerOnRaft = raftOctree.capsuleIntersect(playerCollider);
camera.position.y = raft.position.y + 0.9; const result = playerOnMaze || playerOnRaft;
if (!escaped) gameEnd()
}
const result = worldOctree.capsuleIntersect(playerCollider);
playerOnFloor = false; playerOnFloor = false;
if (result) { if ( result ) {
playerOnFloor = result.normal.y > 0; playerOnFloor = result.normal.y > 0;
@ -572,6 +570,14 @@ function playerCollisions() {
} }
if (playerOnRaft) {
camera.position.y = raft.position.y + 0.9;
if (!escaped) gameEnd()
}
} }
function gameEnd() { function gameEnd() {
@ -604,10 +610,10 @@ function updatePlayer(deltaTime) {
const deltaPosition = playerVelocity.clone().multiplyScalar(deltaTime); const deltaPosition = playerVelocity.clone().multiplyScalar(deltaTime);
playerCollider.translate(deltaPosition); playerCollider.translate(deltaPosition);
playerCollisions();
camera.position.copy(playerCollider.end); camera.position.copy(playerCollider.end);
playerCollisions();
} }
function getForwardVector() { function getForwardVector() {
@ -763,6 +769,7 @@ function animate() {
const deltaTime = delta / STEPS_PER_FRAME; const deltaTime = delta / STEPS_PER_FRAME;
ocean.material.uniforms['time'].value += delta; ocean.material.uniforms['time'].value += delta;
updateRaft(delta); updateRaft(delta);
// we look for collisions in substeps to mitigate the risk of // we look for collisions in substeps to mitigate the risk of