MazeMesh
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a7db52aa27
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main.js
82
main.js
@ -12,50 +12,59 @@ import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { Water } from 'three/addons/objects/Water.js';
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import { Water } from 'three/addons/objects/Water.js';
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import { Sky } from 'three/addons/objects/Sky.js';
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import { Sky } from 'three/addons/objects/Sky.js';
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const DIRECTIONS = [
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class MazeMesh extends THREE.InstancedMesh {
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new THREE.Vector3( 0, 0, -1),
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constructor( geometry, material, width, length) {
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new THREE.Vector3( 0, 0, 1),
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super( geometry, material, width*length - 2 )
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new THREE.Vector3(-1, 0, 0),
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new THREE.Vector3( 1, 0, 0),
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]
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class Labyrinthe extends Array {
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constructor(width, length) {
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super()
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for (let row=0; row < length; row++) {
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this.push(new Array(width).fill(1))
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}
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this.length = length
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this.length = length
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this.width = width
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this.width = width
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this.map = new Array(length).fill().map(() => new Array(width).fill(1))
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this.start = new THREE.Vector3(width/2, .1, length/2)
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this.start = new THREE.Vector3(width/2, .1, length/2)
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this.exit = new THREE.Vector3(Math.floor(width/2), 0, 1)
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this.exit = new THREE.Vector3(Math.floor(width/2), 0, 1)
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this.count = length * width - 2
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this.dig(this.exit)
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this.dig(this.exit)
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this.dig(new THREE.Vector3(Math.floor(width/2), 0, 0))
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this.dig(new THREE.Vector3(Math.floor(width/2), 0, 0))
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this.walls = length * width - 2
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this.build ( this.exit )
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this.build(this.exit)
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let matrix = new THREE.Matrix4()
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let i=0
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this.map.forEach((row, z) => {
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row.forEach((isWall, x) => {
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if (isWall) {
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matrix.setPosition(x + .5, 0.5, z + .5)
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this.setMatrixAt( i, matrix );
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i++
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}
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})
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})
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}
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dig(position) {
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this.map[position.z][position.x] = 0
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}
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}
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static DIRECTIONS = [
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new THREE.Vector3( 0, 0, -1),
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new THREE.Vector3( 0, 0, 1),
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new THREE.Vector3(-1, 0, 0),
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new THREE.Vector3( 1, 0, 0),
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]
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build(position) {
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build(position) {
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for (var direction of Array.from(DIRECTIONS).sort(x => .5 - Math.random())) {
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for (var direction of Array.from(this.constructor.DIRECTIONS).sort(x => .5 - Math.random())) {
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var step1 = position.clone().add(direction)
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var step1 = position.clone().add(direction)
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var step2 = step1.clone().add(direction)
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var step2 = step1.clone().add(direction)
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if (this.isWall(step2) == 1) {
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if (this.isWall(step2) == 1) {
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this.dig(step1)
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this.dig(step1)
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this.dig(step2)
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this.dig(step2)
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this.walls -= 2
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this.count -= 2
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this.build(step2)
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this.build(step2)
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}
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}
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}
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}
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}
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}
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dig(position) {
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this[position.z][position.x] = 0
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}
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isWall(position) {
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isWall(position) {
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if (0 <= position.x && position.x < this.width &&
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if (0 <= position.x && position.x < this.width &&
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0 <= position.z && position.z < this.length) {
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0 <= position.z && position.z < this.length) {
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return this[Math.floor(position.z)][Math.floor(position.x)]
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return this.map[Math.floor(position.z)][Math.floor(position.x)]
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} else {
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} else {
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return -1
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return -1
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}
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}
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@ -298,29 +307,22 @@ const wallMaterial = new THREE.MeshPhongMaterial( {
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depthWrite: true
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depthWrite: true
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} )
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} )
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const mazeMap = new Labyrinthe(mazeLength, mazeWidth)
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const maze = new MazeMesh( wallGeometry, wallMaterial, mazeLength, mazeWidth );
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const maze = new THREE.InstancedMesh( wallGeometry, wallMaterial, mazeMap.walls );
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let matrix = new THREE.Matrix4()
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const cube = new THREE.Mesh(wallGeometry)
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let i=0
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mazeMap.forEach((row, z) => {
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row.forEach((isWall, x) => {
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if (isWall) {
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matrix.setPosition(x + .5, 0.5, z + .5)
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maze.setMatrixAt( i, matrix );
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const clone = cube.clone()
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clone.position.set(x + .5, 0.5, z + .5)
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worldOctree.fromGraphNode( clone )
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i++
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}
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})
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})
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maze.castShadow = true;
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maze.castShadow = true;
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maze.receiveShadow = true;
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maze.receiveShadow = true;
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maze.matrixAutoUpdate = false
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maze.matrixAutoUpdate = false
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scene.add(maze)
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scene.add(maze)
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camera.position.copy(mazeMap.start)
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const cube = new THREE.Mesh( wallGeometry );
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let matrix = new THREE.Matrix4()
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for ( let i=0; i<maze.count; i++ ) {
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maze.getMatrixAt( i, matrix )
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const clone = cube.clone()
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clone.position.setFromMatrixPosition( matrix )
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worldOctree.fromGraphNode( clone )
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}
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camera.position.copy( maze.start );
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// debug
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// debug
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