debug
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main.js
149
main.js
@ -3,11 +3,11 @@ import * as THREE from 'three';
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import Stats from 'three/addons/libs/stats.module.js';
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import { Octree } from 'three/addons/math/Octree.js';
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// import { OctreeHelper } from 'three/addons/helpers/OctreeHelper.js';
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import { OctreeHelper } from 'three/addons/helpers/OctreeHelper.js';
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import { Capsule } from 'three/addons/math/Capsule.js';
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// import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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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 { Sky } from 'three/addons/objects/Sky.js';
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@ -67,6 +67,9 @@ const longitude = THREE.MathUtils.degToRad(25)
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const mazeLength = 51
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const mazeWidth = 51
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let showGUI = window.location.hash.includes("debug")
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let showStats = window.location.hash.includes("stats")
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const loadMngr = new THREE.LoadingManager();
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const loader = new THREE.TextureLoader(loadMngr);
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const waterTexture = loader.load('img/waternormals.jpg');
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@ -212,9 +215,6 @@ camera.position.copy(mazeMap.start)
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const ambientLight = new THREE.AmbientLight( 0x404040 , 1 ); // soft white light
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scene.add( ambientLight );
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const torchLight = new THREE.SpotLight(0xffffe8, 1, mazeLength/2, .45, 1)
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scene.add( torchLight.target );
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const sunLight = new THREE.DirectionalLight( 0xffffff, 0.3 );
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sunLight.castShadow = true;
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sunLight.shadow.camera.near = 0.1;
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@ -230,6 +230,20 @@ sunLight.shadow.radius = 4;
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sunLight.target = ground
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scene.add( sunLight );
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const torchLight = new THREE.SpotLight(0xffffe8, 1, mazeLength/2, .45, 1)
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torchLight.castShadow = true;
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torchLight.shadow.camera.near = 0.1;
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torchLight.shadow.camera.far = 500;
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torchLight.shadow.camera.right = 30;
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torchLight.shadow.camera.left = - 30;
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torchLight.shadow.camera.top = 30;
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torchLight.shadow.camera.bottom = - 30;
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torchLight.shadow.mapSize.width = 4096;
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torchLight.shadow.mapSize.height = 4096;
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torchLight.shadow.radius = 4;
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scene.add( torchLight );
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scene.add( torchLight.target );
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// Skybox
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const sun = new THREE.Vector3();
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@ -258,16 +272,25 @@ const startOfYear = new Date(now.getFullYear(), 0, 0);
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const diff = now - startOfYear;
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const oneDay = 1000 * 60 * 60 * 24;
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const dayOfYear = Math.floor(diff / oneDay);
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const declination = 0.40928 * Math.sin(2*Math.PI*(dayOfYear+284)/365)
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function updateSun() {
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let elevation, azimuth
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if ( showGUI ) {
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elevation = THREE.MathUtils.degToRad( parameters.elevation );
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azimuth = THREE.MathUtils.degToRad( parameters.azimuth );
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const time = performance.now() * 0.001;
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const hour = (14 + time / 5760) % 24
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} else {
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const declination = 0.40928 * Math.sin(2*Math.PI*(dayOfYear+284)/365)
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const hourAngle = Math.PI * (1-hour/12)
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const elevation = Math.asin( Math.sin(declination)*Math.sin(latitude) + Math.cos(declination)*Math.cos(latitude)*Math.cos(hourAngle) )
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const azimuth = Math.asin( Math.cos(declination)*Math.sin(hourAngle)/Math.cos(elevation) )
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const time = performance.now() * 0.001;
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const hour = (14 + time / 5760) % 24
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const hourAngle = Math.PI * (1-hour/12)
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elevation = Math.asin( Math.sin(declination)*Math.sin(latitude) + Math.cos(declination)*Math.cos(latitude)*Math.cos(hourAngle) )
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azimuth = Math.asin( Math.cos(declination)*Math.sin(hourAngle)/Math.cos(elevation) )
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}
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const phi = Math.PI/2 - elevation
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const theta = azimuth
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@ -277,32 +300,74 @@ function updateSun() {
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sky.material.uniforms[ 'sunPosition' ].value.copy( sun );
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water.material.uniforms[ 'sunDirection' ].value.copy( sun ).normalize();
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if ( elevation >= 0 ) {
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sunLight.visible = true
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sunLight.position.setFromSphericalCoords(100, phi, theta)
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sunLight.position.x += mazeLength/2
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sunLight.position.z += mazeWidth/2
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torchLight.visible = false
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} else {
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sunLight.visible = false
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torchLight.visible = true
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}
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if ( renderTarget !== undefined ) renderTarget.dispose();
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renderTarget = pmremGenerator.fromScene( sky );
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scene.environment = renderTarget.texture;
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sunLight.position.setFromSphericalCoords(100, phi, theta)
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sunLight.position.x += mazeLength/2
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sunLight.position.z += mazeWidth/2
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}
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updateSun();
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setInterval( updateSun, 10000 );
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setInterval( updateSun, 1000 );
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// showGUI
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let stats, helper, gui
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if ( showGUI ) {
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helper = new OctreeHelper( worldOctree );
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helper.visible = false;
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scene.add( helper );
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gui = new GUI( { width: 200 } );
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const showHelper = gui.add( { octree: false }, "octree" )
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showHelper.onChange( function ( value ) {
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helper.visible = value;
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} );
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const folderSky = gui.addFolder( 'Sky' );
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folderSky.add( parameters, 'elevation', -90, 90, 0.1 ).onChange( updateSun );
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folderSky.add( parameters, 'azimuth', - 180, 180, 0.1 ).onChange( updateSun );
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folderSky.open();
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const waterUniforms = water.material.uniforms;
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const folderWater = gui.addFolder( 'Water' );
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folderWater.add( waterUniforms.distortionScale, 'value', 0, 8, 0.1 ).name( 'distortionScale' );
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folderWater.add( waterUniforms.size, 'value', 0.1, 10, 0.1 ).name( 'size' );
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folderWater.open();
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let showStats = false
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const stats = new Stats();
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window.onhashchange = function(event) {
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showStats = document.location.hash == "#stats"
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if ( showStats ) {
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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container.appendChild( stats.domElement );
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}
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}
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window.onhashchange()
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if ( showStats ) {
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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container.appendChild( stats.domElement );
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}
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// Controls
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const GRAVITY = 30;
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@ -483,20 +548,6 @@ function controls( deltaTime ) {
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}
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/*
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const helper = new OctreeHelper( worldOctree );
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helper.visible = false;
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scene.add( helper );
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const gui = new GUI( { width: 200 } );
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gui.add( { debug: false }, 'debug' )
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.onChange( function ( value ) {
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helper.visible = value;
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} );
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*/
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function teleportPlayerIfOob() {
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if ( camera.position.y <= - 25 ) {
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@ -507,6 +558,8 @@ function teleportPlayerIfOob() {
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camera.position.copy( playerCollider.end );
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camera.rotation.set( 0, 0, 0 );
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escaped = false;
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}
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}
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@ -536,6 +589,22 @@ function animate() {
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raft.rotation.x = 0.06 * Math.cos( time )
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raft.position.y = 0.05 * (0.5 * Math.sin( 1.2 * time ) + 0.5 * Math.sin( time ))
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if ( sunLight.visible ) {
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sunLight.position.copy(sun)
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sunLight.position.add(camera)
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}
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if ( torchLight.visible ) {
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torchLight.position.copy(camera.position)
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torchLight.position.y -= .2
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const targetDirection = camera.getWorldDirection(camera.up).add(camera.position)
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torchLight.target.position.copy(targetDirection)
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}
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renderer.render( scene, camera );
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if ( showStats ) stats.update();
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