daedalus/main.js
2023-06-05 12:10:48 +02:00

636 lines
16 KiB
JavaScript

import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { Octree } from 'three/addons/math/Octree.js';
import { OctreeHelper } from 'three/addons/helpers/OctreeHelper.js';
import { Capsule } from 'three/addons/math/Capsule.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { Water } from 'three/addons/objects/Water.js';
import { Sky } from 'three/addons/objects/Sky.js';
import MazeMesh from './MazeMesh.js';
const latitude = THREE.MathUtils.degToRad(35)
const longitude = THREE.MathUtils.degToRad(25)
const mazeLength = 51
const mazeWidth = 51
let showGUI = window.location.search.includes("debug")
let showStats = window.location.search.includes("stats")
const ambiance = new Audio("snd/ambiance.mp3")
ambiance.loop = true
const piano = new Audio("snd/waves-and-tears.mp3")
piano.loop = false
const loadMngr = new THREE.LoadingManager();
const loader = new THREE.TextureLoader(loadMngr);
const waterTexture = loader.load('img/waternormals.jpg');
const groundTexture = loader.load('img/pavement.jpg');
const wallTexture = loader.load('img/wall.jpg');
const woodTexture = loader.load('img/wood.jpg');
loadMngr.onLoad = () => {
animate();
};
const clock = new THREE.Clock();
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.rotation.order = 'YXZ';
camera.position.set( 0, 0.7, 0);
const worldOctree = new Octree();
const raftOctree = new Octree();
const container = document.getElementById( 'container' );
const renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFShadowMap ;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
container.appendChild( renderer.domElement );
// Water
waterTexture.wrapS = waterTexture.wrapT = THREE.RepeatWrapping;
const ocean = new Water(
new THREE.PlaneGeometry( 1000, 1000 ),
{
textureWidth : 512,
textureHeight : 512,
waterNormals : waterTexture,
sunDirection : new THREE.Vector3(),
sunColor : 0xffffff,
waterColor : 0x001e0f,
distortionScale: 3.7,
fog : scene.fog !== undefined,
alpha : 0.7
}
);
ocean.rotation.x = - Math.PI * 0.5;
ocean.position.y = -.01
ocean.receiveShadow = true;
ocean.material.transparent = true;
scene.add( ocean );
// Lights
const ambientLight = new THREE.AmbientLight( 0x404040 , 1 ); // soft white light
scene.add( ambientLight );
const sunLight = new THREE.DirectionalLight( 0xffffff, 0.3 );
sunLight.castShadow = true;
sunLight.shadow.camera.near = 20;
sunLight.shadow.camera.far = 200;
sunLight.shadow.camera.right = 10;
sunLight.shadow.camera.left = -10;
sunLight.shadow.camera.top = 10;
sunLight.shadow.camera.bottom = -10;
sunLight.shadow.mapSize.width = 4096;
sunLight.shadow.mapSize.height = 4096;
sunLight.shadow.radius = 4;
sunLight.target = camera
scene.add( sunLight );
const torchLight = new THREE.SpotLight(0xffffe8, 1, mazeLength/2, .45, 1)
scene.add( torchLight );
scene.add( torchLight.target );
// Skybox
const sun = new THREE.Vector3();
const sky = new Sky();
sky.scale.setScalar( 10000 );
scene.add( sky );
const skyUniforms = sky.material.uniforms;
skyUniforms[ 'turbidity' ].value = 10;
skyUniforms[ 'rayleigh' ].value = 2;
skyUniforms[ 'mieCoefficient' ].value = 0.005;
skyUniforms[ 'mieDirectionalG' ].value = 0.8;
const parameters = {
elevation: 70,
azimuth: 160
};
const pmremGenerator = new THREE.PMREMGenerator( renderer );
let renderTarget;
const today = new Date()
const startOfYear = new Date(today.getFullYear(), 0, 0);
const diff = today - startOfYear;
const oneDay = 1000 * 60 * 60 * 24;
const dayOfYear = Math.floor(diff / oneDay);
const declination = 0.40928 * Math.sin(2*Math.PI*(dayOfYear+284)/365)
const startHour = 24 * Math.random()
function updateSun() {
let elevation, azimuth
if ( showGUI ) {
elevation = THREE.MathUtils.degToRad( parameters.elevation );
azimuth = THREE.MathUtils.degToRad( parameters.azimuth );
} else {
const time = clock.elapsedTime ;
const hour = ( startHour + time / 1440 ) % 24
const hourAngle = Math.PI * (1-hour/12)
elevation = Math.asin( Math.sin(declination)*Math.sin(latitude) + Math.cos(declination)*Math.cos(latitude)*Math.cos(hourAngle) )
azimuth = -Math.PI/2 + Math.asin( Math.cos(declination)*Math.sin(hourAngle)/Math.cos(elevation) )
}
const phi = Math.PI/2 - elevation
const theta = azimuth
sun.setFromSphericalCoords( 100, phi, theta );
sky.material.uniforms[ 'sunPosition' ].value.copy( sun );
ocean.material.uniforms[ 'sunDirection' ].value.copy( sun ).normalize();
ambientLight.intensity = 0.5 + Math.max( elevation, 0 )/Math.PI;
if ( elevation >= 0 ) {
sunLight.visible = true
torchLight.visible = false
} else {
sunLight.visible = false
torchLight.visible = true
}
if ( renderTarget !== undefined ) renderTarget.dispose();
renderTarget = pmremGenerator.fromScene( sky );
scene.environment = renderTarget.texture;
}
updateSun();
const updateSunIntervalId = setInterval( updateSun, 100 );
// Ground
const groundGeometry = new THREE.PlaneGeometry(mazeLength, mazeWidth)
groundTexture.wrapS = groundTexture.wrapT = THREE.RepeatWrapping
groundTexture.repeat.set(50, 50)
const groundMaterial = new THREE.MeshPhongMaterial( {
map : groundTexture,
color : 0xFFFFFF,
emissive : 0,
specular : 0x000000,
shininess : 5,
bumpMap : groundTexture,
bumpScale : .02,
depthFunc : 3,
depthTest : true,
depthWrite: true
} )
const ground = new THREE.Mesh( groundGeometry, groundMaterial )
ground.rotation.x = - Math.PI / 2;
ground.receiveShadow = true;
ground.matrixAutoUpdate = false
ground.updateMatrix();
scene.add(ground)
worldOctree.fromGraphNode( ground )
// Raft
const raftGeometry = new THREE.BoxGeometry( 1.8, .1, .9, 1, 1, 8 )
const raftMaterial = new THREE.MeshPhongMaterial( {
map : woodTexture,
color : 0xFFFFFF,
emissive : 0,
specular : 0x505050,
shininess : 1,
bumpMap : woodTexture,
bumpScale : .1,
depthFunc : 3,
depthTest : true,
depthWrite : true,
displacementMap : woodTexture,
displacementScale: -0.08
} )
const raft = new THREE.Mesh( raftGeometry, raftMaterial )
raft.position.set( .2, 0, -1 - mazeWidth/2 )
raft.rotation.y = 1.4
raft.rotation.order = 'ZXY';
raft.castShadow = true;
scene.add(raft)
worldOctree.fromGraphNode( raft )
raftOctree.fromGraphNode( raft )
// Maze
const wallMaterial = new THREE.MeshPhongMaterial( {
map : wallTexture,
color : 0xFCF8E5,
emissive : 0,
specular : 0x505050,
shininess : 4,
bumpMap : wallTexture,
bumpScale : .01,
depthFunc : 3,
depthTest : true,
depthWrite: true
} )
const maze = new MazeMesh( mazeLength, mazeWidth, wallMaterial );
maze.castShadow = true;
maze.receiveShadow = true;
maze.matrixAutoUpdate = false
scene.add(maze)
const wall = new THREE.Mesh( maze.geometry );
let matrix = new THREE.Matrix4()
for ( let i=0; i<maze.count; i++ ) {
maze.getMatrixAt( i, matrix )
const clone = wall.clone()
clone.position.setFromMatrixPosition( matrix )
worldOctree.fromGraphNode( clone )
}
// debug
let stats, octreeHelper, gui
if ( showGUI ) {
gui = new GUI( { width: 200 } );
octreeHelper = new OctreeHelper( worldOctree );
octreeHelper.visible = false;
scene.add( octreeHelper );
const lightHelper = new THREE.DirectionalLightHelper( sunLight, .5 )
lightHelper.position.copy(maze.start)
lightHelper.visible = false;
scene.add( lightHelper );
var cameraHelper = new THREE.CameraHelper(sunLight.shadow.camera);
cameraHelper.visible = false;
scene.add(cameraHelper)
const showHelper = gui.add( { helpers: false }, "helpers" )
showHelper.onChange( function ( value ) {
octreeHelper.visible = value;
lightHelper.visible = value;
cameraHelper.visible = value;
} );
const folderSky = gui.addFolder( 'Sky' );
folderSky.add( parameters, 'elevation', -90, 90, 0.1 ).onChange( updateSun );
folderSky.add( parameters, 'azimuth', - 180, 180, 0.1 ).onChange( updateSun );
folderSky.open();
const waterUniforms = ocean.material.uniforms;
const folderWater = gui.addFolder( 'Water' );
folderWater.add( waterUniforms.distortionScale, 'value', 0, 8, 0.1 ).name( 'distortionScale' );
folderWater.add( waterUniforms.size, 'value', 0.1, 10, 0.1 ).name( 'size' );
folderWater.open();
}
if ( showStats ) {
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
}
// Controls
const GRAVITY = 30;
const STEPS_PER_FRAME = 5;
const playerCollider = new Capsule(
new THREE.Vector3( 0, 0.3, 0 ),
new THREE.Vector3( 0, 0.7, 0 ),
0.3
);
const playerVelocity = new THREE.Vector3();
const playerDirection = new THREE.Vector3();
let playerOnFloor = false;
let jumping = false;
let escaped = false;
const keyStates = {};
document.addEventListener( 'keydown', ( event ) => {
keyStates[ event.code ] = true;
} );
document.addEventListener( 'keyup', ( event ) => {
keyStates[ event.code ] = false;
if ( event.code == 'Space' ) jumping = false
} );
container.addEventListener( 'mousedown', () => {
document.body.requestPointerLock();
} );
function lockChangeAlert() {
if (document.pointerLockElement === document.body) {
ambiance.play()
} else {
ambiance.pause()
}
}
document.addEventListener("pointerlockchange", lockChangeAlert, false);
document.body.addEventListener( 'mousemove', ( event ) => {
if ( document.pointerLockElement === document.body ) {
camera.rotation.y -= event.movementX / 500;
camera.rotation.x -= event.movementY / 500;
}
} );
window.addEventListener( 'resize', onWindowResize );
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function playerCollisions() {
if ( !escaped && raftOctree.capsuleIntersect( playerCollider ) ) {
gameEnd()
}
const result = worldOctree.capsuleIntersect( playerCollider );
playerOnFloor = false;
if ( result ) {
playerOnFloor = result.normal.y > 0;
if ( ! playerOnFloor ) {
playerVelocity.addScaledVector( result.normal, - result.normal.dot( playerVelocity ) );
}
playerCollider.translate( result.normal.multiplyScalar( result.depth ) );
}
}
function gameEnd() {
escaped = true;
message.className = "escaped";
piano.play();
}
addEventListener("animationend", (event) => {
//clearInterval( updateSunIntervalId );
//document.exitPointerLock();
});
function updatePlayer( deltaTime ) {
let damping = Math.exp( - 4 * deltaTime ) - 1;
if ( ! playerOnFloor ) {
playerVelocity.y -= GRAVITY * deltaTime;
// small air resistance
damping *= 0.1;
}
playerVelocity.addScaledVector( playerVelocity, damping );
const deltaPosition = playerVelocity.clone().multiplyScalar( deltaTime );
playerCollider.translate( deltaPosition );
playerCollisions();
camera.position.copy( playerCollider.end );
}
function getForwardVector() {
camera.getWorldDirection( playerDirection );
playerDirection.y = 0;
playerDirection.normalize();
return playerDirection;
}
function getSideVector() {
camera.getWorldDirection( playerDirection );
playerDirection.y = 0;
playerDirection.normalize();
playerDirection.cross( camera.up );
return playerDirection;
}
function controls( deltaTime ) {
// gives a bit of air control
const speedDelta = deltaTime * ( playerOnFloor ? 10 : 2 );
if ( keyStates["ArrowUp"] || keyStates[ 'KeyW' ] ) {
playerVelocity.add( getForwardVector().multiplyScalar( speedDelta ) );
}
if ( keyStates["ArrowDown"] || keyStates[ 'KeyS' ] ) {
playerVelocity.add( getForwardVector().multiplyScalar( - speedDelta ) );
}
if ( keyStates["ArrowLeft"] || keyStates[ 'KeyA' ] ) {
playerVelocity.add( getSideVector().multiplyScalar( - speedDelta ) );
}
if ( keyStates["ArrowRight"] || keyStates[ 'KeyD' ] ) {
playerVelocity.add( getSideVector().multiplyScalar( speedDelta ) );
}
if ( playerOnFloor && jumping == false ) {
if ( keyStates[ 'Space' ] ) {
playerVelocity.y = 9;
jumping = true
}
}
}
function teleportPlayerIfOob() {
if ( camera.position.y <= - 25 ) {
playerCollider.start.set( 0, 0.3, 0 );
playerCollider.end.set( 0, 0.7, 0 );
playerCollider.radius = 0.3;
camera.position.copy( playerCollider.end );
camera.rotation.set( 0, 0, 0 );
message.className= ""
}
}
const waves = {
A: {
direction: 0,
steepness: 0.015,
wavelength: 10,
},
B: {
direction: 30,
steepness: 0.015,
wavelength: 5,
},
C: {
direction: 60,
steepness: 0.015,
wavelength: 3,
},
}
function getWaveInfo(x, z, time) {
const pos = new THREE.Vector3()
const tangent = new THREE.Vector3(1, 0, 0)
const binormal = new THREE.Vector3(0, 0, 1)
Object.keys(waves).forEach(function (wave) {
const w = waves[wave]
const k = (Math.PI * 2) / w.wavelength
const c = Math.sqrt(9.8 / k)
const d = new THREE.Vector2(
Math.sin((w.direction * Math.PI) / 180),
-Math.cos((w.direction * Math.PI) / 180)
)
const f = k * (d.dot(new THREE.Vector2(x, z)) - c * time)
const a = w.steepness / k
pos.x += d.y * (a * Math.cos(f))
pos.y += a * Math.sin(f)
pos.z += d.x * (a * Math.cos(f))
tangent.x += -d.x * d.x * (w.steepness * Math.sin(f))
tangent.y += d.x * (w.steepness * Math.cos(f))
tangent.z += -d.x * d.y * (w.steepness * Math.sin(f))
binormal.x += -d.x * d.y * (w.steepness * Math.sin(f))
binormal.y += d.y * (w.steepness * Math.cos(f))
binormal.z += -d.y * d.y * (w.steepness * Math.sin(f))
})
const normal = binormal.cross(tangent).normalize()
return {
position: pos,
normal: normal,
}
}
function animate() {
const delta = Math.min( 0.05, clock.getDelta() )
const deltaTime = delta / STEPS_PER_FRAME;
// we look for collisions in substeps to mitigate the risk of
// an object traversing another too quickly for detection.
for ( let i = 0; i < STEPS_PER_FRAME; i ++ ) {
controls( deltaTime );
updatePlayer( deltaTime );
teleportPlayerIfOob();
}
const time = clock.elapsedTime;
ocean.material.uniforms[ 'time' ].value += 1.0 / 100.0;
const waveInfo = getWaveInfo(raft.position.x, raft.position.z, time)
raft.position.y = waveInfo.position.y
const quat = new THREE.Quaternion().setFromEuler(
new THREE.Euler(waveInfo.normal.x, waveInfo.normal.y, waveInfo.normal.z)
)
raft.quaternion.rotateTowards(quat, delta * 0.5)
if ( sunLight.visible ) {
sunLight.position.copy( sun )
sunLight.position.x += camera.position.x
sunLight.position.z += camera.position.z
}
if ( torchLight.visible ) {
torchLight.position.copy(camera.position)
torchLight.position.y -= .2
const targetDirection = camera.getWorldDirection(camera.up).add(camera.position)
torchLight.target.position.copy(targetDirection)
}
renderer.render( scene, camera );
if ( showStats ) stats.update();
requestAnimationFrame( animate );
}