615 lines
16 KiB
JavaScript
615 lines
16 KiB
JavaScript
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 { 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 { Water } from 'three/addons/objects/Water.js';
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import { Sky } from 'three/addons/objects/Sky.js';
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const 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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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.width = width
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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.dig(this.exit)
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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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}
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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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var step1 = position.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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this.dig(step1)
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this.dig(step2)
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this.walls -= 2
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this.build(step2)
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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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if (0 <= position.x && position.x < this.width &&
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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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} else {
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return -1
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}
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}
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}
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const latitude = THREE.MathUtils.degToRad(35)
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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.search.includes("debug")
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let showStats = window.location.search.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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const groundTexture = loader.load('img/ground.jpg');
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const wallTexture = loader.load('img/wall.jpg');
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const woodTexture = loader.load('img/wood.jpg');
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loadMngr.onLoad = () => {
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animate();
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};
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const clock = new THREE.Clock();
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 );
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camera.rotation.order = 'YXZ';
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const worldOctree = new Octree();
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const raftOctree = new Octree();
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const container = document.getElementById( 'container' );
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const renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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container.appendChild( renderer.domElement );
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// Water
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waterTexture.wrapS = waterTexture.wrapT = THREE.RepeatWrapping;
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const water = new Water(
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new THREE.PlaneGeometry( 10000, 10000 ),
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{
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textureWidth : 512,
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textureHeight : 512,
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waterNormals : waterTexture,
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sunDirection : new THREE.Vector3(),
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sunColor : 0xffffff,
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waterColor : 0x001e0f,
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distortionScale: 3.7,
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fog : scene.fog !== undefined
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}
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);
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water.rotation.x = - Math.PI / 2;
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water.position.y = -.01
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scene.add( water );
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// Ground
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const groundGeometry = new THREE.PlaneGeometry(mazeLength, mazeWidth)
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groundTexture.wrapS = groundTexture.wrapT = THREE.RepeatWrapping
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groundTexture.repeat.set(50, 50)
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const groundMaterial = new THREE.MeshPhongMaterial( {
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map : groundTexture,
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color : 0xFFFFFF,
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emissive : 0,
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specular : 0x000000,
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shininess : 5,
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bumpMap : groundTexture,
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bumpScale : .02,
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depthFunc : 3,
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depthTest : true,
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depthWrite : true
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} )
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const ground = new THREE.Mesh( groundGeometry, groundMaterial )
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ground.rotation.x = - Math.PI / 2;
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ground.position.set(mazeLength/2, 0, mazeWidth/2)
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ground.receiveShadow = true;
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ground.matrixAutoUpdate = false
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ground.updateMatrix();
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scene.add(ground)
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worldOctree.fromGraphNode( ground )
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// Raft
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const raftGeometry = new THREE.BoxGeometry( 1.8, .1, .9, 1, 1, 8 )
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const raftMaterial = new THREE.MeshPhongMaterial( {
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map : woodTexture,
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color : 0xFFFFFF,
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emissive : 0,
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specular : 0x505050,
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shininess : 1,
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bumpMap : woodTexture,
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bumpScale : .1,
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depthFunc : 3,
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depthTest : true,
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depthWrite : true,
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displacementMap : woodTexture,
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displacementScale: -0.08
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} )
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const raft = new THREE.Mesh( raftGeometry, raftMaterial )
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raft.position.set( mazeLength/2 + .2, 0, -1 )
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raft.rotation.y = 1.4
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raft.rotation.order = 'ZXY';
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scene.add(raft)
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worldOctree.fromGraphNode( raft )
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raftOctree.fromGraphNode( raft )
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// Maze
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const wallGeometry = new THREE.BoxGeometry( 1, 1, 1 )
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const wallMaterial = new THREE.MeshPhongMaterial( {
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map : wallTexture,
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color : 0xFFFFFF,
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emissive : 0,
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specular : 0x505050,
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shininess : 7,
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bumpMap : wallTexture,
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bumpScale : .02,
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depthFunc : 3,
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depthTest : true,
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depthWrite: true
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} )
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const mazeMap = new Labyrinthe(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.receiveShadow = true;
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maze.matrixAutoUpdate = false
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scene.add(maze)
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camera.position.copy(mazeMap.start)
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// Lights
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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 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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sunLight.shadow.camera.far = 50;
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sunLight.shadow.camera.right = 30;
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sunLight.shadow.camera.left = - 30;
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sunLight.shadow.camera.top = 30;
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sunLight.shadow.camera.bottom = - 30;
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sunLight.shadow.mapSize.width = 4096;
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sunLight.shadow.mapSize.height = 4096;
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sunLight.shadow.radius = 5;
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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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const sky = new Sky();
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sky.scale.setScalar( 10000 );
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scene.add( sky );
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const skyUniforms = sky.material.uniforms;
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skyUniforms[ 'turbidity' ].value = 10;
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skyUniforms[ 'rayleigh' ].value = 2;
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skyUniforms[ 'mieCoefficient' ].value = 0.005;
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skyUniforms[ 'mieDirectionalG' ].value = 0.8;
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const parameters = {
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elevation: 70,
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azimuth: 160
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};
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const pmremGenerator = new THREE.PMREMGenerator( renderer );
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let renderTarget;
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const today = new Date()
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const startOfYear = new Date(today.getFullYear(), 0, 0);
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const diff = today - 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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} else {
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const time = performance.now() ;
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const hour = ( 8 + time / 1440000 ) % 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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sun.setFromSphericalCoords( 1, phi, theta );
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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(10, 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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}
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updateSun();
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setInterval( updateSun, 100 );
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// showGUI
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let stats, octreeHelper, gui
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if ( showGUI ) {
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gui = new GUI( { width: 200 } );
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octreeHelper = new OctreeHelper( worldOctree );
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octreeHelper.visible = false;
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scene.add( octreeHelper );
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const lightHelper = new THREE.DirectionalLightHelper( sunLight, .5 )
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lightHelper.position.copy(mazeMap.start)
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lightHelper.visible = false;
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scene.add( lightHelper );
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var cameraHelper = new THREE.CameraHelper(sunLight.shadow.camera);
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cameraHelper.visible = false;
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scene.add(cameraHelper)
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const showHelper = gui.add( { helpers: false }, "helpers" )
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showHelper.onChange( function ( value ) {
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octreeHelper.visible = value;
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lightHelper.visible = value;
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cameraHelper.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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}
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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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const NUM_SPHERES = 100;
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const SPHERE_RADIUS = 0.2;
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const STEPS_PER_FRAME = 5;
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const playerCollider = new Capsule(
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new THREE.Vector3( mazeLength/2, 0.3, mazeWidth/2 ),
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new THREE.Vector3( mazeLength/2, 0.7, mazeWidth/2 ),
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0.3
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);
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const playerVelocity = new THREE.Vector3();
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const playerDirection = new THREE.Vector3();
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let playerOnFloor = false;
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let jumping = false;
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let escaped = false;
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const keyStates = {};
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document.addEventListener( 'keydown', ( event ) => {
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keyStates[ event.code ] = true;
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} );
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document.addEventListener( 'keyup', ( event ) => {
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keyStates[ event.code ] = false;
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if ( event.code == 'Space' ) jumping = false
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} );
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container.addEventListener( 'mousedown', () => {
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document.body.requestPointerLock();
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} );
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document.body.addEventListener( 'mousemove', ( event ) => {
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if ( document.pointerLockElement === document.body ) {
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camera.rotation.y -= event.movementX / 500;
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camera.rotation.x -= event.movementY / 500;
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}
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} );
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window.addEventListener( 'resize', onWindowResize );
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function playerCollisions() {
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if ( !escaped && raftOctree.capsuleIntersect( playerCollider ) ) {
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escaped = true;
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alert("Congrats! You escaped.");
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}
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const result = worldOctree.capsuleIntersect( playerCollider );
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playerOnFloor = false;
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if ( result ) {
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playerOnFloor = result.normal.y > 0;
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if ( ! playerOnFloor ) {
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playerVelocity.addScaledVector( result.normal, - result.normal.dot( playerVelocity ) );
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}
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playerCollider.translate( result.normal.multiplyScalar( result.depth ) );
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}
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}
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function updatePlayer( deltaTime ) {
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let damping = Math.exp( - 4 * deltaTime ) - 1;
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if ( ! playerOnFloor ) {
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playerVelocity.y -= GRAVITY * deltaTime;
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// small air resistance
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damping *= 0.1;
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}
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playerVelocity.addScaledVector( playerVelocity, damping );
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const deltaPosition = playerVelocity.clone().multiplyScalar( deltaTime );
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playerCollider.translate( deltaPosition );
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playerCollisions();
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camera.position.copy( playerCollider.end );
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}
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function getForwardVector() {
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camera.getWorldDirection( playerDirection );
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playerDirection.y = 0;
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playerDirection.normalize();
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return playerDirection;
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}
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function getSideVector() {
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camera.getWorldDirection( playerDirection );
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playerDirection.y = 0;
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playerDirection.normalize();
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playerDirection.cross( camera.up );
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return playerDirection;
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}
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function controls( deltaTime ) {
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// gives a bit of air control
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const speedDelta = deltaTime * ( playerOnFloor ? 10 : 2 );
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if ( keyStates["ArrowUp"] || keyStates[ 'KeyW' ] ) {
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playerVelocity.add( getForwardVector().multiplyScalar( speedDelta ) );
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}
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if ( keyStates["ArrowDown"] || keyStates[ 'KeyS' ] ) {
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playerVelocity.add( getForwardVector().multiplyScalar( - speedDelta ) );
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}
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if ( keyStates["ArrowLeft"] || keyStates[ 'KeyA' ] ) {
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playerVelocity.add( getSideVector().multiplyScalar( - speedDelta ) );
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}
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if ( keyStates["ArrowRight"] || keyStates[ 'KeyD' ] ) {
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playerVelocity.add( getSideVector().multiplyScalar( speedDelta ) );
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}
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if ( playerOnFloor && jumping == false ) {
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if ( keyStates[ 'Space' ] ) {
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playerVelocity.y = 9;
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jumping = true
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}
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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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playerCollider.start.set( mazeLength/2, 0.3, mazeWidth/2 );
|
|
playerCollider.end.set( mazeLength/2, 0.7, mazeWidth/2 );
|
|
playerCollider.radius = 0.3;
|
|
camera.position.copy( playerCollider.end );
|
|
camera.rotation.set( 0, 0, 0 );
|
|
|
|
escaped = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
function animate() {
|
|
|
|
const deltaTime = Math.min( 0.05, clock.getDelta() ) / 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 = performance.now() * 0.001;
|
|
|
|
water.material.uniforms[ 'time' ].value += 1.0 / 100.0;
|
|
raft.rotation.z = 0.12 * Math.cos( 1.2 * time )
|
|
raft.rotation.x = 0.06 * Math.cos( time )
|
|
raft.position.y = 0.05 * (0.5 * Math.sin( 1.2 * time ) + 0.5 * Math.sin( time ))
|
|
|
|
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 );
|
|
|
|
} |