daedalus/main.js
2023-05-30 17:30:41 +02:00

537 lines
14 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';
const DIRECTIONS = [
new THREE.Vector3( 0, 0, -1),
new THREE.Vector3( 0, 0, 1),
new THREE.Vector3(-1, 0, 0),
new THREE.Vector3( 1, 0, 0),
]
class Labyrinthe extends Array {
constructor(width, length) {
super()
for (let row=0; row < length; row++) {
this.push(new Array(width).fill(1))
}
this.length = length
this.width = width
this.start = new THREE.Vector3(width/2, .1, length/2)
this.exit = new THREE.Vector3(Math.floor(width/2), 0, 1)
this.dig(this.exit)
this.dig(new THREE.Vector3(Math.floor(width/2), 0, 0))
this.walls = length * width - 2
this.build(this.exit)
}
build(position) {
for (var direction of Array.from(DIRECTIONS).sort(x => .5 - Math.random())) {
var step1 = position.clone().add(direction)
var step2 = step1.clone().add(direction)
if (this.isWall(step2) == 1) {
this.dig(step1)
this.dig(step2)
this.walls -= 2
this.build(step2)
}
}
}
dig(position) {
this[position.z][position.x] = 0
}
isWall(position) {
if (0 <= position.x && position.x < this.width &&
0 <= position.z && position.z < this.length) {
return this[Math.floor(position.z)][Math.floor(position.x)]
} else {
return -1
}
}
}
const latitude = THREE.MathUtils.degToRad(35)
const longitude = THREE.MathUtils.degToRad(25)
const mazeLength = 51
const mazeWidth = 51
const loadMngr = new THREE.LoadingManager();
const loader = new THREE.TextureLoader(loadMngr);
const waterTexture = loader.load('img/waternormals.jpg');
const groundTexture = loader.load('img/ground.jpg');
const wallTexture = loader.load('img/wall.jpg');
const woodTexture = loader.load('img/wood.jpg');
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';
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.PCFSoftShadowMap;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
container.appendChild( renderer.domElement );
// Water
waterTexture.wrapS = waterTexture.wrapT = THREE.RepeatWrapping;
const water = new Water(
new THREE.PlaneGeometry( 10000, 10000 ),
{
textureWidth : 512,
textureHeight : 512,
waterNormals : waterTexture,
sunDirection : new THREE.Vector3(),
sunColor : 0xffffff,
waterColor : 0x001e0f,
distortionScale: 3.7,
fog : scene.fog !== undefined
}
);
water.rotation.x = - Math.PI / 2;
water.position.y = -.01
scene.add( water );
// 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.position.set(mazeLength/2, 0, mazeWidth/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( mazeLength/2 + .2, 0, -1 )
raft.rotation.y = 1.4
raft.rotation.order = 'ZXY';
scene.add(raft)
worldOctree.fromGraphNode( raft )
raftOctree.fromGraphNode( raft )
// Maze
const wallGeometry = new THREE.BoxGeometry( 1, 1, 1 )
const wallMaterial = new THREE.MeshPhongMaterial( {
map : wallTexture,
color : 0xFFFFFF,
emissive : 0,
specular : 0x505050,
shininess : 7,
bumpMap : wallTexture,
bumpScale : .02,
depthFunc : 3,
depthTest : true,
depthWrite: true
} )
const mazeMap = new Labyrinthe(mazeLength, mazeWidth)
const maze = new THREE.InstancedMesh( wallGeometry, wallMaterial, mazeMap.walls );
let i=0
let matrix = new THREE.Matrix4()
const cube = new THREE.Mesh(wallGeometry)
mazeMap.forEach((row, z) => {
row.forEach((isWall, x) => {
if (isWall) {
matrix.setPosition(x + .5, 0.5, z + .5)
maze.setMatrixAt( i, matrix );
const clone = cube.clone()
clone.position.set(x + .5, 0.5, z + .5)
worldOctree.fromGraphNode( clone )
i++
}
})
})
maze.castShadow = true;
maze.receiveShadow = true;
maze.matrixAutoUpdate = false
scene.add(maze)
camera.position.copy(mazeMap.start)
// Lights
const ambientLight = new THREE.AmbientLight( 0x404040 , 1 ); // soft white light
scene.add( ambientLight );
const torchLight = new THREE.SpotLight(0xffffe8, 1, mazeLength/2, .45, 1)
scene.add( torchLight.target );
const sunLight = new THREE.DirectionalLight( 0xffffff, 0.3 );
sunLight.castShadow = true;
sunLight.shadow.camera.near = 0.1;
sunLight.shadow.camera.far = 500;
sunLight.shadow.camera.right = 30;
sunLight.shadow.camera.left = - 30;
sunLight.shadow.camera.top = 30;
sunLight.shadow.camera.bottom = - 30;
sunLight.shadow.mapSize.width = 4096;
sunLight.shadow.mapSize.height = 4096;
sunLight.shadow.radius = 4;
//sunLight.shadow.bias = -0.00008;
sunLight.target = ground
scene.add( sunLight );
// 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 now = new Date("05/29/2023 17:00:00 GMT+3")
const startOfYear = new Date(now.getFullYear(), 0, 0);
const diff = now - startOfYear;
const oneDay = 1000 * 60 * 60 * 24;
const dayOfYear = Math.floor(diff / oneDay);
function updateSun() {
const time = performance.now() * 0.001;
const hour = (14 + time / 5760) % 24
const declination = 0.40928 * Math.sin(2*Math.PI*(dayOfYear+284)/365)
const hourAngle = Math.PI * (1-hour/12)
const elevation = Math.asin( Math.sin(declination)*Math.sin(latitude) + Math.cos(declination)*Math.cos(latitude)*Math.cos(hourAngle) )
const azimuth = Math.asin( Math.cos(declination)*Math.sin(hourAngle)/Math.cos(elevation) )
const phi = Math.PI/2 - elevation
const theta = azimuth
sun.setFromSphericalCoords( 1, phi, theta );
sky.material.uniforms[ 'sunPosition' ].value.copy( sun );
water.material.uniforms[ 'sunDirection' ].value.copy( sun ).normalize();
if ( renderTarget !== undefined ) renderTarget.dispose();
renderTarget = pmremGenerator.fromScene( sky );
scene.environment = renderTarget.texture;
sunLight.position.setFromSphericalCoords(100, phi, theta)
sunLight.position.x += mazeLength/2
sunLight.position.z += mazeWidth/2
}
updateSun();
setInterval( updateSun, 10000 );
const stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
const GRAVITY = 30;
const NUM_SPHERES = 100;
const SPHERE_RADIUS = 0.2;
const STEPS_PER_FRAME = 5;
const playerCollider = new Capsule(
new THREE.Vector3( mazeLength/2, 0.3, mazeWidth/2 ),
new THREE.Vector3( mazeLength/2, 0.7, mazeWidth/2 ),
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();
} );
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 ) ) {
escaped = true;
alert("Congrats! You escaped.");
}
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 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
}
}
}
/*
const helper = new OctreeHelper( worldOctree );
helper.visible = false;
scene.add( helper );
const gui = new GUI( { width: 200 } );
gui.add( { debug: false }, 'debug' )
.onChange( function ( value ) {
helper.visible = value;
} );
*/
animate();
function teleportPlayerIfOob() {
if ( camera.position.y <= - 25 ) {
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 );
}
}
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 ))
renderer.render( scene, camera );
stats.update();
requestAnimationFrame( animate );
}