intermediate
This commit is contained in:
Generated
+4
-4
@@ -31,7 +31,7 @@
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"vuetify": "^3.10.5"
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||||
},
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||||
"devDependencies": {
|
||||
"@dimforge/rapier3d": "^0.18.2",
|
||||
"@dimforge/rapier3d": "^0.19.1",
|
||||
"@vitejs/plugin-vue": "^5.0.5",
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||||
"eslint": "^8.57.0",
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||||
"eslint-config-standard": "^17.1.0",
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@@ -283,9 +283,9 @@
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}
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},
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"node_modules/@dimforge/rapier3d": {
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"version": "0.18.2",
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"resolved": "https://registry.npmjs.org/@dimforge/rapier3d/-/rapier3d-0.18.2.tgz",
|
||||
"integrity": "sha512-VM6f6L/1BVhvglTM67GlHmlI6Bw9NWcXzlLGoiZ7H1dOb86c6HJ9vIa6WDHThAfgN5B0c2oLeTAQ592BDPDzgA==",
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"version": "0.19.1",
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||||
"resolved": "https://registry.npmjs.org/@dimforge/rapier3d/-/rapier3d-0.19.1.tgz",
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||||
"integrity": "sha512-pvAJXeeMtEif6OlmS4f+gJ5pj3qnLHTkJaIqiVhqDnqJPanwSkXd4DU12x4BcBPXc16pABr+cA7j17Cj86x1kw==",
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"dev": true,
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"license": "Apache-2.0"
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},
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+1
-1
@@ -33,7 +33,7 @@
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"vuetify": "^3.10.5"
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},
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"devDependencies": {
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"@dimforge/rapier3d": "^0.18.2",
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"@dimforge/rapier3d": "^0.19.1",
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"@vitejs/plugin-vue": "^5.0.5",
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"eslint": "^8.57.0",
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"eslint-config-standard": "^17.1.0",
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Binary file not shown.
@@ -34,6 +34,11 @@
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0,
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0.7071068286895752
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],
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"scale":[
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1,
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1.0834307670593262,
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1
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],
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"translation":[
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0.6499999761581421,
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0,
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@@ -46,7 +51,7 @@
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"translation":[
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0,
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0,
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-0.44999998807907104
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-0.6619032621383667
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]
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},
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{
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@@ -247,13 +252,13 @@
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"count":12,
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"max":[
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0.5994362831115723,
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0.6900395154953003,
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0.40000441670417786
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0.8117803931236267,
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0.6000066995620728
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],
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"min":[
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-0.6005637049674988,
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0.010013699531555176,
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-0.3999955654144287
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0.011780375614762306,
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-0.5999934077262878
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],
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"type":"VEC3"
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},
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@@ -1,4 +1,4 @@
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import { Group, Vector3, Matrix4, Mesh, DoubleSide } from 'three';
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import { Group, Vector3, Matrix4, Mesh, Quaternion, BoxGeometry } from 'three';
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import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js';
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import { TextObject } from '../TextObject';
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@@ -12,7 +12,7 @@ class MazeObject {
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const scale = 5;
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context.wallSize = params.wallSize || .65*scale;
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context.tubeSize = params.tubeSize || .8*scale;
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context.tubeSize = params.tubeSize || 1.2*scale;
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context.wallDepth = params.wallDepth || .1*scale;
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context.fontPath = params.fontPath || '/static/fonts/ZapfChanceryC.otf';
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@@ -61,12 +61,30 @@ class MazeObject {
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]
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});
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engine.phy.add(
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{position: room.localToWorld(new Vector3(context.tubeSize / 2 - cameraNear, 0, offsetZ + cameraNear))},
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'fixed', false, undefined, 'cuboid',{
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width:offsetZ*10, height:10, depth:10
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}
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)
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let quat = new Quaternion();
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room.getWorldQuaternion(quat);
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console.log('adding!!!', room.localToWorld(new Vector3(context.tubeSize / 2, 0.6, offsetZ/2)), quat)
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// const geometry = new BoxGeometry(2, 2, offsetZ);
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// const cube = new Mesh(geometry, o.tunnel.material)
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// cube.position.set(context.tubeSize / 2, 0.6, offsetZ/2)
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// root.add(cube);
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// console.log(offsetZ, room.localToWorld(new Vector3(context.tubeSize / 2, 0.6, offsetZ/2)))
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let left = engine.phy.add(
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{position: room.localToWorld(new Vector3(context.tubeSize / 2, 0.6, offsetZ/2))},
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'fixed', false, undefined, 'cuboid',{ width: 0.01, height:1, depth:offsetZ/2 }
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)
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left.rigidBody.setRotation(quat, true)
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// let right = engine.phy.add(
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// {position: room.localToWorld(new Vector3(-context.tubeSize / 2, 0.6, offsetZ/2))},
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// 'fixed', false, undefined, 'cuboid',{ width: 0.01, height:1, depth:offsetZ/2 }
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// )
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// right.rigidBody.setRotation(quat, true)
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if (def.type == 'area') {
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def.area.forEach(ar => {
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@@ -148,7 +166,7 @@ class MazeObject {
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mazeMeshes.forEach(mesh=>{
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//let mesh = new Mesh(mg, o.tunnel.material)
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root.add(mesh);
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engine.phy.add(mesh, 'dynamic')
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//engine.phy.add(mesh, 'fixed')
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})
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console.log(o.tunnel)
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+148
-47
@@ -17,27 +17,43 @@ export class CharacterControls {
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walkVelocity = 3
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lerp = (x, y, a) => x * (1 - a) + y * a;
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constructor(model, mixer, animationsMap, orbitControl, camera, currentAction, ray, rigidBody, pointerControls) {
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constructor(model, mixer, animationsMap, engine, currentAction, po, pointerControls) {
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this.model = model
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this.mixer = mixer
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this.animationsMap = animationsMap
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this.currentAction = currentAction
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this.animationsMap[currentAction].play()
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this.ray = ray
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this.rigidBody = rigidBody
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this.characterController = engine.phy.world.createCharacterController(0.1);
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this.characterController.setUp({x:0, y:1, z:0});
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po.rigidBody.setTranslation(this.model.position)
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// this.characterController.enableSnapToGround(0.5);
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// // Don’t allow climbing slopes larger than 45 degrees.
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// this.characterController.setMaxSlopeClimbAngle(45 * Math.PI / 180);
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// // Automatically slide down on slopes smaller than 30 degrees.
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// this.characterController.setMinSlopeSlideAngle(30 * Math.PI / 180);
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// this.characterController.enableAutostep(0.5, 0.2, true);
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// this.characterController.setApplyImpulsesToDynamicBodies(true);
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// this.characterController.setCharacterMass(50);
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this.po = po;
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this.pointerControls = pointerControls
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this.orbitControl = orbitControl
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this.camera = camera
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this.orbitControl = engine.orbitControls
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this.camera = engine.camera
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this.updateCameraTarget(new THREE.Vector3(0,1,5))
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this._v = new THREE.Vector3();
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this.velocity = new THREE.Vector3();
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this.forceDirection = new THREE.Vector3();
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this.forceAcceleration = 1 / 32;
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this.forceSpeedMax = 0.075;
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}
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switchRunToggle() {
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this.toggleRun = !this.toggleRun
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}
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update(world, delta, pointerControls) {
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update0(world, delta, pointerControls) {
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const directionPressed = pointerControls.moving()
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var play = '';
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@@ -86,51 +102,74 @@ export class CharacterControls {
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velocity = this.currentAction == 'run' ? this.runVelocity : this.walkVelocity
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}
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const translation = this.rigidBody.translation();
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if (translation.y < -1) {
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// don't fall below ground
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this.rigidBody.setNextKinematicTranslation( {
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x: 0,
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y: 10,
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z: 0
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});
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} else {
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const cameraPositionOffset = this.camera.position.sub(this.model.position);
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// update model and camera
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this.model.position.x = translation.x
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this.model.position.y = translation.y
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this.model.position.z = translation.z
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this.updateCameraTarget(cameraPositionOffset)
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this.walkDirection.y += this.lerp(this.storedFall, -9.81 * delta, 0.10)
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this.storedFall = this.walkDirection.y
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this.ray.origin.x = translation.x
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this.ray.origin.y = translation.y
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this.ray.origin.z = translation.z
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let hit = world.castRay(this.ray, 0.5, false, 0xfffffffff);
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if (hit) {
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const point = this.ray.pointAt(hit.timeOfImpact);
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let diff = translation.y - ( point.y + CONTROLLER_BODY_RADIUS);
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if (diff < 0.0) {
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this.storedFall = 0
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this.walkDirection.y = this.lerp(0, -diff, 0.5)
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}
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}
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this.walkDirection.x = this.walkDirection.x * velocity * delta
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this.walkDirection.z = this.walkDirection.z * velocity * delta
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this.walkDirection.x = this.walkDirection.x * velocity * delta + this.model.position.x
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this.walkDirection.z = this.walkDirection.z * velocity * delta + this.model.position.z
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this.rigidBody.setNextKinematicTranslation( {
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x: translation.x + this.walkDirection.x,
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y: translation.y + this.walkDirection.y,
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z: translation.z + this.walkDirection.z
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});
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}
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//const translation = this.rigidBody.translation();
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//const translation = characterController.computedMovement();
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this.characterController.computeColliderMovement(
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this.po.collider, // The collider we would like to move.
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this.walkDirection, // The movement we would like to apply if there wasn’t any obstacle.
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);
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// for (let i = 0; i < this.characterController.numComputedCollisions(); i++) {
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// let collision = this.characterController.computedCollision(i);
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// console.log('c', collision)
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// // Do something with that collision information.
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// }
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let correctedMovement = this.characterController.computedMovement();
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this.po.rigidBody.setNextKinematicTranslation(correctedMovement);
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//this.po.rigidBody.setNextKinematicRotation(this.rotateQuarternion);
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// if (translation.y < -1) {
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// // don't fall below ground
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// this.rigidBody.setNextKinematicTranslation( {
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// x: 0,
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// y: 10,
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// z: 0
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// });
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// } else {
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const cameraPositionOffset = this.camera.position.sub(this.model.position);
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this.model.position.copy(correctedMovement)
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// // update model and camera
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// this.model.position.x = translation.x
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// this.model.position.y = translation.y
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// this.model.position.z = translation.z
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this.updateCameraTarget(cameraPositionOffset, correctedMovement)
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// this.walkDirection.y += this.lerp(this.storedFall, -9.81 * delta, 0.10)
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// this.storedFall = this.walkDirection.y
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// this.ray.origin.x = translation.x
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// this.ray.origin.y = translation.y
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// this.ray.origin.z = translation.z
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// let hit = world.castRay(this.ray, 0.5, false, 0xfffffffff);
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// if (hit) {
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// const point = this.ray.pointAt(hit.timeOfImpact);
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// let diff = translation.y - ( point.y + CONTROLLER_BODY_RADIUS);
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// if (diff < 0.0) {
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// this.storedFall = 0
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// this.walkDirection.y = this.lerp(0, -diff, 0.5)
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// }
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// }
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// this.walkDirection.x = this.walkDirection.x * velocity * delta
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// this.walkDirection.z = this.walkDirection.z * velocity * delta
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// this.rigidBody.setNextKinematicTranslation( {
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// x: translation.x + this.walkDirection.x,
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// y: translation.y + this.walkDirection.y,
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// z: translation.z + this.walkDirection.z
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// });
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// }
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}
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updateCameraTarget(offset) {
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updateCameraTarget(offset, cm) {
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// move camera
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const rigidTranslation = this.rigidBody.translation();
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const rigidTranslation = cm || this.po.rigidBody.translation();
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this.camera.position.x = rigidTranslation.x + offset.x
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this.camera.position.y = rigidTranslation.y + offset.y
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this.camera.position.z = rigidTranslation.z + offset.z
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@@ -168,4 +207,66 @@ export class CharacterControls {
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return directionOffset
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}
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update (world, delta, pointerControls){
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// Calculate input buffer
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// if (this.jumpBuffer > 0) {
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// this.jumpBuffer -= loop.delta; // ms
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// // Automatically jump if buffer is set
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// if (this.allowJump === true) {
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// this.jumpBuffer = 0;
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// this.jump();
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// }
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// }
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// Add fake friction and fake gravity
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this.velocity.x *= 0.75;
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this.velocity.z *= 0.75;
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this.velocity.y -= 0.005;
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// Update force direction from user input
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let xDirection = 0;
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let zDirection = 0;
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if (pointerControls.moveForward) zDirection = -1;
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if (pointerControls.moveBackward) zDirection = 1;
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if (pointerControls.moveRight) xDirection = 1;
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if (pointerControls.moveLeft) xDirection = -1;
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// Set the new force direction
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this.forceDirection.copy({ x: xDirection, y: 0, z: zDirection }); // Ex: -1.0 to 1.0
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// Decrease acceleration if the velocity speed equals the force speed
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this._v.copy(this.velocity);
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const speed = this._v.dot(this.forceDirection);
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const speedNext = speed + this.forceAcceleration;
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const speedClamped = Math.max(speed, Math.min(speedNext, this.forceSpeedMax));
|
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const acceleration = speedClamped - speed; // Ex: 0.5 (or 0 at max speed)
|
||||
|
||||
// Add force to velocity using new acceleration
|
||||
this.velocity.x += this.forceDirection.x * acceleration;
|
||||
this.velocity.y += this.forceDirection.y * acceleration;
|
||||
this.velocity.z += this.forceDirection.z * acceleration;
|
||||
|
||||
// Set the next kinematic translation
|
||||
if (this.po.rigidBody.numColliders() > 0) {
|
||||
this.characterController.computeColliderMovement(this.po.collider, this.velocity);
|
||||
this._v.copy(this.po.rigidBody.translation());
|
||||
this._v.add(this.characterController.computedMovement());
|
||||
this.po.rigidBody.setNextKinematicTranslation(this._v);
|
||||
}
|
||||
|
||||
// Calculate 3D object rotation from character translation
|
||||
this._v.copy(this.po.rigidBody.nextTranslation());
|
||||
if (this._v.distanceTo(this.po.rigidBody.translation()) > 0.01) {
|
||||
this.model.lookAt(this._v.x, this.model.position.y, this._v.z);
|
||||
this.po.rigidBody.setNextKinematicRotation(this.model.quaternion);
|
||||
}
|
||||
|
||||
// Set vertical velocity to zero if grounded
|
||||
// if (this.characterController.computedGrounded()) {
|
||||
// this.allowJump = true;
|
||||
// this.entity.velocity.y = 0;
|
||||
// }
|
||||
}
|
||||
|
||||
}
|
||||
+3
-91
@@ -15,12 +15,6 @@ class Hero{
|
||||
|
||||
init(gameEngine){
|
||||
this.gameEngine = gameEngine;
|
||||
//this.gameEngine.orbitControls.object = this.model;
|
||||
//this.gameEngine.orbitControls.target = this.model.position;
|
||||
|
||||
//this.gameEngine.orbitControls.enabled = false;
|
||||
|
||||
//this.model.add(gameEngine.camera)
|
||||
gameEngine.camera.position.set(0,17,-30)
|
||||
gameEngine.camera.lookAt(new THREE.Vector3(this.model.position.x, 5, this.model.position.z))
|
||||
|
||||
@@ -36,84 +30,17 @@ class Hero{
|
||||
this.animationsMap[a.name] = this.mixer.clipAction(a);
|
||||
})
|
||||
|
||||
// this.actionWalk = this.mixer.clipAction( this.object.animations.find(a=>a.name=='walk') );
|
||||
// this.actionIdle = this.mixer.clipAction( this.object.animations.find(a=>a.name=='idle') );
|
||||
// this.actionIdle.play();
|
||||
// this.activeAction = this.actionIdle;
|
||||
this.pointerControls = new PointerControls(gameEngine.camera, this.model, gameEngine.renderer.domElement);
|
||||
gameEngine.hero = this;
|
||||
|
||||
// Character Collider
|
||||
// const characterCollider = new THREE.Object3D()
|
||||
// characterCollider.position.y = 3
|
||||
// gameEngine.activeObjects.add(characterCollider)
|
||||
|
||||
|
||||
// const colliderShape = new CANNON.Sphere(0.5)
|
||||
// const colliderBody = new CANNON.Body({ mass: 1, material: gameEngine.phy.slipperyMaterial })
|
||||
// colliderBody.addShape(colliderShape, new CANNON.Vec3(0, 0.5, 0))
|
||||
// colliderBody.addShape(colliderShape, new CANNON.Vec3(0, -0.5, 0))
|
||||
// colliderBody.position.set(
|
||||
// characterCollider.position.x,
|
||||
// characterCollider.position.y,
|
||||
// characterCollider.position.z
|
||||
// )
|
||||
// colliderBody.linearDamping = 0.95
|
||||
// colliderBody.angularFactor.set(0, 1, 0) // prevents rotation X,Z axis
|
||||
// //colliderBody.sleepSpeedLimit = 1.0;
|
||||
// gameEngine.phy.world.addBody(colliderBody)
|
||||
|
||||
let po = gameEngine.phy.add(this.model, 'kinematicPositionBased', false, undefined, 'ball', { radius: 0.28})
|
||||
|
||||
// let bodyDesc = RAPIER.RigidBodyDesc.kinematicPositionBased().setTranslation(
|
||||
// // characterCollider.position.x,
|
||||
// // characterCollider.position.y,
|
||||
// // characterCollider.position.z
|
||||
// -1, 3, 1
|
||||
// )
|
||||
// let rigidBody = gameEngine.phy.world.createRigidBody(bodyDesc);
|
||||
// let dynamicCollider = RAPIER.ColliderDesc.ball(0.28);
|
||||
// gameEngine.phy.world.createCollider(dynamicCollider, rigidBody.handle);
|
||||
let po = gameEngine.phy.add(this.model, 'kinematicPositionBased', false, undefined, 'capsule', { radius: 0.5, halfHeight: 1})
|
||||
po.collider.setTranslationWrtParent({ x: 0, y: 2.0, z: 0 });
|
||||
|
||||
this.characterControls = new CharacterControls(this.model, this.mixer,
|
||||
this.animationsMap, gameEngine.orbitControls, gameEngine.camera, 'idle',
|
||||
new RAPIER.Ray(
|
||||
{ x: 0, y: 0, z: 0 },
|
||||
{ x: 0, y: -1, z: 0}
|
||||
), po.rigidBody, this.pointerControls)
|
||||
|
||||
// this.characterCollider = characterCollider;
|
||||
// this.colliderBody = colliderBody;
|
||||
this.animationsMap, gameEngine, 'idle', po, this.pointerControls)
|
||||
|
||||
this.clock = new THREE.Clock()
|
||||
this.delta = 0
|
||||
// this.inputVelocity = new THREE.Vector3()
|
||||
// this.velocity = new CANNON.Vec3()
|
||||
// this.quat = new THREE.Quaternion()
|
||||
// this.v = new THREE.Vector3()
|
||||
// this.rotation = new THREE.Euler()
|
||||
// this.targetQuaternion = new THREE.Quaternion()
|
||||
// this.distance = 0
|
||||
// this.canJump = true;
|
||||
|
||||
// this.contactNormal = new CANNON.Vec3()
|
||||
// this.upAxis = new CANNON.Vec3(0, 1, 0)
|
||||
|
||||
// colliderBody.addEventListener('collide', function (e) {
|
||||
// const contact = e.contact
|
||||
// if (contact.bi.id == this.colliderBody.id) {
|
||||
// contact.ni.negate(this.contactNormal)
|
||||
// } else {
|
||||
// this.contactNormal.copy(contact.ni)
|
||||
// }
|
||||
// if (this.contactNormal.dot(this.upAxis) > 0.5) {
|
||||
// if (!this.canJump) {
|
||||
// setAction(animationActions[1], true)
|
||||
// }
|
||||
// this.canJump = true
|
||||
// }
|
||||
// }.bind(this))
|
||||
|
||||
|
||||
this.ready = true;
|
||||
}
|
||||
@@ -122,21 +49,6 @@ class Hero{
|
||||
this.pointerControls.controls.lock();
|
||||
}
|
||||
|
||||
// setAction(toAction, loop){
|
||||
// if (toAction != this.activeAction) {
|
||||
// let lastAction = this.activeAction;
|
||||
// this.activeAction = toAction
|
||||
// lastAction.fadeOut(0.1)
|
||||
// this.activeAction.reset()
|
||||
// this.activeAction.fadeIn(0.1)
|
||||
// this.activeAction.play()
|
||||
// if (!loop) {
|
||||
// this.activeAction.clampWhenFinished = true
|
||||
// this.activeAction.loop = THREE.LoopOnce
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
update(){
|
||||
//return
|
||||
if (this.gameEngine.renderer.xr.isPresenting) return;
|
||||
|
||||
+2
-1
@@ -20,7 +20,8 @@ class Physics{
|
||||
// Create Ground.
|
||||
let bodyDesc = RAPIER.RigidBodyDesc.fixed();
|
||||
let body = world.createRigidBody(bodyDesc);
|
||||
let colliderDesc = RAPIER.ColliderDesc.cuboid(100.0, 0.1, 100.0);
|
||||
let colliderDesc = RAPIER.ColliderDesc.cuboid(100, 0, 100);
|
||||
//bodyDesc.setTranslation(-50,0,-50);
|
||||
world.createCollider(colliderDesc, body.handle);
|
||||
this.world = world;
|
||||
this.physicsObjects = [];
|
||||
|
||||
Reference in New Issue
Block a user