aligning
This commit is contained in:
Binary file not shown.
@@ -27,23 +27,7 @@
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},
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{
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"mesh":1,
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"name":"wall",
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"rotation":[
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0,
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-0.7071068286895752,
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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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-1.100000023841858
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]
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"name":"wall"
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},
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{
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"mesh":2,
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@@ -51,7 +35,7 @@
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"translation":[
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0,
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0,
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-0.6619032621383667
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-0.772255539894104
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]
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},
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{
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@@ -183,14 +167,14 @@
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"componentType":5126,
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"count":4,
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"max":[
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-0.04999993368983269,
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0.7055734992027283,
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0.5996518731117249
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0.6000000238418579,
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0.8000000715255737,
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1.196586936202948e-07
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],
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"min":[
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-0.05000001937150955,
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-0.03282167762517929,
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-0.600348174571991
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-0.6000000238418579,
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-2.9802322387695312e-08,
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-1.233839839187567e-07
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],
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"type":"VEC3"
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},
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@@ -253,12 +237,12 @@
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"max":[
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0.5994362831115723,
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0.8117803931236267,
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0.6000066995620728
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1.2000067234039307
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],
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"min":[
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-0.6005637049674988,
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0.011780375614762306,
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-0.5999934077262878
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6.67572021484375e-06
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],
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"type":"VEC3"
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},
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@@ -224,7 +224,7 @@ export default {
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vp.object.rotation.y += -Math.PI/2;
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let maze = new MazeQuizGame(gameEngine, {}, [
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{s: '1 + 1 = 2', h: 'Wrong answer', a: true},
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{s: 'Кое е най-голямото езеро в България', h: 'Wrong answer', a: true},
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{s: '1 + 1 = 2', h: 'Wrong answer', a: true},
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{s: '1 + 1 = 2', h: 'Wrong answer', a: true},
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{s: '1 + 1 = 2', h: 'Wrong answer', a: true},
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@@ -11,130 +11,116 @@ class MazeObject {
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const scale = 5;
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context.wallSize = params.wallSize || .65*scale;
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context.wallSize = params.wallSize || 1.2*scale; //half
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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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const cameraNear = .2;
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context.wallDepth = params.wallDepth || 0*scale;
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context.fontPath = params.fontPath || '/static/fonts/Jura-SemiBold.ttf';
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this.context = context;
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let _tf = {
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rotation: {
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r: 3 * Math.PI / 2, f: 0, l: Math.PI / 2, b: Math.PI
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},
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position: {
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r: [-context.wallSize, context.wallSize],
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f: [0, 2 * context.wallSize],
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l: [context.wallSize, context.wallSize]
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},
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pNext: {
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r: [-context.wallSize - (context.wallSize + context.wallDepth) / 2, context.wallSize],
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f: [0, 2 * context.wallSize + context.wallSize / 2],
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l: [context.wallSize + (context.wallSize + context.wallDepth) / 2, context.wallSize]
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r: [-context.wallSize/2, context.wallSize/2],
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f: [0, context.wallSize / 2],
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l: [context.wallSize/2, context.wallSize/2]
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}
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};
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let o = {};
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let areas = [], mazeMeshes = [];
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function addPhysics(matrix, position, size, placement = 'side'){
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let quat = new Quaternion().setFromRotationMatrix(matrix);
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let v = new Vector3(...position).applyMatrix4(matrix);
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let po = engine.phy.add(
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{position: v}, 'fixed', false, undefined, 'cuboid',{ width: 0.01, height:1, depth:size/2 }
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)
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if (placement == 'front') {
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quat.multiply(new Quaternion(0, 0.7071068, 0, 0.7071068)) //rotate by 90deg
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}
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po.rigidBody.setRotation(quat, true)
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}
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this.mazeObject = function(def, room, step = 0) {
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if (!def.matrix){
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def.matrix = new Matrix4();
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}
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let offsetZ = 0, e;
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def.len = def.len || 0;
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if (step == 0) {
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e = o.door.clone();
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e.rotateY(_tf.rotation.f);
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mazeMeshes.push(e);
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}
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// if (step == 0) {
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// e = o.door.clone();
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// e.rotateY(_tf.rotation.f);
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// mazeMeshes.push(e);
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// }
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for (let i = 0; i < def.len; i++) {
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let t = o.tunnel.clone();
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t.position.set(0, 0, i * context.tubeSize + context.wallDepth / 2);
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t.position.set(0, 0, i * context.tubeSize);
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def.matrix && t.applyMatrix4(def.matrix);
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mazeMeshes.push(t);
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}
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offsetZ = context.wallDepth + def.len * context.tubeSize - context.tubeSize / 2;
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if (!def.len) offsetZ = -.275;
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areas.push({
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a: [
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room.localToWorld(new Vector3(-context.tubeSize / 2 + cameraNear, 0, -context.tubeSize / 2 - cameraNear)),
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room.localToWorld(new Vector3(context.tubeSize / 2 - cameraNear, 0, offsetZ + cameraNear))
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]
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});
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offsetZ = def.len * context.tubeSize;
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//if (!def.len) offsetZ = -.275;
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//room.getWorldQuaternion(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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let quat = new Quaternion();
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room.getWorldQuaternion(quat);
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// console.log(offsetZ, room.localToWorld(new Vector3(context.tubeSize / 2, 0.6, offsetZ/2)))
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console.log('adding!!!', room.localToWorld(new Vector3(context.tubeSize / 2, 0.6, offsetZ/2)), quat)
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let ofZ = def.len * context.tubeSize
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addPhysics(def.matrix, [context.tubeSize / 2, 0.6, offsetZ/2], offsetZ)
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addPhysics(def.matrix, [-context.tubeSize / 2, 0.6, offsetZ/2], offsetZ)
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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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e = [
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o.floor.clone(),
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o.door.clone(),
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o[def.r ? 'door' : 'wall'].clone(),
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o[def.f ? 'door' : 'wall'].clone(),
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o[def.l ? 'door' : 'wall'].clone()
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];
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// console.log(offsetZ, room.localToWorld(new Vector3(context.tubeSize / 2, 0.6, offsetZ/2)))
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e[0].position.set(0, 0, offsetZ + context.wallSize/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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e[1].rotateY(_tf.rotation.b);
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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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e[2].rotateY(_tf.rotation.r);
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e[3].rotateY(_tf.rotation.f);
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e[4].rotateY(_tf.rotation.l);
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e[1].position.set(0, 0, offsetZ + 0);
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if (def.type == 'area') {
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def.area.forEach(ar => {
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areas.push({
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a: [
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room.localToWorld(new Vector3(ar[0] + cameraNear, 0, offsetZ + ar[1] - cameraNear)),
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room.localToWorld(new Vector3(ar[2] - cameraNear, 0, offsetZ + ar[3] + cameraNear))
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]
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});
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});
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} else {
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if (def.noRoom) {
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// e = o.wall.geometry.clone();
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// e.rotateY(_tf.rotation.f);
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// e.translate(0,0,offsetZ + 0);
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// def.matrix && e.applyMatrix4(def.matrix);
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// mazeGeometries.push(e);
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} else {
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e = [o.floor.clone(), o.door.clone(), o[def.r ? 'door' : 'wall'].clone(),
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o[def.f ? 'door' : 'wall'].clone(), o[def.l ? 'door' : 'wall'].clone()];
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e[0].position.set(0, 0, offsetZ + context.wallSize);
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e[2].position.set(-context.wallSize/2, 0, offsetZ + context.wallSize/2);
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e[3].position.set(0, 0, offsetZ + context.wallSize);
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e[4].position.set(context.wallSize/2, 0, offsetZ + context.wallSize/2);
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e[1].rotateY(_tf.rotation.b);
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e[2].rotateY(_tf.rotation.r);
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e[3].rotateY(_tf.rotation.f);
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e[4].rotateY(_tf.rotation.l);
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e[1].position.set(0, 0, offsetZ + 0);
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e[2].position.set(-context.wallSize, 0, offsetZ + context.wallSize);
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e[3].position.set(0, 0, offsetZ + context.wallSize * 2);
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e[4].position.set(context.wallSize, 0, offsetZ + context.wallSize);
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e.forEach(g => {
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def.matrix && g.applyMatrix4(def.matrix);
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mazeMeshes.push(g);
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});
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areas.push({
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a: [
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room.localToWorld(new Vector3(-context.wallSize + cameraNear, 0, offsetZ + cameraNear)),
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room.localToWorld(new Vector3(context.wallSize - cameraNear, 0, offsetZ + context.wallSize * 2 - cameraNear))
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]
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});
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}
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if (!def.r){
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addPhysics(def.matrix, [-context.wallSize/2, 0, offsetZ + context.wallSize/2], context.wallSize)
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}
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if (!def.f){
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addPhysics(def.matrix, [0, 0, offsetZ + context.wallSize], context.wallSize, 'front')
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}
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if (!def.l){
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addPhysics(def.matrix, [context.wallSize/2, 0, offsetZ + context.wallSize/2], context.wallSize)
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}
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e.forEach(g => {
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def.matrix && g.applyMatrix4(def.matrix);
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mazeMeshes.push(g);
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});
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def.objects && def.objects.forEach(obj => {
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obj.room = room;
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// let go = new GameObject(obj, context);
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let go = new TextObject(obj, context)
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room.add(go.mesh);
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go.mesh.scale.multiplyScalar(scale)
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go.mesh.position.multiply(new Vector3(scale, scale, context.wallSize))
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go.mesh.applyMatrix4(def.matrix);
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root.add(go.mesh);
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// go.ready.then(mesh => {
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// room.add(mesh);
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// });
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@@ -148,7 +134,7 @@ class MazeObject {
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mtx.setPosition(_tf.pNext[d][0], 0, _tf.pNext[d][1] + offsetZ);
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let rr = new Group();
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root.add(rr);
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def[d].matrix = mtx.premultiply(def.matrix || new Matrix4());
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def[d].matrix = mtx.premultiply(def.matrix);
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rr.applyMatrix4(def[d].matrix);
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rr.updateMatrixWorld();
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this.mazeObject(def[d], rr, step + 1);
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@@ -159,8 +145,10 @@ class MazeObject {
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let mazeAsset = await engine.load('/static/meshes/maze-reed.gltf');
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['tunnel', 'wall', 'door', 'floor'].forEach(e => {
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o[e] = mazeAsset.scene.getObjectByName(e);
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o[e].frustumCulled = false;
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//o[e].frustumCulled = false;
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o[e].scale.set(scale, scale, scale)
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// o[e].geometry.computeBoundingBox();
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// console.log(e, o[e].geometry.boundingBox)
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});
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this.mazeObject(def, room);
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mazeMeshes.forEach(mesh=>{
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@@ -23,7 +23,7 @@ class MazeQuizGame {
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len,
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objects:[
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{
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type: 'text', text: cq.s, position:[0,.44,len-0.2], rotation:[0,Math.PI, 0]
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type: 'text', text: cq.s, position:[0,.44,len], rotation:[0,Math.PI, 0]
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}
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],
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[lrv?'r':'l']:{
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@@ -32,7 +32,7 @@ class MazeQuizGame {
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len: lr,
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objects:[
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{
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type: 'text', text: cq.h, position:[0,.44,lr-0.2], rotation:[0,Math.PI, 0]
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type: 'text', text: cq.h, position:[0,.44,lr], rotation:[0,Math.PI, 0]
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}
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]
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}
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@@ -28,23 +28,23 @@ class TextObject {
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txt.sync();
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this.txt = txt;
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this.mesh = txt;
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if (obj.effect == 'distance') {
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let dstm = .8;
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var oldBR = txt.onBeforeRender;
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txt.material[1].opacity = 0.01;
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txt.onBeforeRender = function (renderer, scene, camera) {
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oldBR && oldBR.apply(this, arguments);
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var v = new Vector3();
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txt.getWorldPosition(v);
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var dst = camera.position.distanceTo(v);
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if (dst < dstm * 2 && dst > dstm * 1) {
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txt.material[1].opacity = dstm * 1 - (dst - dstm * 1);
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}
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if (dst < .5 * dstm) {
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txt.material[1].opacity = dstm * dst * 2;
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}
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};
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}
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// if (obj.effect == 'distance') {
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// let dstm = .8;
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// var oldBR = txt.onBeforeRender;
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// txt.material[1].opacity = 0.01;
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// txt.onBeforeRender = function (renderer, scene, camera) {
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// oldBR && oldBR.apply(this, arguments);
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// var v = new Vector3();
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// txt.getWorldPosition(v);
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// var dst = camera.position.distanceTo(v);
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// if (dst < dstm * 2 && dst > dstm * 1) {
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// txt.material[1].opacity = dstm * 1 - (dst - dstm * 1);
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// }
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// if (dst < .5 * dstm) {
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// txt.material[1].opacity = dstm * dst * 2;
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// }
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// };
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// }
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}
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}
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@@ -101,9 +101,11 @@ export class CharacterControls {
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this.model.position.z + 5* Math.cos(angleYCameraDirection + directionOffset)
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)
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cameraPosition.lerp(cameraDesiredPosition, delta*3)
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cameraPosition.lerp(cameraDesiredPosition, delta*2)
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if (Math.abs(cameraPosition.x - this.model.position.x) + Math.abs(cameraPosition.z - this.model.position.z) > 2){
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let dst = Math.sqrt(Math.pow(cameraPosition.x - this.model.position.x, 2) + Math.pow(cameraPosition.z - this.model.position.z, 2));
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//cameraPosition.y = 8 - dst;
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if (dst > 2){
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this.camera.position.copy(cameraPosition)
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this.camera.lookAt(new THREE.Vector3(
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this.model.position.x,
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@@ -111,6 +113,8 @@ export class CharacterControls {
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this.model.position.z
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))
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}
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//this.camera.zoom = dst
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//this.camera.updateProjectionMatrix();
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// run/walk velocity
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velocity = this.currentAction == 'run' ? this.runVelocity : this.walkVelocity
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Reference in New Issue
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