This commit is contained in:
2025-06-18 16:03:31 +03:00
parent ba3ac19704
commit 375b7663ee
9 changed files with 621 additions and 127 deletions
+8
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@@ -32,6 +32,7 @@
}, },
"devDependencies": { "devDependencies": {
"@vitejs/plugin-vue": "^5.0.5", "@vitejs/plugin-vue": "^5.0.5",
"cannon-es": "^0.20.0",
"eslint": "^8.57.0", "eslint": "^8.57.0",
"eslint-config-standard": "^17.1.0", "eslint-config-standard": "^17.1.0",
"eslint-config-vuetify": "^1.0.0", "eslint-config-vuetify": "^1.0.0",
@@ -2431,6 +2432,13 @@
"node": ">=6" "node": ">=6"
} }
}, },
"node_modules/cannon-es": {
"version": "0.20.0",
"resolved": "https://registry.npmjs.org/cannon-es/-/cannon-es-0.20.0.tgz",
"integrity": "sha512-eZhWTZIkFOnMAJOgfXJa9+b3kVlvG+FX4mdkpePev/w/rP5V8NRquGyEozcjPfEoXUlb+p7d9SUcmDSn14prOA==",
"dev": true,
"license": "MIT"
},
"node_modules/chai": { "node_modules/chai": {
"version": "5.2.0", "version": "5.2.0",
"resolved": "https://registry.npmjs.org/chai/-/chai-5.2.0.tgz", "resolved": "https://registry.npmjs.org/chai/-/chai-5.2.0.tgz",
+1
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@@ -34,6 +34,7 @@
}, },
"devDependencies": { "devDependencies": {
"@vitejs/plugin-vue": "^5.0.5", "@vitejs/plugin-vue": "^5.0.5",
"cannon-es": "^0.20.0",
"eslint": "^8.57.0", "eslint": "^8.57.0",
"eslint-config-standard": "^17.1.0", "eslint-config-standard": "^17.1.0",
"eslint-config-vuetify": "^1.0.0", "eslint-config-vuetify": "^1.0.0",
@@ -19,7 +19,7 @@
</template> </template>
<script> <script>
import { GameEngine } from '@/lib/gameEngine.js'; import { GameEngine } from '@/lib/GameEngine.js';
let gameEngine = null; let gameEngine = null;
export default{ export default{
+2 -1
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@@ -48,7 +48,7 @@
<script> <script>
import { GameEngine } from '@/lib/gameEngine'; import { GameEngine } from '@/lib/GameEngine';
let gameEngine = null; let gameEngine = null;
@@ -150,6 +150,7 @@ export default {
*/ */
async loadEnvironment(scene, target){ async loadEnvironment(scene, target){
//await gameEngine.loadPanorama(`/asset/default/43.webp`); //await gameEngine.loadPanorama(`/asset/default/43.webp`);
gameEngine.activeObjects.clear();
await this.expandScenarioData(scene); await this.expandScenarioData(scene);
target.objects = target.objects || {}; target.objects = target.objects || {};
let l = target.objects; let l = target.objects;
+12 -1
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@@ -17,6 +17,7 @@
<v-btn-toggle variant="tonal" v-model="store.prefs.xr.depthSense" class="ma-3" density="comfortable" color="green-darken-2"> <v-btn-toggle variant="tonal" v-model="store.prefs.xr.depthSense" class="ma-3" density="comfortable" color="green-darken-2">
<v-btn :value="true" icon="mdi-cube-outline"></v-btn> <v-btn :value="true" icon="mdi-cube-outline"></v-btn>
</v-btn-toggle> </v-btn-toggle>
<v-btn icon="mdi-walk" @click="control"></v-btn>
</v-navigation-drawer> </v-navigation-drawer>
<div class="container my-3 position-relative game-designer-canvas"> <div class="container my-3 position-relative game-designer-canvas">
<div ref="target" @click="targetClick" @pointerdown="targetPointerDown"></div> <div ref="target" @click="targetClick" @pointerdown="targetPointerDown"></div>
@@ -50,7 +51,8 @@
<script> <script>
import { GameEngine } from '@/lib/gameEngine'; import { GameEngine } from '@/lib/GameEngine';
import { Hero } from '@/lib/Hero';
import { useAppStore } from '@/stores/app'; import { useAppStore } from '@/stores/app';
const store = useAppStore(); const store = useAppStore();
@@ -152,6 +154,7 @@ export default {
//await gameEngine.loadPanorama(`/asset/default/43.webp`); //await gameEngine.loadPanorama(`/asset/default/43.webp`);
await this.expandScenarioData(scene); await this.expandScenarioData(scene);
//gameEngine.activeObjects.scale.set(0.033, 0.033, 0.033) //gameEngine.activeObjects.scale.set(0.033, 0.033, 0.033)
gameEngine.activeObjects.clear();
target.objects = target.objects || {}; target.objects = target.objects || {};
let l = target.objects; let l = target.objects;
if (this.scene.data.$environment.type == 'panorama2d'){ if (this.scene.data.$environment.type == 'panorama2d'){
@@ -165,6 +168,10 @@ export default {
let gltf = await gameEngine.load(`/asset/default/${i.data.$go.asset.name}`); let gltf = await gameEngine.load(`/asset/default/${i.data.$go.asset.name}`);
this.setObjectAttributes(l, i.data, gltf, 10); this.setObjectAttributes(l, i.data, gltf, 10);
gameEngine.activeObjects.add(gltf.scene); gameEngine.activeObjects.add(gltf.scene);
if (i.data.$go.type == 'player3d'){
let hero = new Hero(gltf, i.data.$go);
hero.init(gameEngine);
}
//console.log(JSON.stringify(l)); //console.log(JSON.stringify(l));
//window.gameEngine = gameEngine; //window.gameEngine = gameEngine;
//console.log(new gameEngine.$.Euler({"isEuler":true,"_x":0,"_y":0,"_z":0,"_order":"XYZ"})); //console.log(new gameEngine.$.Euler({"isEuler":true,"_x":0,"_y":0,"_z":0,"_order":"XYZ"}));
@@ -221,6 +228,10 @@ export default {
gameEngine.resize(r.clientWidth, r.clientHeight); gameEngine.resize(r.clientWidth, r.clientHeight);
//this.zoom = Math.min(r.clientWidth / this.viewBox.w, r.clientHeight / this.viewBox.h); //this.zoom = Math.min(r.clientWidth / this.viewBox.w, r.clientHeight / this.viewBox.h);
}, },
control(){
gameEngine.hero.lockControls();
}
} }
} }
</script> </script>
+73
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@@ -0,0 +1,73 @@
import { MeshBasicMaterial, TextureLoader, LinearFilter,
sRGBEncoding,
Mesh,
OrthographicCamera,
PlaneGeometry,
RGBAFormat,
Scene } from 'three';
import { Text } from 'troika-three-text';
class DashBoard {
constructor(renderer, width, height) {
var _camera = new OrthographicCamera(width / -2, width / 2, height / 2, height / -2, 0, 1);
var _scene = new Scene();
var _params = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat, stencilBuffer: true };
this.points = 0;
var _texture = new TextureLoader().load('./assets/maze/x.png');
_texture.encoding = sRGBEncoding;
var _material = new MeshBasicMaterial({
map: _texture,
alphaTest: .5
});
// _mesh = new Mesh( new PlaneGeometry( width * 0.015, width * 0.015 ), _material );
var _text = new Text();
_text.font = './assets/fonts/MonomakhUnicode.otf';
_text.text = 'Точки: 0';
_text.anchorX = 'right';
_text.anchorY = 'top';
_text.fontSize = width * 0.015;
_text.position.set(width * .48, height * .47, 0);
_text.color = 0xffffff;
_text.outlineColor = 0x222222;
_text.outlineWidth = '5%';
_text.outlineBlur = '5%';
//_scene.add( _mesh );
_scene.add(_text);
_text.sync();
this.render = function (scene, camera) {
renderer.render(_scene, _camera);
};
this.setSize = function (width, height) {
_camera.left = width / -2;
_camera.right = width / 2;
_camera.top = height / 2;
_camera.bottom = height / -2;
_camera.updateProjectionMatrix();
_text.position.set(width * .48, height * .47, 0);
};
this.addPoints = function (points) {
this.onpoints && this.onpoints(this.points + points, this.points);
this.points += points;
_text.text = 'точки: ' + this.points;
};
this.dispose = function () {
if (_mesh) _mesh.geometry.dispose();
if (_material) _material.dispose();
};
}
}
export { DashBoard };
+183
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@@ -0,0 +1,183 @@
import { AnimationMixer } from 'three';
import { PointerControls } from './PointerControls';
import * as THREE from 'three';
import * as CANNON from 'cannon-es';
class Hero{
constructor(object, data){
this.object = object;
this.data = data;
this.model = object.scene
}
init(gameEngine){
this.gameEngine = gameEngine;
this.mixer = new AnimationMixer(this.model);
gameEngine.mixers.push( this.mixer );
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.cameraPivot, 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
gameEngine.phy.world.addBody(colliderBody)
this.characterCollider = characterCollider;
this.colliderBody = colliderBody;
this.clock = new THREE.Clock()
this.delta = 0
this.inputVelocity = new THREE.Vector3()
this.velocity = new CANNON.Vec3()
this.euler = new THREE.Euler()
this.quat = new THREE.Quaternion()
this.v = new THREE.Vector3()
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;
}
lockControls(){
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(){
let { inputVelocity, velocity, euler, quat, v, targetQuaternion, clock } = this;
let pc = this.pointerControls;
pc.update();
if (this.ready) {
if (this.canJump) {
//walking
this.mixer.update(this.distance / 100)
} else {
//were in the air
this.mixer.update(this.delta)
}
const p = this.characterCollider.position
p.y -= 1
this.model.position.y = this.characterCollider.position.y
this.distance = this.model.position.distanceTo(p)
const rotationMatrix = new THREE.Matrix4()
rotationMatrix.lookAt(p, this.model.position, this.model.up)
targetQuaternion.setFromRotationMatrix(rotationMatrix)
if (!this.model.quaternion.equals(targetQuaternion)) {
this.model.quaternion.rotateTowards(targetQuaternion, this.delta * 10)
}
if (this.canJump) {
inputVelocity.set(0, 0, 0)
if (pc.moveForward) {
inputVelocity.z = -1
}
if (pc.moveBackward) {
inputVelocity.z = 1
}
if (pc.moveLeft) {
inputVelocity.x = -1
}
if (pc.moveRight) {
inputVelocity.x = 1
}
inputVelocity.setLength(this.delta * 100)
// apply camera rotation to inputVelocity
euler.y = this.gameEngine.cameraYaw.rotation.y;
//euler.y = this.gameEngine.camera.rotation.y;
euler.order = 'XYZ'
quat.setFromEuler(euler)
inputVelocity.applyQuaternion(quat)
}
if(inputVelocity.x || inputVelocity.z){
this.setAction(this.actionWalk, true)
}else{
this.setAction(this.actionIdle, true)
}
this.model.position.lerp(this.characterCollider.position, 1)
}
velocity.set(inputVelocity.x, inputVelocity.y, inputVelocity.z)
this.colliderBody.applyImpulse(velocity)
this.delta = Math.min(clock.getDelta(), 0.1)
this.gameEngine.phy.world.step(this.delta)
//cannonDebugRenderer.update()
this.characterCollider.position.set(this.colliderBody.position.x, this.colliderBody.position.y, this.colliderBody.position.z)
// boxes.forEach((b, i) => {
// boxMeshes[i].position.set(b.position.x, b.position.y, b.position.z)
// boxMeshes[i].quaternion.set(b.quaternion.x, b.quaternion.y, b.quaternion.z, b.quaternion.w)
// })
this.characterCollider.getWorldPosition(v)
this.gameEngine.cameraPivot.position.lerp(v, 0.1)
// if (this.gameEngine.camera.position.distanceTo(v) > 200){
// this.gameEngine.camera.position.set(v.x+10, 3, v.z + 30);
// }
//this.gameEngine.camera.lookAt(v.x, 3, v.z);
//this.gameEngine.camera.rotation.y = this.model.rotation.y;
}
}
export { Hero }
+168
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@@ -0,0 +1,168 @@
import {
Clock,
Vector3
} from 'three';
import { PointerLockControls } from 'three/examples/jsm/Addons.js';
class PointerControls {
constructor(camera, hero, domElement) {
this.moveForward = false;
this.moveBackward = false;
this.moveLeft = false;
this.moveRight = false;
this.moveUp = false;
this.moveDown = false;
this.rotateLeft = false;
this.rotateRight = false;
this.canJump = false;
this.velocity = new Vector3();
this.direction = new Vector3();
this.rotationY = 0;
this.vertex = new Vector3();
this.rvelo = 0;
this.camera = camera;
this.hero = hero;
this.clock = new Clock();
this.click = false;
this.controls = new PointerLockControls(camera, domElement);
const onKeyDown = (event) => {
switch (event.code) {
case 'ArrowUp':
case 'KeyW':
this.moveForward = true;
break;
case 'ArrowLeft':
case 'KeyA':
this.moveLeft = true;
this.rotateLeft = true;
break;
case 'ArrowDown':
case 'KeyS':
this.moveBackward = true;
break;
case 'ArrowRight':
case 'KeyD':
this.moveRight = true;
this.rotateRight = true;
break;
case 'KeyQ':
this.rotateLeft = true;
break;
case 'KeyE':
this.rotateRight = true;
break;
case 'KeyR':
this.moveUp = true;
break;
case 'KeyF':
this.moveDown = true;
break;
case 'Space':
if (this.canJump === true) this.velocity.y += 350;
this.canJump = false;
break;
}
};
const onKeyUp = (event) => {
switch (event.code) {
case 'ArrowUp':
case 'KeyW':
this.moveForward = false;
break;
case 'ArrowLeft':
case 'KeyA':
this.moveLeft = false;
this.rotateLeft = false;
break;
case 'ArrowDown':
case 'KeyS':
this.moveBackward = false;
break;
case 'ArrowRight':
case 'KeyD':
this.moveRight = false;
this.rotateRight = false;
break;
case 'KeyQ':
this.rotateLeft = false;
break;
case 'KeyE':
this.rotateRight = false;
break;
case 'KeyR':
this.moveUp = false;
break;
case 'KeyF':
this.moveDown = false;
break;
}
};
document.addEventListener('keydown', onKeyDown);
document.addEventListener('keyup', onKeyUp);
window.addEventListener("gamepadconnected", (e) => {
this.gp = navigator.getGamepads()[e.gamepad.index];
console.log("Gamepad connected", this.gp);
});
domElement.addEventListener('click', () => {
this.controls.isLocked && this.clicked && this.clicked();
});
domElement.addEventListener('mousedown', () => {
this.controls.isLocked && this.onpointer && this.onpointer('start');
});
domElement.addEventListener('mousemove', () => {
this.controls.isLocked && this.onpointer && this.onpointer('drag');
});
domElement.addEventListener('mouseup', () => {
this.controls.isLocked && this.onpointer && this.onpointer('end');
});
this.update = () => {
// const delta = this.clock.getDelta() * 10;
// if (this.gp) {
// this.gp = navigator.getGamepads()[this.gp.index];
// this.gp.pressed = this.gp.buttons[4].pressed || this.gp.buttons[5].pressed || this.gp.buttons[6].pressed || this.gp.buttons[7].pressed || this.gp.buttons[9].pressed;
// if (!this.click && this.gp.pressed) {
// this.click = true;
// this.clicked?.();
// //console.log(this.gp.buttons.map((b,i)=>[i, b.pressed]));
// }
// if (this.click && !this.gp.pressed) this.click = false;
// }
// //this.velocity.x -= this.velocity.x * 5.0 * delta;
// this.velocity.z -= this.velocity.z * 5.0 * delta;
// this.rvelo -= this.rvelo * 5 * delta;
// // this.velocity.y -= 9.8 * 100.0 * delta; // 100.0 = mass
// this.direction.z = Number(this.moveForward) - Number(this.moveBackward) - Math.floor((this.gp && this.gp.axes[1] || 0) * 100) / 100 + (this.touchControls && this.touchControls.move || 0);
// this.rotationY = Number(this.rotateLeft) - Number(this.rotateRight) - Math.floor((this.gp && this.gp.axes[0] || 0) * 100) / 110 + (this.touchControls && this.touchControls.rotate || 0);
// //this.direction.x = Number( this.moveRight ) - Number( this.moveLeft );
// //this.direction.normalize(); // this ensures consistent movements in all directions
// if (this.direction.z) this.velocity.z -= this.direction.z * 5.0 * delta;
// //if ( this.moveLeft || this.moveRight ) this.velocity.x -= this.direction.x * 5.0 * delta;
// if (this.rotationY) this.rvelo -= this.rotationY * 8 * delta;
//this.velocity.x && this.controls.moveRight( - this.velocity.x * delta );
// if (this.velocity.z) {
// this.controls.moveForward(-this.velocity.z * delta);
// this.hero.position.z += -this.velocity.z * delta;
// }
// this.controls.moveRight( this.direction.x * delta );
// this.controls.moveForward( this.direction.z * delta );
// this.hero.position.y += (Number(this.moveUp) - Number(this.moveDown)) * delta;
// this.hero.rotation.y += -this.rvelo * delta;
};
}
}
export { PointerControls };
+157 -108
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@@ -2,6 +2,7 @@ import * as THREE from 'three';
import { GLTFLoader } from 'three/examples/jsm/Addons.js'; import { GLTFLoader } from 'three/examples/jsm/Addons.js';
import { DRACOLoader } from 'three/examples/jsm/Addons.js'; import { DRACOLoader } from 'three/examples/jsm/Addons.js';
import { OrbitControls } from 'three/examples/jsm/Addons.js'; import { OrbitControls } from 'three/examples/jsm/Addons.js';
//import { Controller as OrbitControls } from './3rd-party/phy/3TH/Controller.js';
import { ViewportGizmo } from "three-viewport-gizmo"; import { ViewportGizmo } from "three-viewport-gizmo";
//import { AnaglyphEffect } from './three/AnaglyphEffect'; //import { AnaglyphEffect } from './three/AnaglyphEffect';
import { AnaglyphEffect } from 'three/addons/effects/AnaglyphEffect.js'; import { AnaglyphEffect } from 'three/addons/effects/AnaglyphEffect.js';
@@ -12,6 +13,7 @@ import { TransformControls } from 'three/addons/controls/TransformControls.js';
import { ARButton } from 'three/addons/webxr/ARButton.js'; import { ARButton } from 'three/addons/webxr/ARButton.js';
import { XRButton } from 'three/addons/webxr/XRButton.js'; import { XRButton } from 'three/addons/webxr/XRButton.js';
import { XRControllerModelFactory } from 'three/addons/webxr/XRControllerModelFactory.js'; import { XRControllerModelFactory } from 'three/addons/webxr/XRControllerModelFactory.js';
import * as CANNON from 'cannon-es';
class GameEngine { class GameEngine {
async init(domNode, opts = {}) { async init(domNode, opts = {}) {
@@ -32,17 +34,20 @@ class GameEngine {
this.frustumSize / 2, this.frustumSize / 2,
this.frustumSize / - 2, this.frustumSize / - 2,
0.01, 1000); 0.01, 1000);
this.orthographicCamera.position.set( 0, 0, 100 ); this.orthographicCamera.position.set(0, 0, 100);
const scene = new THREE.Scene(); const scene = new THREE.Scene();
this.scene = scene;
this.initCameraPivot()
// let light = new THREE.AmbientLight( 0x404040, 300 ); // soft white light // let light = new THREE.AmbientLight( 0x404040, 300 ); // soft white light
// scene.add( this.light ); // scene.add( this.light );
const dirLight = new THREE.DirectionalLight( 0xffffff, 4 ); const dirLight = new THREE.DirectionalLight(0xffffff, 4);
dirLight.color.setHSL( 0.1, 1, 0.95 ); dirLight.color.setHSL(0.1, 1, 0.95);
dirLight.position.set( -12, 33, 37 ); dirLight.position.set(-12, 33, 37);
//dirLight.position.multiplyScalar( 20 ); //dirLight.position.multiplyScalar( 20 );
scene.add( dirLight ); scene.add(dirLight);
dirLight.castShadow = true; dirLight.castShadow = true;
@@ -65,7 +70,7 @@ class GameEngine {
preserveDrawingBuffer: true //this is important for screenshots capturing preserveDrawingBuffer: true //this is important for screenshots capturing
//powerPreference: "high-performance", //powerPreference: "high-performance",
}); });
renderer.setPixelRatio( window.devicePixelRatio ); renderer.setPixelRatio(window.devicePixelRatio);
// renderer.toneMapping = THREE.CineonToneMapping; // renderer.toneMapping = THREE.CineonToneMapping;
// renderer.toneMappingExposure = 1.2; // renderer.toneMappingExposure = 1.2;
// renderer.shadowMap.enabled = true; // renderer.shadowMap.enabled = true;
@@ -75,19 +80,22 @@ class GameEngine {
renderer.shadowMap.enabled = true; renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.setSize(this.w, this.h); renderer.setSize(this.w, this.h);
renderer.setViewport( 0, 0, this.w, this.h ); renderer.setViewport(0, 0, this.w, this.h);
renderer.autoClear = true; renderer.autoClear = true;
this.anaglyph = new AnaglyphEffect( renderer ); this.anaglyph = new AnaglyphEffect(renderer);
this.anaglyph.setSize( this.w, this.h ); this.anaglyph.setSize(this.w, this.h);
this.stereo = new StereoEffect(renderer); this.stereo = new StereoEffect(renderer);
this.stereo.setSize( this.w, this.h ); this.stereo.setSize(this.w, this.h);
const controls = new OrbitControls( this.camera, renderer.domElement ); this.activeObjects = new THREE.Group();
if (opts.gizmo){ scene.add(this.activeObjects);
const controls = new OrbitControls(this.camera, renderer.domElement, this.activeObjects);
if (opts.gizmo) {
const gizmo = new ViewportGizmo(this.camera, renderer, { const gizmo = new ViewportGizmo(this.camera, renderer, {
container:'.renderer-gizmo', container: '.renderer-gizmo',
//type:'cube' //type:'cube'
}); });
gizmo.attachControls(controls); gizmo.attachControls(controls);
@@ -97,10 +105,10 @@ class GameEngine {
this.orbitControls = controls; this.orbitControls = controls;
//controls.enableZoom = true; //controls.enableZoom = true;
//const controls = new MapControls( camera, renderer.domElement ); //const controls = new MapControls( camera, renderer.domElement );
this.transformControls = new TransformControls( this.camera, renderer.domElement ); this.transformControls = new TransformControls(this.camera, renderer.domElement);
this.transformControls.addEventListener( 'dragging-changed', function ( event ) { this.transformControls.addEventListener('dragging-changed', function (event) {
controls.enabled = ! event.value; controls.enabled = !event.value;
} ); });
// controls.enableDamping = true; // controls.enableDamping = true;
// controls.screenSpacePanning = true; // controls.screenSpacePanning = true;
@@ -108,7 +116,8 @@ class GameEngine {
function animate(time) { function animate(time) {
let delta = clock.getDelta(); let delta = clock.getDelta();
mixer.update(delta); gameEngine.hero?.update();
gameEngine.mixers.forEach(m => m.update(delta));
gameEngine.handleXrAction(gameEngine, delta) gameEngine.handleXrAction(gameEngine, delta)
gameEngine.render(scene, gameEngine.camera); gameEngine.render(scene, gameEngine.camera);
gameEngine.gizmo?.render(); gameEngine.gizmo?.render();
@@ -120,15 +129,11 @@ class GameEngine {
this.clock = clock; this.clock = clock;
this.renderer = renderer; this.renderer = renderer;
this.scene = scene;
this.draco = new DRACOLoader().setDecoderPath( '/3rdparty/draco/' ); this.draco = new DRACOLoader().setDecoderPath('/3rdparty/draco/');
this.loader = new GLTFLoader(); this.loader = new GLTFLoader();
this.loader.setDRACOLoader(this.draco); this.loader.setDRACOLoader(this.draco);
this.mixer = mixer; this.mixers = [mixer];
this.activeObjects = new THREE.Group();
scene.add(this.activeObjects);
domNode.appendChild(renderer.domElement); domNode.appendChild(renderer.domElement);
@@ -138,22 +143,24 @@ class GameEngine {
texture.mapping = THREE.EquirectangularReflectionMapping; texture.mapping = THREE.EquirectangularReflectionMapping;
// scene.background = bck; //new THREE.Color(0.7,0.7,0.7); // scene.background = bck; //new THREE.Color(0.7,0.7,0.7);
scene.environment = texture; scene.environment = texture;
scene.background = new THREE.Color(1,1,1); scene.background = new THREE.Color(1, 1, 1);
console.log('GameEngine started') console.log('GameEngine started')
renderer.domElement.addEventListener('wheel', (event)=>{ renderer.domElement.addEventListener('wheel', (event) => {
gameEngine.camera.zoom -= event.deltaY / 1000; gameEngine.camera.zoom -= event.deltaY / 1000;
gameEngine.camera.zoom = Math.max(gameEngine.camera.zoom, .4); gameEngine.camera.zoom = Math.max(gameEngine.camera.zoom, .4);
controls.rotateSpeed = 1 / gameEngine.camera.zoom; controls.rotateSpeed = 1 / gameEngine.camera.zoom;
gameEngine.camera.updateProjectionMatrix(); gameEngine.camera.updateProjectionMatrix();
}) })
if (opts.ar){ this.initPhysics();
if (opts.ar) {
renderer.xr.enabled = true; renderer.xr.enabled = true;
document.body.appendChild( ARButton.createButton( renderer, { } ) ); document.body.appendChild(ARButton.createButton(renderer, {}));
} }
if (opts.xr){ if (opts.xr) {
renderer.xr.enabled = true; renderer.xr.enabled = true;
document.body.appendChild(XRButton.createButton(renderer, opts.depthSense ?{ document.body.appendChild(XRButton.createButton(renderer, opts.depthSense ? {
'requiredFeatures': ['depth-sensing'], 'requiredFeatures': ['depth-sensing'],
'depthSensing': { 'depthSensing': {
usagePreference: ["gpu-optimized"], usagePreference: ["gpu-optimized"],
@@ -165,44 +172,44 @@ class GameEngine {
} }
} }
initXrControllers(){ initXrControllers() {
let c1 = this.renderer.xr.getController( 0 ); let c1 = this.renderer.xr.getController(0);
c1.addEventListener( 'select', this.onSelect.bind(this) ); c1.addEventListener('select', this.onSelect.bind(this));
c1.addEventListener( 'selectstart', this.onControllerEvent.bind(this) ); c1.addEventListener('selectstart', this.onControllerEvent.bind(this));
c1.addEventListener( 'selectend', this.onControllerEvent.bind(this) ); c1.addEventListener('selectend', this.onControllerEvent.bind(this));
c1.addEventListener( 'move', this.onControllerEvent.bind(this) ); c1.addEventListener('move', this.onControllerEvent.bind(this));
c1.userData.active = false; c1.userData.active = false;
c1.addEventListener('connected', e=>{ c1.addEventListener('connected', e => {
c1.gamepad = e.data.gamepad; c1.gamepad = e.data.gamepad;
this.session = this.renderer.xr.getSession(); this.session = this.renderer.xr.getSession();
this.session.addEventListener('selectstart', this.onControllerEvent.bind(this)); this.session.addEventListener('selectstart', this.onControllerEvent.bind(this));
}) })
this.scene.add( c1 ); this.scene.add(c1);
let c2 = this.renderer.xr.getController( 1 ); let c2 = this.renderer.xr.getController(1);
c2.addEventListener( 'select', this.onSelect.bind(this) ); c2.addEventListener('select', this.onSelect.bind(this));
c2.addEventListener( 'selectstart', this.onControllerEvent.bind(this) ); c2.addEventListener('selectstart', this.onControllerEvent.bind(this));
c2.addEventListener( 'selectend', this.onControllerEvent.bind(this) ); c2.addEventListener('selectend', this.onControllerEvent.bind(this));
c2.addEventListener( 'move', this.onControllerEvent.bind(this) ); c2.addEventListener('move', this.onControllerEvent.bind(this));
c2.userData.active = true; c2.userData.active = true;
c2.addEventListener('connected', e=>{ c2.addEventListener('connected', e => {
c2.gamepad = e.data.gamepad; c2.gamepad = e.data.gamepad;
}) })
this.scene.add( c2 ); this.scene.add(c2);
const controllerModelFactory = new XRControllerModelFactory(); const controllerModelFactory = new XRControllerModelFactory();
let controllerGrip1 = this.renderer.xr.getControllerGrip( 0 ); let controllerGrip1 = this.renderer.xr.getControllerGrip(0);
controllerGrip1.add( controllerModelFactory.createControllerModel( controllerGrip1 ) ); controllerGrip1.add(controllerModelFactory.createControllerModel(controllerGrip1));
this.scene.add( controllerGrip1 ); this.scene.add(controllerGrip1);
let controllerGrip2 = this.renderer.xr.getControllerGrip( 1 ); let controllerGrip2 = this.renderer.xr.getControllerGrip(1);
controllerGrip2.add( controllerModelFactory.createControllerModel( controllerGrip2 ) ); controllerGrip2.add(controllerModelFactory.createControllerModel(controllerGrip2));
this.scene.add( controllerGrip2 ); this.scene.add(controllerGrip2);
const geometry = new THREE.BufferGeometry().setFromPoints( [ new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 0, - 1 ) ] ); const geometry = new THREE.BufferGeometry().setFromPoints([new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, 0, - 1)]);
let line = new THREE.Line( geometry ); let line = new THREE.Line(geometry);
line.name = 'line'; line.name = 'line';
line.scale.z = 5; line.scale.z = 5;
@@ -210,42 +217,84 @@ class GameEngine {
this.xrController2 = c2 this.xrController2 = c2
} }
handleXrAction(gameEngine, delta){ initCameraPivot() {
const pivot = new THREE.Object3D()
pivot.position.set(0, 1, 10)
const yaw = new THREE.Object3D()
const pitch = new THREE.Object3D()
this.scene.add(pivot)
pivot.add(yaw)
yaw.add(pitch)
pitch.add(this.perspectiveCamera);
pitch.add(this.orthographicCamera);
this.cameraPivot = pivot;
this.cameraYaw = yaw;
}
initPhysics() {
const world = new CANNON.World()
world.gravity.set(0, -9.82, 0)
const groundMaterial = new CANNON.Material('groundMaterial')
const slipperyMaterial = new CANNON.Material('slipperyMaterial')
const slippery_ground_cm = new CANNON.ContactMaterial(
groundMaterial,
slipperyMaterial,
{
friction: 0,
restitution: 0.3,
contactEquationStiffness: 1e8,
contactEquationRelaxation: 3,
}
)
world.addContactMaterial(slippery_ground_cm)
const planeShape = new CANNON.Plane()
const planeBody = new CANNON.Body({ mass: 0, material: groundMaterial })
planeBody.addShape(planeShape)
planeBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2)
world.addBody(planeBody)
this.phy = {
world, slipperyMaterial
}
}
handleXrAction(gameEngine, delta) {
//console.log(event.type); //console.log(event.type);
if (gameEngine.xrController1?.gamepad){ if (gameEngine.xrController1?.gamepad) {
let gp = gameEngine.xrController1.gamepad; let gp = gameEngine.xrController1.gamepad;
if (gp.axes[3] != 0){ if (gp.axes[3] != 0) {
gameEngine.scene.position.z += gp.axes[3] * delta; gameEngine.scene.position.z += gp.axes[3] * delta;
} }
if (gp.axes[2] != 0){ if (gp.axes[2] != 0) {
gameEngine.scene.position.x += gp.axes[2] * delta; gameEngine.scene.position.x += gp.axes[2] * delta;
} }
} }
if (gameEngine.xrController2?.gamepad){ if (gameEngine.xrController2?.gamepad) {
let gp = gameEngine.xrController2.gamepad; let gp = gameEngine.xrController2.gamepad;
let gp1 = gameEngine.xrController1.gamepad; let gp1 = gameEngine.xrController1.gamepad;
// if (gp.axes[3] != 0){ // if (gp.axes[3] != 0){
// let sc = gameEngine.scene.scale.x + gp.axes[3] * delta * 0.5; // let sc = gameEngine.scene.scale.x + gp.axes[3] * delta * 0.5;
// gameEngine.scene.scale.set(sc, sc, sc); // gameEngine.scene.scale.set(sc, sc, sc);
// } // }
if (gp.axes[2] != 0){ if (gp.axes[2] != 0) {
if (gp1.buttons[4]?.pressed){ if (gp1.buttons[4]?.pressed) {
gameEngine.scene.position.y += gp.axes[2] * delta; gameEngine.scene.position.y += gp.axes[2] * delta;
}else if (gp1.buttons[5]?.pressed){ } else if (gp1.buttons[5]?.pressed) {
let sc = gameEngine.scene.scale.x * (gp.axes[2] * delta * 0.5 + 1); let sc = gameEngine.scene.scale.x * (gp.axes[2] * delta * 0.5 + 1);
gameEngine.scene.scale.set(sc, sc, sc); gameEngine.scene.scale.set(sc, sc, sc);
}else{ } else {
gameEngine.scene.rotation.y += gp.axes[2] * delta * 0.5; gameEngine.scene.rotation.y += gp.axes[2] * delta * 0.5;
} }
} }
if (gp.buttons[4]?.pressed){ if (gp.buttons[4]?.pressed) {
// gameEngine.setCameraOrthographic(); // gameEngine.setCameraOrthographic();
// gameEngine.renderer.xr.updateCamera(gameEngine.orthographicCamera); // gameEngine.renderer.xr.updateCamera(gameEngine.orthographicCamera);
let session = gameEngine.renderer.xr.getFrame().session; let session = gameEngine.renderer.xr.getFrame().session;
console.log(session); console.log(session);
session.pauseDepthSensing(); session.pauseDepthSensing();
} }
if (gp.buttons[5]?.pressed){ if (gp.buttons[5]?.pressed) {
// gameEngine.setCameraOrthographic(); // gameEngine.setCameraOrthographic();
// gameEngine.renderer.xr.updateCamera(gameEngine.orthographicCamera); // gameEngine.renderer.xr.updateCamera(gameEngine.orthographicCamera);
let session = gameEngine.renderer.xr.getFrame().session; let session = gameEngine.renderer.xr.getFrame().session;
@@ -257,7 +306,7 @@ class GameEngine {
onControllerEvent(event) { onControllerEvent(event) {
//this.handleXrAction(event, this); //this.handleXrAction(event, this);
event.type !=='move' && console.log(event) event.type !== 'move' && console.log(event)
// const controller = event.target; // const controller = event.target;
// if (controller.userData.active === false) return; // if (controller.userData.active === false) return;
// this.raycaster.setFromXRController(controller); // this.raycaster.setFromXRController(controller);
@@ -300,10 +349,10 @@ class GameEngine {
$ = THREE; $ = THREE;
async load(url, progress){ async load(url, progress) {
return new Promise((resolve, reject)=>{ return new Promise((resolve, reject) => {
this.loader.load(url, o=>{ this.loader.load(url, o => {
o.scene.traverse(object=>{ o.scene.traverse(object => {
// if (object.name == 'environment'){ // if (object.name == 'environment'){
// console.log('env recomputing') // console.log('env recomputing')
// object.material.shading = THREE.SmoothShading; // object.material.shading = THREE.SmoothShading;
@@ -318,9 +367,9 @@ class GameEngine {
}) })
} }
async loadTexture(url, progress){ async loadTexture(url, progress) {
return new Promise((resolve, reject)=>{ return new Promise((resolve, reject) => {
new THREE.TextureLoader().load(url, texture=>{ new THREE.TextureLoader().load(url, texture => {
//texture.encoding = THREE.sRGBEncoding; //texture.encoding = THREE.sRGBEncoding;
texture.colorSpace = THREE.SRGBColorSpace; texture.colorSpace = THREE.SRGBColorSpace;
resolve(texture) resolve(texture)
@@ -328,54 +377,54 @@ class GameEngine {
}) })
} }
async loadPanorama(url){ async loadPanorama(url) {
let t = await this.loadTexture(url); let t = await this.loadTexture(url);
t.mapping = THREE.EquirectangularReflectionMapping; t.mapping = THREE.EquirectangularReflectionMapping;
this.scene.background = t; this.scene.background = t;
this.scene.environment = t; this.scene.environment = t;
} }
async captureScreenshot(type = 'image/webp', quality = 80){ async captureScreenshot(type = 'image/webp', quality = 80) {
return new Promise((resolve, reject)=>{ return new Promise((resolve, reject) => {
this.renderer.domElement.toBlob(resolve, type, quality) this.renderer.domElement.toBlob(resolve, type, quality)
}) })
} }
playAnimation(object, clip, play = true){ playAnimation(object, clip, play = true) {
let action = this.mixer.clipAction(clip, object); let action = this.mixers[0].clipAction(clip, object);
if (play) action.play(); if (play) action.play();
else action.stop(); else action.stop();
} }
stop(){ stop() {
this.renderer?.setAnimationLoop(null); this.renderer?.setAnimationLoop(null);
} }
getMouseVector(mouseEvent, domElement){ getMouseVector(mouseEvent, domElement) {
//console.log(mouseEvent, domElement) //console.log(mouseEvent, domElement)
const mouse = new THREE.Vector2(); const mouse = new THREE.Vector2();
if (this.renderType == 'VR'){ if (this.renderType == 'VR') {
let x; let x;
if (mouseEvent.offsetX > window.innerWidth / 2){ if (mouseEvent.offsetX > window.innerWidth / 2) {
x = (mouseEvent.offsetX - window.innerWidth / 2) * 2 x = (mouseEvent.offsetX - window.innerWidth / 2) * 2
}else { } else {
x = mouseEvent.offsetX * 2; x = mouseEvent.offsetX * 2;
} }
mouse.x = ( x / window.innerWidth ) * 2 - 1; mouse.x = (x / window.innerWidth) * 2 - 1;
mouse.y = - ( mouseEvent.offsetY / window.innerHeight ) * 2 + 1; mouse.y = - (mouseEvent.offsetY / window.innerHeight) * 2 + 1;
}else{ } else {
mouse.x = ( mouseEvent.offsetX / domElement.clientWidth ) * 2 - 1; mouse.x = (mouseEvent.offsetX / domElement.clientWidth) * 2 - 1;
mouse.y = - ( mouseEvent.offsetY / domElement.clientHeight ) * 2 + 1; mouse.y = - (mouseEvent.offsetY / domElement.clientHeight) * 2 + 1;
} }
return mouse; return mouse;
} }
intersect(mouseEvent, domElement, objects, recursive = false, returnInputObjects = true){ intersect(mouseEvent, domElement, objects, recursive = false, returnInputObjects = true) {
let mouse = this.getMouseVector(mouseEvent, domElement); let mouse = this.getMouseVector(mouseEvent, domElement);
this.raycaster.setFromCamera(mouse, this.camera); this.raycaster.setFromCamera(mouse, this.camera);
let intersects = this.raycaster.intersectObjects(objects.filter(o=>o.visible), recursive); let intersects = this.raycaster.intersectObjects(objects.filter(o => o.visible), recursive);
if (returnInputObjects && recursive){ if (returnInputObjects && recursive) {
intersects.forEach(o=>{ intersects.forEach(o => {
while (o.object && !objects.includes(o.object)) { while (o.object && !objects.includes(o.object)) {
o.object = o.object.parent; o.object = o.object.parent;
} }
@@ -384,13 +433,13 @@ class GameEngine {
return intersects; return intersects;
} }
autoScale(object, mk = 1){ autoScale(object, mk = 1) {
let bb = new THREE.Box3().setFromObject(object); let bb = new THREE.Box3().setFromObject(object);
let k = Math.max(bb.max.x - bb.min.x, bb.max.y - bb.min.y, bb.max.z - bb.min.z); let k = Math.max(bb.max.x - bb.min.x, bb.max.y - bb.min.y, bb.max.z - bb.min.z);
object.scale.multiplyScalar(mk/k); object.scale.multiplyScalar(mk / k);
} }
setCamera(camera){ setCamera(camera) {
//camera.updateProjectionMatrix(); //camera.updateProjectionMatrix();
this.camera = camera; this.camera = camera;
//this.transformControls.camera = camera; //this.transformControls.camera = camera;
@@ -413,7 +462,7 @@ class GameEngine {
this.camera = o; this.camera = o;
this.transformControls.camera = o; this.transformControls.camera = o;
this.orbitControls.object = o; this.orbitControls.object = o;
if (this.gizmo){ if (this.gizmo) {
this.gizmo.camera = o; this.gizmo.camera = o;
} }
} }
@@ -427,12 +476,12 @@ class GameEngine {
this.camera = o; this.camera = o;
this.transformControls.camera = o; this.transformControls.camera = o;
this.orbitControls.object = o; this.orbitControls.object = o;
if (this.gizmo){ if (this.gizmo) {
this.gizmo.camera = o; this.gizmo.camera = o;
} }
} }
resize(w, h){ resize(w, h) {
this.w = w; this.w = w;
this.h = h; this.h = h;
this.aspect = this.w / this.h this.aspect = this.w / this.h
@@ -443,21 +492,21 @@ class GameEngine {
this.orthographicCamera.top = this.frustumSize / 2; this.orthographicCamera.top = this.frustumSize / 2;
this.orthographicCamera.bottom = - this.frustumSize / 2; this.orthographicCamera.bottom = - this.frustumSize / 2;
this.renderer.setSize(w, h); this.renderer.setSize(w, h);
this.renderer.setViewport( 0, 0, this.w, this.h ); this.renderer.setViewport(0, 0, this.w, this.h);
this.anaglyph.setSize( w, h ); this.anaglyph.setSize(w, h);
this.stereo.setSize( w, h ); this.stereo.setSize(w, h);
this.gizmo?.update(); this.gizmo?.update();
} }
render(scene, camera){ render(scene, camera) {
if (this.renderType == 'VR'){ if (this.renderType == 'VR') {
this.stereo?.render( scene, camera ); this.stereo?.render(scene, camera);
}else if (this.renderType == 'AG'){ } else if (this.renderType == 'AG') {
this.anaglyph?.render( scene, camera ); this.anaglyph?.render(scene, camera);
}else{ } else {
this.renderer.render( scene, camera ); this.renderer.render(scene, camera);
} }
} }
} }
export {GameEngine} export { GameEngine }