physics
This commit is contained in:
Generated
+8
@@ -32,6 +32,7 @@
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},
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"devDependencies": {
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"@vitejs/plugin-vue": "^5.0.5",
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"cannon-es": "^0.20.0",
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"eslint": "^8.57.0",
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"eslint-config-standard": "^17.1.0",
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"eslint-config-vuetify": "^1.0.0",
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@@ -2431,6 +2432,13 @@
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"node": ">=6"
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}
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},
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"node_modules/cannon-es": {
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"version": "0.20.0",
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"resolved": "https://registry.npmjs.org/cannon-es/-/cannon-es-0.20.0.tgz",
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"integrity": "sha512-eZhWTZIkFOnMAJOgfXJa9+b3kVlvG+FX4mdkpePev/w/rP5V8NRquGyEozcjPfEoXUlb+p7d9SUcmDSn14prOA==",
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"dev": true,
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"license": "MIT"
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},
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"node_modules/chai": {
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"version": "5.2.0",
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"resolved": "https://registry.npmjs.org/chai/-/chai-5.2.0.tgz",
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@@ -34,6 +34,7 @@
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},
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"devDependencies": {
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"@vitejs/plugin-vue": "^5.0.5",
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"cannon-es": "^0.20.0",
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"eslint": "^8.57.0",
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"eslint-config-standard": "^17.1.0",
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"eslint-config-vuetify": "^1.0.0",
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@@ -19,7 +19,7 @@
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</template>
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<script>
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import { GameEngine } from '@/lib/gameEngine.js';
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import { GameEngine } from '@/lib/GameEngine.js';
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let gameEngine = null;
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export default{
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@@ -48,7 +48,7 @@
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<script>
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import { GameEngine } from '@/lib/gameEngine';
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import { GameEngine } from '@/lib/GameEngine';
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let gameEngine = null;
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@@ -150,6 +150,7 @@ export default {
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*/
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async loadEnvironment(scene, target){
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//await gameEngine.loadPanorama(`/asset/default/43.webp`);
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gameEngine.activeObjects.clear();
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await this.expandScenarioData(scene);
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target.objects = target.objects || {};
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let l = target.objects;
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@@ -17,6 +17,7 @@
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<v-btn-toggle variant="tonal" v-model="store.prefs.xr.depthSense" class="ma-3" density="comfortable" color="green-darken-2">
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<v-btn :value="true" icon="mdi-cube-outline"></v-btn>
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</v-btn-toggle>
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<v-btn icon="mdi-walk" @click="control"></v-btn>
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</v-navigation-drawer>
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<div class="container my-3 position-relative game-designer-canvas">
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<div ref="target" @click="targetClick" @pointerdown="targetPointerDown"></div>
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@@ -50,7 +51,8 @@
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<script>
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import { GameEngine } from '@/lib/gameEngine';
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import { GameEngine } from '@/lib/GameEngine';
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import { Hero } from '@/lib/Hero';
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import { useAppStore } from '@/stores/app';
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const store = useAppStore();
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@@ -152,6 +154,7 @@ export default {
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//await gameEngine.loadPanorama(`/asset/default/43.webp`);
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await this.expandScenarioData(scene);
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//gameEngine.activeObjects.scale.set(0.033, 0.033, 0.033)
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gameEngine.activeObjects.clear();
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target.objects = target.objects || {};
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let l = target.objects;
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if (this.scene.data.$environment.type == 'panorama2d'){
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@@ -165,6 +168,10 @@ export default {
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let gltf = await gameEngine.load(`/asset/default/${i.data.$go.asset.name}`);
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this.setObjectAttributes(l, i.data, gltf, 10);
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gameEngine.activeObjects.add(gltf.scene);
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if (i.data.$go.type == 'player3d'){
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let hero = new Hero(gltf, i.data.$go);
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hero.init(gameEngine);
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}
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//console.log(JSON.stringify(l));
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//window.gameEngine = gameEngine;
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//console.log(new gameEngine.$.Euler({"isEuler":true,"_x":0,"_y":0,"_z":0,"_order":"XYZ"}));
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@@ -221,6 +228,10 @@ export default {
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gameEngine.resize(r.clientWidth, r.clientHeight);
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//this.zoom = Math.min(r.clientWidth / this.viewBox.w, r.clientHeight / this.viewBox.h);
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},
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control(){
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gameEngine.hero.lockControls();
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}
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}
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}
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</script>
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@@ -0,0 +1,73 @@
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import { MeshBasicMaterial, TextureLoader, LinearFilter,
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sRGBEncoding,
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Mesh,
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OrthographicCamera,
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PlaneGeometry,
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RGBAFormat,
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Scene } from 'three';
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import { Text } from 'troika-three-text';
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class DashBoard {
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constructor(renderer, width, height) {
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var _camera = new OrthographicCamera(width / -2, width / 2, height / 2, height / -2, 0, 1);
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var _scene = new Scene();
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var _params = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat, stencilBuffer: true };
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this.points = 0;
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var _texture = new TextureLoader().load('./assets/maze/x.png');
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_texture.encoding = sRGBEncoding;
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var _material = new MeshBasicMaterial({
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map: _texture,
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alphaTest: .5
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});
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// _mesh = new Mesh( new PlaneGeometry( width * 0.015, width * 0.015 ), _material );
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var _text = new Text();
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_text.font = './assets/fonts/MonomakhUnicode.otf';
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_text.text = 'Точки: 0';
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_text.anchorX = 'right';
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_text.anchorY = 'top';
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_text.fontSize = width * 0.015;
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_text.position.set(width * .48, height * .47, 0);
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_text.color = 0xffffff;
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_text.outlineColor = 0x222222;
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_text.outlineWidth = '5%';
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_text.outlineBlur = '5%';
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//_scene.add( _mesh );
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_scene.add(_text);
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_text.sync();
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this.render = function (scene, camera) {
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renderer.render(_scene, _camera);
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};
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this.setSize = function (width, height) {
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_camera.left = width / -2;
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_camera.right = width / 2;
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_camera.top = height / 2;
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_camera.bottom = height / -2;
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_camera.updateProjectionMatrix();
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_text.position.set(width * .48, height * .47, 0);
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};
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this.addPoints = function (points) {
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this.onpoints && this.onpoints(this.points + points, this.points);
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this.points += points;
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_text.text = 'точки: ' + this.points;
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};
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this.dispose = function () {
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if (_mesh) _mesh.geometry.dispose();
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if (_material) _material.dispose();
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};
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}
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}
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export { DashBoard };
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+183
@@ -0,0 +1,183 @@
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import { AnimationMixer } from 'three';
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import { PointerControls } from './PointerControls';
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import * as THREE from 'three';
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import * as CANNON from 'cannon-es';
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class Hero{
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constructor(object, data){
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this.object = object;
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this.data = data;
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this.model = object.scene
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}
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init(gameEngine){
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this.gameEngine = gameEngine;
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this.mixer = new AnimationMixer(this.model);
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gameEngine.mixers.push( this.mixer );
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this.actionWalk = this.mixer.clipAction( this.object.animations.find(a=>a.name=='walk') );
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this.actionIdle = this.mixer.clipAction( this.object.animations.find(a=>a.name=='idle') );
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this.actionIdle.play();
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this.activeAction = this.actionIdle;
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this.pointerControls = new PointerControls(gameEngine.cameraPivot, this.model, gameEngine.renderer.domElement);
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gameEngine.hero = this;
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// Character Collider
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const characterCollider = new THREE.Object3D()
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characterCollider.position.y = 3
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gameEngine.activeObjects.add(characterCollider)
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const colliderShape = new CANNON.Sphere(0.5)
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const colliderBody = new CANNON.Body({ mass: 1, material: gameEngine.phy.slipperyMaterial })
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colliderBody.addShape(colliderShape, new CANNON.Vec3(0, 0.5, 0))
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colliderBody.addShape(colliderShape, new CANNON.Vec3(0, -0.5, 0))
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colliderBody.position.set(
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characterCollider.position.x,
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characterCollider.position.y,
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characterCollider.position.z
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)
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colliderBody.linearDamping = 0.95
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colliderBody.angularFactor.set(0, 1, 0) // prevents rotation X,Z axis
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gameEngine.phy.world.addBody(colliderBody)
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this.characterCollider = characterCollider;
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this.colliderBody = colliderBody;
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this.clock = new THREE.Clock()
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this.delta = 0
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this.inputVelocity = new THREE.Vector3()
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this.velocity = new CANNON.Vec3()
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this.euler = new THREE.Euler()
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this.quat = new THREE.Quaternion()
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this.v = new THREE.Vector3()
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this.targetQuaternion = new THREE.Quaternion()
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this.distance = 0
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this.canJump = true;
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this.contactNormal = new CANNON.Vec3()
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this.upAxis = new CANNON.Vec3(0, 1, 0)
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colliderBody.addEventListener('collide', function (e) {
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const contact = e.contact
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if (contact.bi.id == this.colliderBody.id) {
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contact.ni.negate(this.contactNormal)
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} else {
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this.contactNormal.copy(contact.ni)
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}
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if (this.contactNormal.dot(this.upAxis) > 0.5) {
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if (!this.canJump) {
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setAction(animationActions[1], true)
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}
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this.canJump = true
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}
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}.bind(this))
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this.ready = true;
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}
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lockControls(){
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this.pointerControls.controls.lock();
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}
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setAction(toAction, loop){
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if (toAction != this.activeAction) {
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let lastAction = this.activeAction;
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this.activeAction = toAction
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lastAction.fadeOut(0.1)
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this.activeAction.reset()
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this.activeAction.fadeIn(0.1)
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this.activeAction.play()
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if (!loop) {
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this.activeAction.clampWhenFinished = true
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this.activeAction.loop = THREE.LoopOnce
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}
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}
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}
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update(){
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let { inputVelocity, velocity, euler, quat, v, targetQuaternion, clock } = this;
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let pc = this.pointerControls;
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pc.update();
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if (this.ready) {
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if (this.canJump) {
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//walking
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this.mixer.update(this.distance / 100)
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} else {
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//were in the air
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this.mixer.update(this.delta)
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}
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const p = this.characterCollider.position
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p.y -= 1
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this.model.position.y = this.characterCollider.position.y
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this.distance = this.model.position.distanceTo(p)
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const rotationMatrix = new THREE.Matrix4()
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rotationMatrix.lookAt(p, this.model.position, this.model.up)
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targetQuaternion.setFromRotationMatrix(rotationMatrix)
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if (!this.model.quaternion.equals(targetQuaternion)) {
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this.model.quaternion.rotateTowards(targetQuaternion, this.delta * 10)
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}
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if (this.canJump) {
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inputVelocity.set(0, 0, 0)
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if (pc.moveForward) {
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inputVelocity.z = -1
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}
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if (pc.moveBackward) {
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inputVelocity.z = 1
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}
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if (pc.moveLeft) {
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inputVelocity.x = -1
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}
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if (pc.moveRight) {
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inputVelocity.x = 1
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}
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inputVelocity.setLength(this.delta * 100)
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// apply camera rotation to inputVelocity
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euler.y = this.gameEngine.cameraYaw.rotation.y;
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//euler.y = this.gameEngine.camera.rotation.y;
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euler.order = 'XYZ'
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quat.setFromEuler(euler)
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inputVelocity.applyQuaternion(quat)
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}
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if(inputVelocity.x || inputVelocity.z){
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this.setAction(this.actionWalk, true)
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}else{
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this.setAction(this.actionIdle, true)
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}
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this.model.position.lerp(this.characterCollider.position, 1)
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}
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velocity.set(inputVelocity.x, inputVelocity.y, inputVelocity.z)
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this.colliderBody.applyImpulse(velocity)
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this.delta = Math.min(clock.getDelta(), 0.1)
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this.gameEngine.phy.world.step(this.delta)
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//cannonDebugRenderer.update()
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this.characterCollider.position.set(this.colliderBody.position.x, this.colliderBody.position.y, this.colliderBody.position.z)
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// boxes.forEach((b, i) => {
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// boxMeshes[i].position.set(b.position.x, b.position.y, b.position.z)
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// boxMeshes[i].quaternion.set(b.quaternion.x, b.quaternion.y, b.quaternion.z, b.quaternion.w)
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// })
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this.characterCollider.getWorldPosition(v)
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this.gameEngine.cameraPivot.position.lerp(v, 0.1)
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// if (this.gameEngine.camera.position.distanceTo(v) > 200){
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// this.gameEngine.camera.position.set(v.x+10, 3, v.z + 30);
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// }
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//this.gameEngine.camera.lookAt(v.x, 3, v.z);
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//this.gameEngine.camera.rotation.y = this.model.rotation.y;
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}
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}
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export { Hero }
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@@ -0,0 +1,168 @@
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import {
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Clock,
|
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Vector3
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} from 'three';
|
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import { PointerLockControls } from 'three/examples/jsm/Addons.js';
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class PointerControls {
|
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constructor(camera, hero, domElement) {
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this.moveForward = false;
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this.moveBackward = false;
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this.moveLeft = false;
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this.moveRight = false;
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this.moveUp = false;
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this.moveDown = false;
|
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this.rotateLeft = false;
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this.rotateRight = false;
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this.canJump = false;
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this.velocity = new Vector3();
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this.direction = new Vector3();
|
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this.rotationY = 0;
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this.vertex = new Vector3();
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this.rvelo = 0;
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||||
|
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this.camera = camera;
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this.hero = hero;
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this.clock = new Clock();
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this.click = false;
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this.controls = new PointerLockControls(camera, domElement);
|
||||
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||||
const onKeyDown = (event) => {
|
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switch (event.code) {
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case 'ArrowUp':
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case 'KeyW':
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this.moveForward = true;
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break;
|
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case 'ArrowLeft':
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||||
case 'KeyA':
|
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this.moveLeft = true;
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||||
this.rotateLeft = true;
|
||||
break;
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||||
case 'ArrowDown':
|
||||
case 'KeyS':
|
||||
this.moveBackward = true;
|
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break;
|
||||
case 'ArrowRight':
|
||||
case 'KeyD':
|
||||
this.moveRight = true;
|
||||
this.rotateRight = true;
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break;
|
||||
case 'KeyQ':
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||||
this.rotateLeft = true;
|
||||
break;
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||||
case 'KeyE':
|
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this.rotateRight = true;
|
||||
break;
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case 'KeyR':
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this.moveUp = true;
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||||
break;
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||||
case 'KeyF':
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this.moveDown = true;
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break;
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case 'Space':
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if (this.canJump === true) this.velocity.y += 350;
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this.canJump = false;
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||||
break;
|
||||
}
|
||||
};
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||||
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||||
const onKeyUp = (event) => {
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switch (event.code) {
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||||
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;
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||||
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 };
|
||||
+57
-8
@@ -2,6 +2,7 @@ import * as THREE from 'three';
|
||||
import { GLTFLoader } from 'three/examples/jsm/Addons.js';
|
||||
import { DRACOLoader } 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 { AnaglyphEffect } from './three/AnaglyphEffect';
|
||||
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 { XRButton } from 'three/addons/webxr/XRButton.js';
|
||||
import { XRControllerModelFactory } from 'three/addons/webxr/XRControllerModelFactory.js';
|
||||
import * as CANNON from 'cannon-es';
|
||||
|
||||
class GameEngine {
|
||||
async init(domNode, opts = {}) {
|
||||
@@ -34,6 +36,9 @@ class GameEngine {
|
||||
0.01, 1000);
|
||||
this.orthographicCamera.position.set(0, 0, 100);
|
||||
const scene = new THREE.Scene();
|
||||
this.scene = scene;
|
||||
|
||||
this.initCameraPivot()
|
||||
|
||||
// let light = new THREE.AmbientLight( 0x404040, 300 ); // soft white light
|
||||
// scene.add( this.light );
|
||||
@@ -84,7 +89,10 @@ class GameEngine {
|
||||
this.stereo = new StereoEffect(renderer);
|
||||
this.stereo.setSize(this.w, this.h);
|
||||
|
||||
const controls = new OrbitControls( this.camera, renderer.domElement );
|
||||
this.activeObjects = new THREE.Group();
|
||||
scene.add(this.activeObjects);
|
||||
|
||||
const controls = new OrbitControls(this.camera, renderer.domElement, this.activeObjects);
|
||||
if (opts.gizmo) {
|
||||
const gizmo = new ViewportGizmo(this.camera, renderer, {
|
||||
container: '.renderer-gizmo',
|
||||
@@ -108,7 +116,8 @@ class GameEngine {
|
||||
|
||||
function animate(time) {
|
||||
let delta = clock.getDelta();
|
||||
mixer.update(delta);
|
||||
gameEngine.hero?.update();
|
||||
gameEngine.mixers.forEach(m => m.update(delta));
|
||||
gameEngine.handleXrAction(gameEngine, delta)
|
||||
gameEngine.render(scene, gameEngine.camera);
|
||||
gameEngine.gizmo?.render();
|
||||
@@ -120,15 +129,11 @@ class GameEngine {
|
||||
|
||||
this.clock = clock;
|
||||
this.renderer = renderer;
|
||||
this.scene = scene;
|
||||
|
||||
this.draco = new DRACOLoader().setDecoderPath('/3rdparty/draco/');
|
||||
this.loader = new GLTFLoader();
|
||||
this.loader.setDRACOLoader(this.draco);
|
||||
this.mixer = mixer;
|
||||
|
||||
this.activeObjects = new THREE.Group();
|
||||
scene.add(this.activeObjects);
|
||||
this.mixers = [mixer];
|
||||
|
||||
domNode.appendChild(renderer.domElement);
|
||||
|
||||
@@ -147,6 +152,8 @@ class GameEngine {
|
||||
gameEngine.camera.updateProjectionMatrix();
|
||||
})
|
||||
|
||||
this.initPhysics();
|
||||
|
||||
if (opts.ar) {
|
||||
renderer.xr.enabled = true;
|
||||
document.body.appendChild(ARButton.createButton(renderer, {}));
|
||||
@@ -210,6 +217,48 @@ class GameEngine {
|
||||
this.xrController2 = c2
|
||||
}
|
||||
|
||||
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);
|
||||
if (gameEngine.xrController1?.gamepad) {
|
||||
@@ -342,7 +391,7 @@ class GameEngine {
|
||||
}
|
||||
|
||||
playAnimation(object, clip, play = true) {
|
||||
let action = this.mixer.clipAction(clip, object);
|
||||
let action = this.mixers[0].clipAction(clip, object);
|
||||
if (play) action.play();
|
||||
else action.stop();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user