interactive objects integration

This commit is contained in:
2025-11-04 16:41:42 +02:00
parent 429ab07db5
commit 4236927537
13 changed files with 178 additions and 243 deletions
@@ -2,24 +2,24 @@ import { TextureLoader, MeshStandardMaterial, MeshBasicMaterial, PlaneGeometry,
import { assignParams } from "@/lib/MeshUtils";
class ImageObject {
constructor(obj, context) {
var t = new TextureLoader().setPath(context.path).load(obj.value);
constructor(obj, engine, params) {
var t = new TextureLoader().setPath(params.path).load(obj.value);
//t.encoding = sRGBEncoding;
var mp = {
map: t,
alphaTest: 0.5
};
if (obj.nm) {
mp.normalMap = new TextureLoader().setPath(context.path).load(obj.nm);
mp.normalMap = new TextureLoader().setPath(params.path).load(obj.nm);
}
if (obj.em) {
mp.emissiveMap = new TextureLoader().setPath(context.path).load(obj.em);
mp.emissiveMap = new TextureLoader().setPath(params.path).load(obj.em);
}
if (obj.am) {
mp.alphaMap = new TextureLoader().setPath(context.path).load(obj.am);
mp.alphaMap = new TextureLoader().setPath(params.path).load(obj.am);
}
obj.material && Object.assign(mp, obj.material);
let geo = new PlaneGeometry(context.wallSize * (obj.w || 1), context.wallSize * (obj.h || 1));
let geo = new PlaneGeometry(params.wallSize * (obj.w || 1), params.wallSize * (obj.h || 1));
if (obj.uv) {
var uvAttribute = geo.attributes.uv;
for (var i = 0; i < uvAttribute.count; i++) {
@@ -8,37 +8,58 @@ import { PuzzleGame4 } from "./PuzzleGame4";
import { TextObject } from "./TextObject";
import { ImageObject } from "./ImageObject";
import { VideoPlayer } from "./VideoPlayer";
import { MazeQuizGame } from "./MazeQuizGame/MazeQuizGame";
import { assignMaterial, assignParams } from "@/lib/MeshUtils";
const games = {PuzzleGame1, PuzzleGame2, PuzzleGame4};
class InteractiveObject {
constructor(obj, context) {
constructor(obj, gameEngine, params) {
this.name = obj.name;
this.ready = new Promise((resolve, reject) => {
let mesh;
this.ready = new Promise(async (resolve, reject) => {
switch (obj.type || 'GenericObject') {
case 'Group':
mesh = new Group();
obj.group.forEach(g => {
let go = new InteractiveObject(g, context);
go.ready.then((gameMesh) => {
mesh.add(gameMesh);
});
});
resolve(mesh);
this.object = new Group();
for (let g of obj.group){
let go = new InteractiveObject(g, gameEngine);
let gameMesh = await go.ready;
this.object.add(gameMesh.object);
}
break;
case 'Text':
let text = new TextObject(obj, context);
resolve(text.object);
this.source = new TextObject(obj, gameEngine, params);
this.object = this.source.object;
break;
case 'Image':
let imo = new ImageObject(obj, context);
mesh = imo.object;
resolve(mesh);
this.source = new ImageObject(obj, gameEngine, params);
this.object = this.source.object;
break;
case 'Gltf':
let gltf = await gameEngine.load(obj.value);
let gltfObj = gltf.scene;
gltfObj.traverse(function (object) {
object.frustumCulled = false;
if (obj.name && obj.name == object.name) {
gltfObj = object;
}
// object.castShadow = true;
// object.receiveShadow = true;
});
assignMaterial(gltfObj, obj, params);
if (gltf.animations && gltf.animations.length) {
let mixer = new AnimationMixer(gltfObj);
gameEngine.mixers.push(mixer);
let action = mixer.clipAction(gltf.animations[0]);
action.setLoop(LoopPingPong);
action.play();
}
this.object = gltfObj;
this.source = gltf;
break;
case 'GenericObject':
let promise = context.load(`/asset/default/${obj.$go.asset.name}`);
promise.then(resolve);
this.source = await gameEngine.load(`/asset/default/${obj.$go.asset.name}`);
this.object = this.source.scene;
break;
case 'PuzzleGame1':
case 'PuzzleGame2':
@@ -46,19 +67,23 @@ class InteractiveObject {
case 'PuzzleGame4':
case 'PuzzleGame5':
case 'PuzzleGame6':
let game = new games[obj.type](context, obj.args[0], obj.args[1], obj.args[2]);
mesh = game.object;
mesh.game = game;
resolve(mesh);
let game = new games[obj.type](gameEngine, obj.args[0], obj.args[1], obj.args[2]);
this.object = game.object;
this.object.game = game;
break;
case 'VideoPlayer':
let vp = new VideoPlayer(context, `/asset/default/${obj.$go.asset.name}`);
vp.ready.then(resolve);
let vp = new VideoPlayer(gameEngine, `/asset/default/${obj.$go.asset.name}`);
this.source = await vp.ready;
this.object = vp.object;
break;
case 'MazeQuizGame':
this.source = new MazeQuizGame(gameEngine, obj);
await this.source.load();
this.object = this.source.object;
break;
}
});
this.ready.then((mesh) => {
this.object = mesh;
assignParams(this.object, obj);
resolve(this);
});
}
}
@@ -1,6 +1,5 @@
import { Group, Vector3, Matrix4, Mesh, Quaternion, PlaneGeometry, MeshStandardMaterial, DoubleSide, CanvasTexture, SRGBColorSpace } from 'three';
import { Group, Vector3, Matrix4, Mesh, Quaternion, PlaneGeometry, MeshStandardMaterial, DoubleSide} from 'three';
import { InteractiveObject } from '../InteractiveObject';
import Utils from '@/lib/Utils';
class MazeObject {
constructor(engine, def, params = {}){
@@ -39,7 +38,7 @@ class MazeObject {
if (typeof size == 'number'){
size = { width: 0.1, height:1, depth:size/2 }
}
let po = engine.phy.add(
let po = engine.physics.add(
{position: v}, 'fixed', false, undefined, 'cuboid',
{ ...size, isSensor, userData }
)
@@ -51,13 +50,6 @@ class MazeObject {
}
function addRoom(elements, def, offsetZ){
// e = [
// o.floor.clone(),
// o.door.clone(),
// o[def.r ? 'door' : 'wall'].clone(),
// o[def.f ? 'door' : 'wall'].clone(),
// o[def.l ? 'door' : 'wall'].clone()
// ];
let e = elements.map(e=>o[e].clone())
@@ -106,9 +98,6 @@ class MazeObject {
let offsetZ = 0, e;
def.len = def.len || 0;
if (step == 0) {
// e = o.door.clone();
// e.rotateY(_tf.rotation.f);
// mazeMeshes.push(e);
addRoom(['floor', 'wall', 'wall', 'door', 'wall'], def, -context.wallSize)
}
if (def.userData?.answer !== undefined){
@@ -121,15 +110,6 @@ class MazeObject {
root.add(t);
}
offsetZ = def.len * context.tubeSize;
//if (!def.len) offsetZ = -.275;
//room.getWorldQuaternion(quat);
// const geometry = new BoxGeometry(2, 2, offsetZ);
// const cube = new Mesh(geometry, o.tunnel.material)
// cube.position.set(context.tubeSize / 2, 0.6, offsetZ/2)
// root.add(cube);
// console.log(offsetZ, room.localToWorld(new Vector3(context.tubeSize / 2, 0.6, offsetZ/2)))
addPhysics(def.matrix, [context.tubeSize / 2, 0.6, offsetZ/2], offsetZ)
addPhysics(def.matrix, [-context.tubeSize / 2, 0.6, offsetZ/2], offsetZ)
@@ -140,16 +120,12 @@ class MazeObject {
//console.log('loadingggg', def.objects)
def.objects?.forEach(async obj => {
obj.room = room;
// let go = new GameObject(obj, context);
let go = new InteractiveObject(obj, context)
let go = new InteractiveObject(obj, engine, context)
await go.ready;
go.object.scale.multiplyScalar(context.wallSize)
go.object.position.multiplyScalar(context.wallSize)
go.object.applyMatrix4(def.matrix);
root.add(go.object);
// go.ready.then(mesh => {
// room.add(mesh);
// });
});
def.room = room;
@@ -173,17 +149,8 @@ class MazeObject {
o[e] = mazeAsset.scene.getObjectByName(e);
//o[e].frustumCulled = false;
o[e].scale.set(scale, scale, scale)
// o[e].geometry.computeBoundingBox();
// console.log(e, o[e].geometry.boundingBox)
});
this.mazeObject(def, room);
// mazeMeshes.forEach(mesh=>{
// //let mesh = new Mesh(mg, o.tunnel.material)
// root.add(mesh);
// //engine.phy.add(mesh, 'fixed')
// })
//console.log(bbox, 'bbox')
const floorGeometry = new PlaneGeometry(bbox.r - bbox.l + 10*scale, bbox.f + 10*scale);
const floor = new Mesh(floorGeometry,new MeshStandardMaterial({
roughness: 0, metalness:1, color: 0x00ffff, side: DoubleSide
@@ -191,8 +158,6 @@ class MazeObject {
floor.rotation.set(Math.PI/2, 0, 0)
floor.position.set((bbox.l + bbox.r)/2, 0.3, bbox.f/2);
root.add(floor);
//scene.add(new Mesh(BufferGeometryUtils.mergeGeometries(mazeGeometries, false), o.tunnel.material));
//console.log(room);
}
}
}
@@ -3,25 +3,28 @@ import Utils from "@/lib/Utils";
const defaults = {
arrows:{
r: len => ({ type: 'image', value: '/static/textures/arrow.png', position:[-.5,.44,len+.96], rotation:[0,Math.PI, 0], scale: [0.03, 0.03, 0.03] }),
l: len => ({ type: 'image', value: '/static/textures/arrow.png', position:[.5,.44,len+.96], rotation:[0,Math.PI, Math.PI], scale: [0.03, 0.03, 0.03] }),
f: len => ({ type: 'image', value: '/static/textures/arrow.png', position:[0,.7,len+.96], rotation:[0,Math.PI, Math.PI/2], scale: [0.03, 0.03, 0.03] })
r: len => ({ type: 'Image', value: '/static/textures/arrow.png', position:[-.5,.44,len+.96], rotation:[0,Math.PI, 0], scale: [0.03, 0.03, 0.03] }),
l: len => ({ type: 'Image', value: '/static/textures/arrow.png', position:[.5,.44,len+.96], rotation:[0,Math.PI, Math.PI], scale: [0.03, 0.03, 0.03] }),
f: len => ({ type: 'Image', value: '/static/textures/arrow.png', position:[0,.7,len+.96], rotation:[0,Math.PI, Math.PI/2], scale: [0.03, 0.03, 0.03] })
},
answers:{
r: (len, text) => ({ type: 'text', width:0.5, text, fontSize:0.025, position:[-.5,.3,len+.9], rotation:[0,Math.PI, 0] }),
l: (len, text) => ({ type: 'text', width:0.5, text, fontSize:0.025, position:[.5,.3,len+.9], rotation:[0,Math.PI, 0] }),
f: (len, text) => ({ type: 'text', width:0.5, text, fontSize:0.025, position:[0,.55,len+.9], rotation:[0,Math.PI, 0] })
r: (len, text) => ({ type: 'Text', width:0.5, text, fontSize:0.025, position:[-.5,.3,len+.9], rotation:[0,Math.PI, 0] }),
l: (len, text) => ({ type: 'Text', width:0.5, text, fontSize:0.025, position:[.5,.3,len+.9], rotation:[0,Math.PI, 0] }),
f: (len, text) => ({ type: 'Text', width:0.5, text, fontSize:0.025, position:[0,.55,len+.9], rotation:[0,Math.PI, 0] })
}
}
const tl = 4;
class MazeQuizGame {
constructor(engine, context, questions) {
constructor(engine, data) {
let questions = data.shuffle ? Utils.shuffleArray(data.questions) : data.questions;
let def = this.generate(questions);
this.mazeObject = new MazeObject(engine, def)
engine.addEventListener('collision', async e=>{
let ud = engine.phy.world.getCollider(e.handle2)?.parent()?.userData;
let ud1 = engine.physics.world.getCollider(e.handle1)?.parent()?.userData,
ud2 = engine.physics.world.getCollider(e.handle2)?.parent()?.userData;
let ud = {...ud1, ...ud2}
if (ud?.finish){
if (e.started){
engine.dashboard.updateProgress(1)
@@ -53,7 +56,7 @@ class MazeQuizGame {
async load(){
await this.mazeObject.load();
this.object = this.mazeObject.object;
return this.object;
return this;
}
generate(questions, qid = 0, len){
@@ -63,7 +66,7 @@ class MazeQuizGame {
userData: { finish: true },
objects:[
{
type: 'gltf',
type: 'Gltf',
position:[0,.25,len + .52], scale: [0.037, 0.037, 0.037], rotation: [0, Math.PI/4, 0],
value: '/static/meshes/award.glb'
}
@@ -83,12 +86,12 @@ class MazeQuizGame {
len, userData: { question, qid },
objects:[
{
type: 'text', text: question.q, fontSize:0.033, width:0.5, position:[0,.33,len + .96], rotation:[0,Math.PI, 0]
type: 'Text', text: question.q, fontSize:0.033, width:0.5, position:[0,.33,len + .96], rotation:[0,Math.PI, 0]
}
]
}
question.a.forEach((a, i)=>{
question.a.filter(a=>!!a).forEach((a, i)=>{
let d = directions[i];
mo.objects.push(
defaults.arrows[d](len),
@@ -114,7 +117,7 @@ class MazeQuizGame {
len: 2,
objects:[
{
type: 'text', width:0.5, color:0xff0000, text: question.h, fontSize:0.033, position:[0,.44,2+.96], rotation:[0,Math.PI, 0]
type: 'Text', width:0.5, color:0xff0000, text: question.h, fontSize:0.033, position:[0,.44,2+.96], rotation:[0,Math.PI, 0]
}
]
}
@@ -1,11 +1,56 @@
<template>
<div>
MAZE
</div>
<v-checkbox v-model="modelValue.shuffle" label="Shuffle questions"></v-checkbox>
<v-dialog max-width="1400" scrollable>
<template v-slot:activator="{ props: activatorProps }">
<v-btn v-bind="activatorProps">Manage Questions</v-btn>
</template>
<template v-slot:default="{ isActive }">
<v-card>
<v-card-text>
<div class="d-flex flex-wrap w-100">
<v-card v-for="(n, ni) in modelValue.questions" class="v-col-6" variant="outlined" border="0">
<v-card-item>
<v-text-field density="compact" hide-details :label="`Question #${ni+1}`" v-model="n.q" class="py-2">
<template v-slot:append>
<v-btn variant="plain" color="error" @click="deleteQuestion(ni)">
<v-icon icon="mdi-delete-forever"></v-icon>
</v-btn>
</template>
</v-text-field>
<v-text-field hide-details density="compact" v-model="n.a[0]" class="pb-2"
label="Correct answer" icon-color="success" prepend-icon="mdi-check"></v-text-field>
<v-text-field hide-details density="compact" v-model="n.a[1]" class="pb-2"
label="Wrong answer #1" icon-color="error" prepend-icon="mdi-close"></v-text-field>
<v-text-field hide-details density="compact" v-model="n.a[2]" class="pb-2"
label="Wrong answer #2" v-if="n.a[1]" icon-color="error" prepend-icon="mdi-close"></v-text-field>
<v-text-field density="compact" hide-details label="Wrong answer hint" v-model="n.h" class="pb-2"></v-text-field>
</v-card-item>
<v-divider></v-divider>
</v-card>
</div>
</v-card-text>
<v-btn @click="addQuestion" block>Add question</v-btn>
</v-card>
</template>
</v-dialog>
</template>
<script>
export default {
props:['modelValue'],
mounted(){
this.modelValue.questions ??= [];
},
methods:{
addQuestion(){
this.modelValue.questions.push({
q:'', a:['', ''], h:''
})
},
deleteQuestion(idx){
this.modelValue.questions.splice(idx, 1);
}
}
}
</script>
@@ -3,7 +3,7 @@ import { Text } from "troika-three-text";
import { assignParams } from "@/lib/MeshUtils";
class TextObject {
constructor(obj, params) {
constructor(obj, engine, params) {
const txt = new Text();
// Set properties to configure:
txt.text = obj.text;
+1 -1
View File
@@ -82,7 +82,7 @@ export default {
if (e.type == 'InteractiveObject'){
this.modelValue.type = e.id;
}else{
this.modelValue.type = 'Object3D'
this.modelValue.type = 'GenericObject'
}
}
}
+2 -1
View File
@@ -23,9 +23,10 @@ export class CharacterControls {
this.currentAction = currentAction
this.animationsMap[currentAction].play()
this.characterController = engine.phy.world.createCharacterController(0.1);
this.characterController = engine.physics.world.createCharacterController(0.1);
this.characterController.setUp({x:0, y:1, z:0});
po.rigidBody.setTranslation(this.model.position)
po.characterController = this.characterController;
// this.characterController.enableSnapToGround(0.5);
// // Dont allow climbing slopes larger than 45 degrees.
// this.characterController.setMaxSlopeClimbAngle(45 * Math.PI / 180);
+7
View File
@@ -91,6 +91,13 @@ class DashBoard {
dash.visible = false;
}
this.reset = ()=>{
this.updateProgress(0);
this.update({
hint: ''
});
}
this.createProgressBar();
this.update();
}
+2 -2
View File
@@ -262,8 +262,8 @@ class GameEngine extends THREE.EventDispatcher{
}
async initPhysics() {
this.phy = new Physics(this);
await this.phy.init();
this.physics = new Physics(this);
await this.physics.init();
}
handleXrAction(gameEngine, delta) {
+7 -124
View File
@@ -9,7 +9,6 @@ class Hero{
this.object = object;
this.data = data;
this.model = object.scene
//console.log(object)
}
init(gameEngine){
@@ -17,10 +16,6 @@ class Hero{
gameEngine.camera.position.set(0,17,-30)
gameEngine.camera.lookAt(new THREE.Vector3(this.model.position.x, 5, this.model.position.z))
// this.heroCamera = new THREE.Object3D()
// this.model.add(this.heroCamera)
// this.heroCamera.applyMatrix4(gameEngine.camera.matrix)
this.mixer = new AnimationMixer(this.model);
gameEngine.mixers.push( this.mixer );
@@ -32,7 +27,7 @@ class Hero{
this.pointerControls = new PointerControls(gameEngine.camera, this.model, gameEngine.renderer.domElement);
gameEngine.hero = this;
let po = gameEngine.phy.add(this.model, 'kinematicPositionBased', false, undefined, 'capsule', { radius: 0.5, halfHeight: 1})
let po = gameEngine.physics.add(this.model, 'kinematicPositionBased', false, undefined, 'capsule', { radius: 0.5, halfHeight: 1})
po.collider.setTranslationWrtParent({ x: 0, y: 2.0, z: 0 });
//po.collider.setActiveEvents(RAPIER.ActiveEvents.COLLISION_EVENTS);
@@ -59,128 +54,16 @@ class Hero{
let dlt = this.clock.getDelta();
this.delta += dlt;
//if (this.delta > 0.00001){
this.characterControls.update(this.gameEngine.phy.world, this.delta, pc)
this.gameEngine.phy.step()
this.characterControls.update(this.gameEngine.physics.world, this.delta, pc)
this.gameEngine.physics.step()
this.delta = 0;
//}
}
}
return;
let { inputVelocity, velocity, quat, v, targetQuaternion, clock, rotation } = 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
rotation.y+=2*this.delta
}
if (pc.moveRight) {
//inputVelocity.x = 1
rotation.y-=2*this.delta
}
//let d = this.gameEngine.camera.position.distanceTo(v);
inputVelocity.setLength(this.delta * 10)
// apply camera rotation to inputVelocity
//euler.y = this.gameEngine.camera.rotation.y;
quat.setFromEuler(rotation)
inputVelocity.applyQuaternion(quat)
//this.gameEngine.camera.updateProjectionMatrix()
//this.gameEngine.orbitControls.update()
// if (this.gameEngine.orbitControls){
//this.gameEngine.orbitControls.target = v//this.model.position;
// //this.gameEngine.orbitControls.update()
// }
//this.gameEngine.camera.rotateOnAxis(v, rotation.y)
}
if(inputVelocity.x || inputVelocity.z){
this.setAction(this.actionWalk, true)
}else{
this.setAction(this.actionIdle, true)
}
// this.gameEngine.camera.position.lerp(this.characterCollider.position, 1)
// this.gameEngine.camera.rotation.y = rotation.y;
this.model.position.lerp(this.characterCollider.position, 1)
this.model.rotation.y = rotation.y;
}
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) > 2){
// this.gameEngine.camera.position.set(v.x+1, 3, v.z + 3);
// }
//this.gameEngine.camera.lookAt(v.x, 3, v.z);
//this.gameEngine.camera.rotation.y = this.model.rotation.y;
// this.gameEngine.camera.updateMatrix();
// this.model.updateMatrix();
let cam = this.gameEngine.camera;
let vv = new THREE.Vector3(), qq = new THREE.Quaternion;
this.heroCamera.getWorldPosition(vv)
//this.heroCamera.getWorldQuaternion(qq);
cam.position.copy(vv)
//cam.setRotationFromQuaternion(qq)
cam.lookAt(new THREE.Vector3(this.model.position.x, 2.8, this.model.position.z))
//console.log(vv)
// cam.matrixAutoUpdate = false;
// cam.matrix.multiplyMatrices(this.model.matrix, cam.matrix)
// //cam.matrix.decompose(cam.position, cam.quaternion, cam.scale)
// //this.gameEngine.camera.updateMatrix();
// cam.matrixAutoUpdate = true;
// this.gameEngine.orbitControls.update()
destroy(){
delete this.gameEngine.hero;
this.gameEngine.mixers.splice(this.gameEngine.mixers.indexOf(this.mixer), 1);
}
}
+13 -10
View File
@@ -31,29 +31,25 @@ class Physics{
let colliderDesc
switch (colliderType) {
case 'cuboid':
{
case 'cuboid':{
const { width, height, depth } = colliderSettings
colliderDesc = RAPIER.ColliderDesc.cuboid(width, height, depth)
}
break
case 'ball':
{
case 'ball':{
const { radius } = colliderSettings
colliderDesc = RAPIER.ColliderDesc.ball(radius)
}
break
case 'capsule':
{
case 'capsule':{
const { halfHeight, radius } = colliderSettings
colliderDesc = RAPIER.ColliderDesc.capsule(halfHeight, radius)
}
break
default:
{
default:{
colliderDesc = RAPIER.ColliderDesc.trimesh(
mesh.geometry.attributes.position.array,
mesh.geometry.index?.array
@@ -74,14 +70,21 @@ class Physics{
// * Responsible for collision detection
const collider = this.world.createCollider(colliderDesc, rigidBody)
const physicsObject = { mesh, collider, rigidBody, fn: postPhysicsFn, autoAnimate }
this.physicsObjects.push(physicsObject)
return physicsObject
}
clear(){
this.physicsObjects.forEach(po=>{
po.characterController && this.world.removeCharacterController(po.characterController)
this.world.removeCollider(po.collider);
this.world.removeRigidBody(po.rigidBody);
})
this.physicsObjects = [];
}
step(){
this.world.step(this.eventQueue)
+19 -16
View File
@@ -120,7 +120,10 @@ export default {
*/
async loadEnvironment(scene, target){
//await gameEngine.loadPanorama(`/asset/default/43.webp`);
gameEngine.hero?.destroy();
gameEngine.dashboard?.reset();
gameEngine.activeObjects.clear();
gameEngine.physics.clear();
await this.expandScenarioData(scene);
target.objects = target.objects || {};
let l = target.objects;
@@ -129,7 +132,8 @@ export default {
}
if (this.scene.data.$scene){
let env = await gameEngine.load(`/asset/default/${this.scene.data.$scene.asset.name}`);
this.setObjectAttributes(l, this.scene.data, env, 100);
//console.log('ENV', env)
this.setObjectAttributes(l, this.scene.data, env.scene, env, 100);
gameEngine.activeObjects.add(env.scene);
}
for (let i of this.scene.data.items || []) {
@@ -137,17 +141,16 @@ export default {
await io.ready;
//let gltf = await gameEngine.load(`/asset/default/${i.data.$go.asset.name}`);
let objKey = (i.data.type == 'GenericObject' || !i.data.type) ? 'scene' : 'object'
console.log(i.data, io.object)
this.setObjectAttributes(l, i.data, io.object, 1, objKey);
gameEngine.activeObjects.add(io.object[objKey]);
//console.log(i.data, io.object)
this.setObjectAttributes(l, i.data, io.object, io.source, 1);
gameEngine.activeObjects.add(io.object);
if (this.env == 'GamePlaying'){
if (i.data.$go.type == 'player3d'){
let hero = new Hero(io.object, i.data.$go);
if (i.data.$go?.type == 'player3d'){
let hero = new Hero(io.source, i.data.$go);
hero.init(gameEngine);
}else{
if (io.object.animations?.length){
gameEngine.playAnimation(gameEngine.scene, io.object.animations[0]);
if (io.source?.animations?.length){
gameEngine.playAnimation(gameEngine.scene, io.source.animations[0]);
}
}
}
@@ -185,22 +188,22 @@ export default {
}
},
setObjectAttributes(l, data, o, autoScaleFactor = 1, objectKey = 'scene'){
setObjectAttributes(l, data, object, source, autoScaleFactor = 1){
if (l[data.id]){
['position', 'scale', 'rotation'].forEach(p=>{
o[objectKey][p].copy(l[data.id][p])
object[p].copy(l[data.id][p])
})
}else{
gameEngine.autoScale(o[objectKey], autoScaleFactor);
gameEngine.autoScale(object, autoScaleFactor);
}
l[data.id] = l[data.id] || {};
['position', 'scale', 'rotation', 'visible'].forEach(p=>{
l[data.id][p] = o[objectKey][p];
l[data.id][p] = object[p];
})
l[data.id].__o = o[objectKey];
l[data.id].__g = o;
l[data.id].__o = object;
l[data.id].__g = source;
l[data.id].__title = data.title;
o[objectKey].__pn_id = data.id;
object.__pn_id = data.id;
},
async toggleAnimation(animation){