interactive objects integration
This commit is contained in:
@@ -2,24 +2,24 @@ import { TextureLoader, MeshStandardMaterial, MeshBasicMaterial, PlaneGeometry,
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import { assignParams } from "@/lib/MeshUtils";
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class ImageObject {
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constructor(obj, context) {
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var t = new TextureLoader().setPath(context.path).load(obj.value);
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constructor(obj, engine, params) {
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var t = new TextureLoader().setPath(params.path).load(obj.value);
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//t.encoding = sRGBEncoding;
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var mp = {
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map: t,
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alphaTest: 0.5
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};
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if (obj.nm) {
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mp.normalMap = new TextureLoader().setPath(context.path).load(obj.nm);
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mp.normalMap = new TextureLoader().setPath(params.path).load(obj.nm);
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}
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if (obj.em) {
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mp.emissiveMap = new TextureLoader().setPath(context.path).load(obj.em);
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mp.emissiveMap = new TextureLoader().setPath(params.path).load(obj.em);
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}
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if (obj.am) {
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mp.alphaMap = new TextureLoader().setPath(context.path).load(obj.am);
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mp.alphaMap = new TextureLoader().setPath(params.path).load(obj.am);
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}
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obj.material && Object.assign(mp, obj.material);
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let geo = new PlaneGeometry(context.wallSize * (obj.w || 1), context.wallSize * (obj.h || 1));
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let geo = new PlaneGeometry(params.wallSize * (obj.w || 1), params.wallSize * (obj.h || 1));
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if (obj.uv) {
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var uvAttribute = geo.attributes.uv;
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for (var i = 0; i < uvAttribute.count; i++) {
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@@ -8,37 +8,58 @@ import { PuzzleGame4 } from "./PuzzleGame4";
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import { TextObject } from "./TextObject";
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import { ImageObject } from "./ImageObject";
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import { VideoPlayer } from "./VideoPlayer";
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import { MazeQuizGame } from "./MazeQuizGame/MazeQuizGame";
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import { assignMaterial, assignParams } from "@/lib/MeshUtils";
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const games = {PuzzleGame1, PuzzleGame2, PuzzleGame4};
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class InteractiveObject {
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constructor(obj, context) {
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constructor(obj, gameEngine, params) {
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this.name = obj.name;
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this.ready = new Promise((resolve, reject) => {
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let mesh;
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this.ready = new Promise(async (resolve, reject) => {
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switch (obj.type || 'GenericObject') {
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case 'Group':
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mesh = new Group();
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obj.group.forEach(g => {
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let go = new InteractiveObject(g, context);
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go.ready.then((gameMesh) => {
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mesh.add(gameMesh);
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});
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});
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resolve(mesh);
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this.object = new Group();
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for (let g of obj.group){
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let go = new InteractiveObject(g, gameEngine);
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let gameMesh = await go.ready;
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this.object.add(gameMesh.object);
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}
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break;
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case 'Text':
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let text = new TextObject(obj, context);
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resolve(text.object);
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this.source = new TextObject(obj, gameEngine, params);
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this.object = this.source.object;
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break;
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case 'Image':
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let imo = new ImageObject(obj, context);
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mesh = imo.object;
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resolve(mesh);
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this.source = new ImageObject(obj, gameEngine, params);
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this.object = this.source.object;
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break;
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case 'Gltf':
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let gltf = await gameEngine.load(obj.value);
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let gltfObj = gltf.scene;
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gltfObj.traverse(function (object) {
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object.frustumCulled = false;
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if (obj.name && obj.name == object.name) {
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gltfObj = object;
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}
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// object.castShadow = true;
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// object.receiveShadow = true;
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});
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assignMaterial(gltfObj, obj, params);
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if (gltf.animations && gltf.animations.length) {
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let mixer = new AnimationMixer(gltfObj);
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gameEngine.mixers.push(mixer);
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let action = mixer.clipAction(gltf.animations[0]);
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action.setLoop(LoopPingPong);
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action.play();
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}
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this.object = gltfObj;
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this.source = gltf;
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break;
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case 'GenericObject':
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let promise = context.load(`/asset/default/${obj.$go.asset.name}`);
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promise.then(resolve);
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this.source = await gameEngine.load(`/asset/default/${obj.$go.asset.name}`);
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this.object = this.source.scene;
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break;
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case 'PuzzleGame1':
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case 'PuzzleGame2':
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@@ -46,19 +67,23 @@ class InteractiveObject {
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case 'PuzzleGame4':
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case 'PuzzleGame5':
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case 'PuzzleGame6':
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let game = new games[obj.type](context, obj.args[0], obj.args[1], obj.args[2]);
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mesh = game.object;
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mesh.game = game;
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resolve(mesh);
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let game = new games[obj.type](gameEngine, obj.args[0], obj.args[1], obj.args[2]);
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this.object = game.object;
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this.object.game = game;
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break;
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case 'VideoPlayer':
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let vp = new VideoPlayer(context, `/asset/default/${obj.$go.asset.name}`);
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vp.ready.then(resolve);
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let vp = new VideoPlayer(gameEngine, `/asset/default/${obj.$go.asset.name}`);
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this.source = await vp.ready;
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this.object = vp.object;
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break;
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case 'MazeQuizGame':
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this.source = new MazeQuizGame(gameEngine, obj);
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await this.source.load();
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this.object = this.source.object;
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break;
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}
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});
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this.ready.then((mesh) => {
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this.object = mesh;
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assignParams(this.object, obj);
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resolve(this);
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});
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}
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}
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@@ -1,6 +1,5 @@
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import { Group, Vector3, Matrix4, Mesh, Quaternion, PlaneGeometry, MeshStandardMaterial, DoubleSide, CanvasTexture, SRGBColorSpace } from 'three';
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import { Group, Vector3, Matrix4, Mesh, Quaternion, PlaneGeometry, MeshStandardMaterial, DoubleSide} from 'three';
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import { InteractiveObject } from '../InteractiveObject';
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import Utils from '@/lib/Utils';
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class MazeObject {
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constructor(engine, def, params = {}){
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@@ -39,7 +38,7 @@ class MazeObject {
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if (typeof size == 'number'){
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size = { width: 0.1, height:1, depth:size/2 }
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}
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let po = engine.phy.add(
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let po = engine.physics.add(
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{position: v}, 'fixed', false, undefined, 'cuboid',
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{ ...size, isSensor, userData }
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)
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@@ -51,13 +50,6 @@ class MazeObject {
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}
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function addRoom(elements, def, offsetZ){
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// e = [
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// o.floor.clone(),
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// o.door.clone(),
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// o[def.r ? 'door' : 'wall'].clone(),
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// o[def.f ? 'door' : 'wall'].clone(),
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// o[def.l ? 'door' : 'wall'].clone()
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// ];
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let e = elements.map(e=>o[e].clone())
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@@ -106,9 +98,6 @@ class MazeObject {
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let offsetZ = 0, e;
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def.len = def.len || 0;
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if (step == 0) {
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// e = o.door.clone();
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// e.rotateY(_tf.rotation.f);
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// mazeMeshes.push(e);
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addRoom(['floor', 'wall', 'wall', 'door', 'wall'], def, -context.wallSize)
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}
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if (def.userData?.answer !== undefined){
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@@ -121,15 +110,6 @@ class MazeObject {
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root.add(t);
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}
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offsetZ = def.len * context.tubeSize;
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//if (!def.len) offsetZ = -.275;
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//room.getWorldQuaternion(quat);
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// const geometry = new BoxGeometry(2, 2, offsetZ);
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// const cube = new Mesh(geometry, o.tunnel.material)
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// cube.position.set(context.tubeSize / 2, 0.6, offsetZ/2)
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// root.add(cube);
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// console.log(offsetZ, room.localToWorld(new Vector3(context.tubeSize / 2, 0.6, offsetZ/2)))
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addPhysics(def.matrix, [context.tubeSize / 2, 0.6, offsetZ/2], offsetZ)
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addPhysics(def.matrix, [-context.tubeSize / 2, 0.6, offsetZ/2], offsetZ)
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@@ -140,16 +120,12 @@ class MazeObject {
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//console.log('loadingggg', def.objects)
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def.objects?.forEach(async obj => {
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obj.room = room;
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// let go = new GameObject(obj, context);
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let go = new InteractiveObject(obj, context)
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let go = new InteractiveObject(obj, engine, context)
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await go.ready;
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go.object.scale.multiplyScalar(context.wallSize)
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go.object.position.multiplyScalar(context.wallSize)
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go.object.applyMatrix4(def.matrix);
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root.add(go.object);
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// go.ready.then(mesh => {
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// room.add(mesh);
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// });
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});
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def.room = room;
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@@ -173,17 +149,8 @@ class MazeObject {
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o[e] = mazeAsset.scene.getObjectByName(e);
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//o[e].frustumCulled = false;
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o[e].scale.set(scale, scale, scale)
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// o[e].geometry.computeBoundingBox();
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// console.log(e, o[e].geometry.boundingBox)
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});
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this.mazeObject(def, room);
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// mazeMeshes.forEach(mesh=>{
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// //let mesh = new Mesh(mg, o.tunnel.material)
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// root.add(mesh);
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// //engine.phy.add(mesh, 'fixed')
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// })
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//console.log(bbox, 'bbox')
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const floorGeometry = new PlaneGeometry(bbox.r - bbox.l + 10*scale, bbox.f + 10*scale);
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const floor = new Mesh(floorGeometry,new MeshStandardMaterial({
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roughness: 0, metalness:1, color: 0x00ffff, side: DoubleSide
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@@ -191,8 +158,6 @@ class MazeObject {
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floor.rotation.set(Math.PI/2, 0, 0)
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floor.position.set((bbox.l + bbox.r)/2, 0.3, bbox.f/2);
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root.add(floor);
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//scene.add(new Mesh(BufferGeometryUtils.mergeGeometries(mazeGeometries, false), o.tunnel.material));
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//console.log(room);
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}
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}
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}
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@@ -3,25 +3,28 @@ import Utils from "@/lib/Utils";
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const defaults = {
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arrows:{
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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] }),
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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] }),
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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] })
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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] }),
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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] }),
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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] })
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},
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answers:{
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r: (len, text) => ({ type: 'text', width:0.5, text, fontSize:0.025, position:[-.5,.3,len+.9], rotation:[0,Math.PI, 0] }),
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l: (len, text) => ({ type: 'text', width:0.5, text, fontSize:0.025, position:[.5,.3,len+.9], rotation:[0,Math.PI, 0] }),
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f: (len, text) => ({ type: 'text', width:0.5, text, fontSize:0.025, position:[0,.55,len+.9], rotation:[0,Math.PI, 0] })
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r: (len, text) => ({ type: 'Text', width:0.5, text, fontSize:0.025, position:[-.5,.3,len+.9], rotation:[0,Math.PI, 0] }),
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l: (len, text) => ({ type: 'Text', width:0.5, text, fontSize:0.025, position:[.5,.3,len+.9], rotation:[0,Math.PI, 0] }),
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f: (len, text) => ({ type: 'Text', width:0.5, text, fontSize:0.025, position:[0,.55,len+.9], rotation:[0,Math.PI, 0] })
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}
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}
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const tl = 4;
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class MazeQuizGame {
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constructor(engine, context, questions) {
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constructor(engine, data) {
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let questions = data.shuffle ? Utils.shuffleArray(data.questions) : data.questions;
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let def = this.generate(questions);
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this.mazeObject = new MazeObject(engine, def)
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engine.addEventListener('collision', async e=>{
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let ud = engine.phy.world.getCollider(e.handle2)?.parent()?.userData;
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let ud1 = engine.physics.world.getCollider(e.handle1)?.parent()?.userData,
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ud2 = engine.physics.world.getCollider(e.handle2)?.parent()?.userData;
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let ud = {...ud1, ...ud2}
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if (ud?.finish){
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if (e.started){
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engine.dashboard.updateProgress(1)
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@@ -53,7 +56,7 @@ class MazeQuizGame {
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async load(){
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await this.mazeObject.load();
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this.object = this.mazeObject.object;
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return this.object;
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return this;
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}
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generate(questions, qid = 0, len){
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@@ -63,7 +66,7 @@ class MazeQuizGame {
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userData: { finish: true },
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objects:[
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{
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type: 'gltf',
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type: 'Gltf',
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position:[0,.25,len + .52], scale: [0.037, 0.037, 0.037], rotation: [0, Math.PI/4, 0],
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value: '/static/meshes/award.glb'
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}
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@@ -83,12 +86,12 @@ class MazeQuizGame {
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len, userData: { question, qid },
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objects:[
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{
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type: 'text', text: question.q, fontSize:0.033, width:0.5, position:[0,.33,len + .96], rotation:[0,Math.PI, 0]
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type: 'Text', text: question.q, fontSize:0.033, width:0.5, position:[0,.33,len + .96], rotation:[0,Math.PI, 0]
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}
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]
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}
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question.a.forEach((a, i)=>{
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question.a.filter(a=>!!a).forEach((a, i)=>{
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let d = directions[i];
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mo.objects.push(
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defaults.arrows[d](len),
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@@ -114,7 +117,7 @@ class MazeQuizGame {
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len: 2,
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objects:[
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{
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type: 'text', width:0.5, color:0xff0000, text: question.h, fontSize:0.033, position:[0,.44,2+.96], rotation:[0,Math.PI, 0]
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type: 'Text', width:0.5, color:0xff0000, text: question.h, fontSize:0.033, position:[0,.44,2+.96], rotation:[0,Math.PI, 0]
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}
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]
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}
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@@ -1,11 +1,56 @@
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<template>
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<div>
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MAZE
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</div>
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<v-checkbox v-model="modelValue.shuffle" label="Shuffle questions"></v-checkbox>
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<v-dialog max-width="1400" scrollable>
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<template v-slot:activator="{ props: activatorProps }">
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<v-btn v-bind="activatorProps">Manage Questions</v-btn>
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</template>
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<template v-slot:default="{ isActive }">
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<v-card>
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<v-card-text>
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<div class="d-flex flex-wrap w-100">
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<v-card v-for="(n, ni) in modelValue.questions" class="v-col-6" variant="outlined" border="0">
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<v-card-item>
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<v-text-field density="compact" hide-details :label="`Question #${ni+1}`" v-model="n.q" class="py-2">
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<template v-slot:append>
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<v-btn variant="plain" color="error" @click="deleteQuestion(ni)">
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<v-icon icon="mdi-delete-forever"></v-icon>
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</v-btn>
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</template>
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</v-text-field>
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<v-text-field hide-details density="compact" v-model="n.a[0]" class="pb-2"
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label="Correct answer" icon-color="success" prepend-icon="mdi-check"></v-text-field>
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<v-text-field hide-details density="compact" v-model="n.a[1]" class="pb-2"
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label="Wrong answer #1" icon-color="error" prepend-icon="mdi-close"></v-text-field>
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<v-text-field hide-details density="compact" v-model="n.a[2]" class="pb-2"
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label="Wrong answer #2" v-if="n.a[1]" icon-color="error" prepend-icon="mdi-close"></v-text-field>
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<v-text-field density="compact" hide-details label="Wrong answer hint" v-model="n.h" class="pb-2"></v-text-field>
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</v-card-item>
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<v-divider></v-divider>
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</v-card>
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</div>
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</v-card-text>
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<v-btn @click="addQuestion" block>Add question</v-btn>
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</v-card>
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</template>
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</v-dialog>
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</template>
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<script>
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export default {
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props:['modelValue'],
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mounted(){
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this.modelValue.questions ??= [];
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},
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methods:{
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addQuestion(){
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this.modelValue.questions.push({
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q:'', a:['', ''], h:''
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})
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},
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deleteQuestion(idx){
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this.modelValue.questions.splice(idx, 1);
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}
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}
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}
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</script>
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@@ -3,7 +3,7 @@ import { Text } from "troika-three-text";
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import { assignParams } from "@/lib/MeshUtils";
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||||
class TextObject {
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constructor(obj, params) {
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constructor(obj, engine, params) {
|
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const txt = new Text();
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// Set properties to configure:
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txt.text = obj.text;
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||||
@@ -82,7 +82,7 @@ export default {
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if (e.type == 'InteractiveObject'){
|
||||
this.modelValue.type = e.id;
|
||||
}else{
|
||||
this.modelValue.type = 'Object3D'
|
||||
this.modelValue.type = 'GenericObject'
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
// // Don’t allow climbing slopes larger than 45 degrees.
|
||||
// this.characterController.setMaxSlopeClimbAngle(45 * Math.PI / 180);
|
||||
|
||||
@@ -91,6 +91,13 @@ class DashBoard {
|
||||
dash.visible = false;
|
||||
}
|
||||
|
||||
this.reset = ()=>{
|
||||
this.updateProgress(0);
|
||||
this.update({
|
||||
hint: ''
|
||||
});
|
||||
}
|
||||
|
||||
this.createProgressBar();
|
||||
this.update();
|
||||
}
|
||||
|
||||
@@ -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
@@ -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
@@ -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)
|
||||
|
||||
|
||||
@@ -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){
|
||||
|
||||
Reference in New Issue
Block a user