massive interactive objects refactoring
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import { BoxGeometry, Mesh, MeshBasicMaterial, Group, VideoTexture } from 'three';
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import { EventManager } from '@/lib/EventManager';
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class PuzzleGame1 extends EventManager {
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emits = ['finish', 'interaction']
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constructor(engine, data) {
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super();
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return new Promise(async (resolve, reject)=>{
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let w = data.w, h = data.h, wh = w*h;
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let container = new Group();
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const aq = engine.motionQueue;
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const pr = [[0, 2], [0, -1], [0, 1], [1, 0], [-1, 0], [0, 0]];
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let d = 1.2;
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let bm = new BoxGeometry(1, 1, 1);
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let map, vi;
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if (data.$go.type == 'video'){
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await new Promise((resolve, reject)=>{
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vi = document.createElement('video');
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vi.src = engine.assetPath + data.$go.asset.name;
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vi.muted = true;
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vi.addEventListener('loadedmetadata', async ()=>{
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map = new VideoTexture( vi );
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resolve();
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}, { once: true });
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})
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}else{
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map = await engine.loadTexture(data.$go.asset.name);
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}
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let material = new MeshBasicMaterial({
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map,
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// roughness:1, metalness:0,
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// normalMap: await engine.loadTexture('NormalMap.png', '/static/textures/'),
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});
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//material.map.encoding = sRGBEncoding;
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for (let i = 0; i < wh; i++) {
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let b = bm.clone();
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let uv = b.getAttribute('uv');
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//0-8->R, 8-16->L, 16-24->Top, 24-32->Bottom, 32-40->Front, 40-48->Back
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let x = i % w, y = Math.trunc(i / w);
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let idxs = [(i+1) % wh, (i+2)%wh, (i+3)%wh, (i+4)%wh, i, y*w + w - x -1]
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for (let i = 0; i < 6; i++) {
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let idx = idxs[i];
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let x = idx % w, y = Math.trunc(idx / w)
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let s = [x / w, y / h];
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//top left
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uv.array[8 * i] = s[0];
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uv.array[8 * i + 1] = s[1] + 1 / h;
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//top right
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uv.array[8 * i + 2] = s[0] + 1 / w;
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uv.array[8 * i + 3] = s[1] + 1 / h;
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//bottom left
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uv.array[8 * i + 4] = s[0];
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uv.array[8 * i + 5] = s[1];
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//bottom right
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uv.array[8 * i + 6] = s[0] + 1 / w;
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uv.array[8 * i + 7] = s[1];
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}
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let mesh = new Mesh(b, material);
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mesh.position.set((i % w) * d, (Math.trunc(i / w)) * d, 0);
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let ri = Math.floor(Math.random() * 5);
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mesh.rotation.set(pr[ri][0] * Math.PI / 2, pr[ri][1] * Math.PI / 2, 0);
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mesh._ri = ri;
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if (idxs[4] == idxs[5]){
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mesh._dd = true;
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}
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container.add(mesh);
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}
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// container.children[0].onBeforeRender = () => {
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// this.update();
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// };
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var check = () => {
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let i = 0;
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container.children.forEach(o=>{
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if (o._ri == 5 || o._dd && o._ri == 0) i++;
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})
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return i == wh;
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};
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let clickFn = (i) => {
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this.dispatchEvent({type:'interaction'});
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if (vi?.paused) vi.play();
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if (!this.done && !aq.isActive(i.object)) {
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i.object._ri = (i.object._ri + 1) % 6;
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aq.add({
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o: i.object,
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a: { rotation: { x: pr[i.object._ri][0] * Math.PI / 2, y: pr[i.object._ri][1] * Math.PI / 2 } },
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t: .5,
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s: 'PG2'
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});
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}
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};
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container.children.forEach(c => {
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engine.clickable.add(c, clickFn);
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});
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this.update = () => {
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if (aq.isIdle('PG2') && !this.done && check()) {
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this.done = true;
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container.children.forEach((c, i) => {
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aq.add({
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o: c,
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a: { position: { x: i % w, y: Math.trunc(i/w)} },
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t: 1,
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f: i == 0 ? ()=>{
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this.dispatchEvent({type:'finish'})
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} : undefined,
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s: 'PG2'
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});
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});
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//engine.dashboard.addPoints(10);
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}
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};
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engine.addEventListener('beforeRender', this.update)
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this.object = engine.meshUtils.centerOrigin(container);
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this.dispose = () => {
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//console.log('disposing PG1')
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engine.meshUtils.clearMaterial(material);
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bm.dispose();
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super.dispose();
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}
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resolve(this);
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})
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}
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}
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export { PuzzleGame1 }
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