This commit is contained in:
2025-10-14 18:36:02 +03:00
parent a6827f4ddb
commit a60d94fe66
16 changed files with 1225 additions and 33 deletions
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import { Group, Vector3, Matrix4, Mesh, DoubleSide } from 'three';
import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js';
import { TextObject } from '../TextObject';
class MazeObject {
constructor(engine, def, params = {}){
let room = new Group();
let scene = room;
this.object = room;
let context = {};
context.wallSize = params.wallSize || .65;
context.tubeSize = params.tubeSize || .8;
context.wallDepth = params.wallDepth || .1;
context.fontPath = params.fontPath || '/static/fonts/ZapfChanceryC.otf';
const cameraNear = .2;
this.context = context;
let _tf = {
rotation: {
r: 3 * Math.PI / 2, f: 0, l: Math.PI / 2, b: Math.PI
},
position: {
r: [-context.wallSize, context.wallSize],
f: [0, 2 * context.wallSize],
l: [context.wallSize, context.wallSize]
},
pNext: {
r: [-context.wallSize - (context.wallSize + context.wallDepth) / 2, context.wallSize],
f: [0, 2 * context.wallSize + context.wallSize / 2],
l: [context.wallSize + (context.wallSize + context.wallDepth) / 2, context.wallSize]
}
};
let o = {};
let mazeGeometries = [], areas = [];
this.mazeObject = function(def, room, step = 0) {
let offsetZ = 0, e;
def.len = def.len || 0;
if (step == 0) {
e = o.door.geometry.clone();
e.rotateY(_tf.rotation.f);
mazeGeometries.push(e);
}
for (let i = 0; i < def.len; i++) {
let t = o.tunnel.geometry.clone();
t.translate(0, 0, i * context.tubeSize + context.wallDepth / 2);
def.matrix && t.applyMatrix4(def.matrix);
mazeGeometries.push(t);
}
offsetZ = context.wallDepth + def.len * context.tubeSize - context.tubeSize / 2;
if (!def.len) offsetZ = -.275;
areas.push({
a: [
room.localToWorld(new Vector3(-context.tubeSize / 2 + cameraNear, 0, -context.tubeSize / 2 - cameraNear)),
room.localToWorld(new Vector3(context.tubeSize / 2 - cameraNear, 0, offsetZ + cameraNear))
]
});
if (def.type == 'area') {
def.area.forEach(ar => {
areas.push({
a: [
room.localToWorld(new Vector3(ar[0] + cameraNear, 0, offsetZ + ar[1] - cameraNear)),
room.localToWorld(new Vector3(ar[2] - cameraNear, 0, offsetZ + ar[3] + cameraNear))
]
});
});
} else {
if (def.noRoom) {
// e = o.wall.geometry.clone();
// e.rotateY(_tf.rotation.f);
// e.translate(0,0,offsetZ + 0);
// def.matrix && e.applyMatrix4(def.matrix);
// mazeGeometries.push(e);
} else {
e = [o.floor.geometry.clone(), o.door.geometry.clone(), o[def.r ? 'door' : 'wall'].geometry.clone(),
o[def.f ? 'door' : 'wall'].geometry.clone(), o[def.l ? 'door' : 'wall'].geometry.clone()];
e[0].translate(0, 0, offsetZ + context.wallSize);
e[1].rotateY(_tf.rotation.b);
e[2].rotateY(_tf.rotation.r);
e[3].rotateY(_tf.rotation.f);
e[4].rotateY(_tf.rotation.l);
e[1].translate(0, 0, offsetZ + 0);
e[2].translate(-context.wallSize, 0, offsetZ + context.wallSize);
e[3].translate(0, 0, offsetZ + context.wallSize * 2);
e[4].translate(context.wallSize, 0, offsetZ + context.wallSize);
e.forEach(g => {
def.matrix && g.applyMatrix4(def.matrix);
mazeGeometries.push(g);
});
areas.push({
a: [
room.localToWorld(new Vector3(-context.wallSize + cameraNear, 0, offsetZ + cameraNear)),
room.localToWorld(new Vector3(context.wallSize - cameraNear, 0, offsetZ + context.wallSize * 2 - cameraNear))
]
});
}
}
def.objects && def.objects.forEach(obj => {
obj.room = room;
// let go = new GameObject(obj, context);
let go = new TextObject(obj, context)
room.add(go.mesh);
// go.ready.then(mesh => {
// room.add(mesh);
// });
});
def.room = room;
['r', 'f', 'l'].forEach((d, i) => {
if (!def[d]) return;
let mtx = new Matrix4();
mtx.makeRotationY(_tf.rotation[d]);
mtx.setPosition(_tf.pNext[d][0], 0, _tf.pNext[d][1] + offsetZ);
let rr = new Group();
scene.add(rr);
def[d].matrix = mtx.premultiply(def.matrix || new Matrix4());
rr.applyMatrix4(def[d].matrix);
rr.updateMatrixWorld();
this.mazeObject(def[d], rr, step + 1);
});
};
this.load = async function(){
let mazeAsset = await engine.load('/static/meshes/maze-reed.gltf');
['tunnel', 'wall', 'door', 'floor'].forEach(e => {
o[e] = mazeAsset.scene.getObjectByName(e);
o[e].frustumCulled = false;
});
o.tunnel.material.depthWrite = false
this.mazeObject(def, room);
mazeGeometries.forEach(mg=>{
scene.add(new Mesh(mg, o.tunnel.material));
})
//scene.add(new Mesh(BufferGeometryUtils.mergeGeometries(mazeGeometries, false), o.tunnel.material));
console.log(room);
}
}
}
export { MazeObject }