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
+61
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@@ -43,6 +43,7 @@
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"pinia": "^2.1.7", "pinia": "^2.1.7",
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"unplugin-fonts": "^1.1.1", "unplugin-fonts": "^1.1.1",
"unplugin-vue-components": "^0.27.2", "unplugin-vue-components": "^0.27.2",
@@ -2451,6 +2452,16 @@
], ],
"license": "MIT" "license": "MIT"
}, },
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@@ -6461,6 +6472,16 @@
"url": "https://github.com/sponsors/mysticatea" "url": "https://github.com/sponsors/mysticatea"
} }
}, },
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"dev": true,
"license": "MIT",
"engines": {
"node": ">=0.10.0"
}
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@@ -7306,6 +7327,39 @@
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} }
}, },
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"dev": true,
"license": "MIT",
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"troika-three-utils": "^0.52.4",
"troika-worker-utils": "^0.52.0",
"webgl-sdf-generator": "1.1.1"
},
"peerDependencies": {
"three": ">=0.125.0"
}
},
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"dev": true,
"license": "MIT",
"peerDependencies": {
"three": ">=0.125.0"
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"dev": true,
"license": "MIT"
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"node_modules/tsconfig-paths": { "node_modules/tsconfig-paths": {
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"resolved": "https://registry.npmjs.org/tsconfig-paths/-/tsconfig-paths-3.15.0.tgz", "resolved": "https://registry.npmjs.org/tsconfig-paths/-/tsconfig-paths-3.15.0.tgz",
@@ -8173,6 +8227,13 @@
} }
} }
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"dev": true,
"license": "MIT"
},
"node_modules/webidl-conversions": { "node_modules/webidl-conversions": {
"version": "7.0.0", "version": "7.0.0",
"resolved": "https://registry.npmjs.org/webidl-conversions/-/webidl-conversions-7.0.0.tgz", "resolved": "https://registry.npmjs.org/webidl-conversions/-/webidl-conversions-7.0.0.tgz",
+1
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@@ -45,6 +45,7 @@
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"pinia": "^2.1.7", "pinia": "^2.1.7",
"sass": "1.77.6", "sass": "1.77.6",
"troika-three-text": "^0.52.4",
"unplugin-auto-import": "^0.17.6", "unplugin-auto-import": "^0.17.6",
"unplugin-fonts": "^1.1.1", "unplugin-fonts": "^1.1.1",
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{
"asset":{
"generator":"Khronos glTF Blender I/O v4.4.55",
"version":"2.0"
},
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0,
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0,
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}
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+22 -10
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@@ -60,6 +60,7 @@ import { Game4 } from '@/components/InteractiveObjects/PuzzleGame4';
import { Grass } from '@/components/InteractiveObjects/Grass'; import { Grass } from '@/components/InteractiveObjects/Grass';
import { VideoPlayer } from '@/components/InteractiveObjects/VideoPlayer'; import { VideoPlayer } from '@/components/InteractiveObjects/VideoPlayer';
import { useAppStore } from '@/stores/app'; import { useAppStore } from '@/stores/app';
import { MazeQuizGame } from '../InteractiveObjects/MazeQuizGame/MazeQuizGame';
const store = useAppStore(); const store = useAppStore();
@@ -205,22 +206,33 @@ export default {
} }
let testGame1 = new Game1(gameEngine, '/static/textures/game1-test.jpg', 2, 3); let testGame1 = new Game1(gameEngine, '/static/textures/game1-test.jpg', 2, 3);
gameEngine.activeObjects.add(testGame1.game); gameEngine.activeObjects.add(testGame1.object);
testGame1.game.position.set(0, 1, -15); testGame1.object.position.set(0, 1, -15);
let testGame2 = new Game2(gameEngine, '/static/textures/game2-test.jpg', 3, 3); let testGame2 = new Game2(gameEngine, '/static/textures/game2-test.jpg', 3, 3);
gameEngine.activeObjects.add(testGame2.game); gameEngine.activeObjects.add(testGame2.object);
testGame2.game.position.set(0, 1, 15); testGame2.object.position.set(0, 1, 15);
testGame2.game.rotation.y += Math.PI; testGame2.object.rotation.y += Math.PI;
let testGame4 = new Game4(gameEngine, '/static/feathers-game.glb', 3, 4); let testGame4 = new Game4(gameEngine, '/static/feathers-game.glb', 3, 4);
gameEngine.activeObjects.add(testGame4.game); gameEngine.activeObjects.add(testGame4.object);
testGame4.game.position.set(15, 1, 5); testGame4.object.position.set(15, 1, 5);
let vp = new VideoPlayer(gameEngine, this.$refs.videoPlayer, 16, 9); let vp = new VideoPlayer(gameEngine, this.$refs.videoPlayer, 16, 9);
gameEngine.activeObjects.add(vp.videoPlayer); gameEngine.activeObjects.add(vp.object);
vp.videoPlayer.position.set(37, 5.5, 15); vp.object.position.set(37, 5.5, 15);
vp.videoPlayer.rotation.y += -Math.PI/2; vp.object.rotation.y += -Math.PI/2;
let maze = new MazeQuizGame(gameEngine, {}, [
{s: '1 + 1 = 2', h: 'Wrong answer', a: true},
{s: '1 + 1 = 2', h: 'Wrong answer', a: true},
{s: '1 + 1 = 2', h: 'Wrong answer', a: true},
{s: '1 + 1 = 2', h: 'Wrong answer', a: true},
])
maze.load().then(o=>{
gameEngine.activeObjects.add(o);
o.scale.set(5,5,5);
})
new Grass(Grass.positions(1000,50,50), '/static/textures/grass01.png', 1, .5).then(mesh=>{ new Grass(Grass.positions(1000,50,50), '/static/textures/grass01.png', 1, .5).then(mesh=>{
console.log('adding grass') console.log('adding grass')
@@ -0,0 +1,143 @@
import { ImageObject } from "./ImageObject";
import { Hint } from "./Hint";
import { Group, AnimationMixer, LoopPingPong, Vector3 } from "three";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader";
import { Utils } from "./Utils";
import { Game1 } from "./PuzzleGame1";
import { Game2 } from "./PuzzleGame2";
// import { Game3 } from "./games/Game3";
import { Game4 } from "./PuzzleGame4";
// import { Game5 } from "./games/Game5";
// import { Game6 } from "./games/Game6";
import { TextObject } from "./TextObject";
const games = {Game1, Game2, Game4};
class InteractiveObject {
constructor(obj, context) {
this.name = obj.name;
this.ready = new Promise((resolve, reject) => {
let mesh;
switch (obj.type) {
case 'group':
mesh = new Group();
obj.group.forEach(g => {
let go = new InteractiveObject(g, context);
go.ready.then((gameMesh) => {
mesh.add(gameMesh);
});
});
resolve(mesh);
break;
case 'text':
let text = new TextObject(obj, context);
resolve(text.mesh);
break;
case 'mesh':
mesh = obj.value;
resolve(mesh);
break;
case 'image':
let imo = new ImageObject(obj, context);
mesh = imo.mesh;
resolve(mesh);
break;
case 'hint':
let hint = new Hint(obj, context);
mesh = hint.mesh;
resolve(mesh);
break;
case 'gltf':
new GLTFLoader().load(obj.value, (gltf) => {
let gltfObj = gltf.scene;
gltf.scene.traverse(function (object) {
object.frustumCulled = false;
if (obj.name && obj.name == object.name) {
gltfObj = object;
}
// object.castShadow = true;
// object.receiveShadow = true;
});
Utils.assignMaterial(gltfObj, obj, context);
if (gltf.animations && gltf.animations.length) {
let mixer = new AnimationMixer(gltfObj);
context.mixers.push(mixer);
let action = mixer.clipAction(gltf.animations[0]);
action.setLoop(LoopPingPong);
action.play();
}
resolve(gltfObj);
});
break;
case 'asset':
mesh = context.assets[obj.value].clone();
Utils.assignMaterial(mesh, obj, context);
resolve(mesh);
break;
case 'Game1':
case 'Game2':
case 'Game3':
case 'Game4':
case 'Game5':
case 'Game6':
var game = new games[obj.type](context, obj.args[0], obj.args[1], obj.args[2]);
mesh = game.game;
mesh.game = game;
resolve(mesh);
break;
}
});
this.ready.then((mesh) => {
mesh.go = {};
let restriction;
if (!context.disableRestrictions && obj.restriction) {
restriction = {
type: 'deny',
a: [obj.room.localToWorld(new Vector3().fromArray(obj.restriction[0])), obj.room.localToWorld(new Vector3().fromArray(obj.restriction[1]))]
};
context.areas.push(restriction);
}
mesh.go.finish = () => {
if (obj.finish) {
var f;
if (obj.finish.nextAction) {
var next = obj.finish.nextAction;
delete obj.finish.nextAction;
f = () => {
if (next.activate) {
context.activate(next.activate);
}
};
}
var me = obj.finish._ || {};
delete obj.finish._;
context.motionEngine.add({ o: mesh, a: obj.finish, t: me.t || 1, f: me.f || f, d: me.d || 0 });
}
if (restriction) context.areas.splice(context.areas.indexOf(restriction), 1);
};
if (mesh.game) mesh.game.onfinish = mesh.go.finish;
Utils.assignParams(mesh, obj);
obj.animation && context.motionEngine.add({
o: mesh,
a: obj.animation.motion,
r: obj.animation.repeat,
t: obj.animation.duration || 1
});
this.mesh = mesh;
});
}
}
// function textObject(text, context){
// const geometry = new TextGeometry( text, {
// font: context.font,
// size: .05,
// height: .01,
// curveSegments: 1
// } );
// return new Mesh(geometry, context.fontMaterial);
// }
export {InteractiveObject}
@@ -0,0 +1,333 @@
import { Scene, Clock, PointLight, Group, TextGeometry, MeshStandardMaterial, MeshBasicMaterial, PlaneGeometry, Mesh, TextureLoader, sRGBEncoding,
AnimationMixer, LoopPingPong, Vector3, DirectionalLight, Matrix4, LoopRepeat, EquirectangularReflectionMapping, EquirectangularRefractionMapping } from 'three';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader';
import {FontLoader} from 'three/examples/jsm/loaders/FontLoader';
import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils';
import { Clickable } from '../lib/Clickable';
import { Draggable } from '../lib/Draggable';
import { GameObject } from '../lib/GameObject';
import { MotionEngine } from '../lib/MotionEngine';
class Maze {
constructor(context) {
const scene = new Scene();
const motionEngine = new MotionEngine();
this.context = context;
context.motionEngine = motionEngine;
context.scene = scene;
const clickable = new Clickable(2);
context.clickable = clickable;
context.draggable = new Draggable(2);
if (context.dashboard) context.dashboard.onpoints = context.onpoints;
context.wallSize = context.wallSize || .65;
context.tubeSize = context.tubeSize || .8;
context.wallDepth = context.wallDepth || .1;
context.fontPath = context.fontPath || './assets/fonts/ZapfChanceryC.otf';
scene.background = new TextureLoader().load('./assets/textures/room/a3-2.jpg');
scene.background.encoding = sRGBEncoding;
scene.background.mapping = EquirectangularRefractionMapping;
const _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]
}
};
const _l = new PointLight(0xffffff, 1, 10, 0.5);
let pLoad = [];
const mixers = [];
context.mixers = mixers;
context.assets = {};
const clock = new Clock();
context.activate = function (what) {
scene.traverse(o => {
if (o.name == what) {
o.visible = true;
}
});
};
context.gameObject = function (name) {
let result;
scene.traverse(o => {
if (o.name == name) {
result = o;
}
});
return result;
};
const areas = [];
context.areas = areas;
let mazeGeometries = [];
const cameraNear = .2;
let heroDistance = .2;
let o = {};
var loader = new GLTFLoader().setPath(context.path);
loader.setDRACOLoader(new DRACOLoader().setDecoderPath('./lib/draco/'));
const fontLoader = new FontLoader().setPath(context.path);
pLoad.push(new Promise((resolve, reject) => {
loader.load('maze2.gltf', function (gltf) {
console.log(gltf);
gltf.scene.traverse(function (object) {
if (object.isMesh || object.isObject3D) {
//object.castShadow = true;
//object.receiveShadow = true;
}
if (object.name) {
context.assets[object.name] = object;
}
});
['tunnel', 'wall', 'door', 'floor'].forEach(e => {
o[e] = gltf.scene.getObjectByName(e);
});
resolve(gltf);
});
}));
pLoad.push(new Promise((resolve, reject) => {
loader.setPath(context.path + 'human2/');
loader.load('human.gltf', function (gltf) {
console.log(gltf);
gltf.scene.traverse(function (object) {
if (object.isMesh || object.isObject3D) {
//object.castShadow = true;
//object.receiveShadow = true;
object.frustumCulled = false;
}
});
o.hero = gltf.scene;
o.hero.scale.set(.033, .033, .033);
o.hero.position.y = 0;
let mixer = new AnimationMixer(gltf.scene);
mixers.push(mixer);
o.hero.actionWalk = mixer.clipAction(gltf.animations.find(a => a.name == 'walk'));
o.hero.actionIdle = mixer.clipAction(gltf.animations.find(a => a.name == 'idle'));
o.hero.actionIdle.play();
resolve(gltf);
});
loader.setPath(context.path);
}));
pLoad.push(new Promise((resolve, reject) => {
fontLoader.load('font.json', function (font) {
context.fontMaterial = new MeshBasicMaterial({
color: 0x885e2c,
transparent: true,
opacity: 0.73
});
context.font = font;
resolve(font);
});
}));
const staticThings = new Group();
const staticPointer = new Mesh(
new PlaneGeometry(.010, .010),
new MeshStandardMaterial({
map: new TextureLoader().load('./assets/maze/x.png'),
alphaTest: .5,
})
);
staticPointer.frustumCulled = false;
staticPointer.material.map.encoding = sRGBEncoding;
staticThings.add(staticPointer);
scene.add(staticThings);
Promise.all(pLoad).then(function () {
loadScene();
context.onload && context.onload();
});
var that = this;
function loadScene() {
mazeObject(context.maze, scene);
scene.add(o.hero);
scene.add(new Mesh(BufferGeometryUtils.mergeBufferGeometries(mazeGeometries, false), o.tunnel.material));
scene.add(_l);
that.ready = true;
}
function between(a, b, x) {
return (a < b && a < x && x < b) || (b < a && b < x && x < a);
}
function checkArea(x, z) {
let allowed = areas.filter(e => e.type != 'deny' && between(e.a[0].x, e.a[1].x, x) && between(e.a[0].z, e.a[1].z, z));
let denied = areas.filter(e => e.type == 'deny' && between(e.a[0].x, e.a[1].x, x) && between(e.a[0].z, e.a[1].z, z));
return { area: allowed, block: allowed.length == 0 || denied.length > 0 };
}
this.scene = scene;
const _vector = new Vector3();
let heroState = 0;
let lastCamera = new Vector3(0, .5, 0.5);
this.update = function (camera) {
let currentArea = checkArea(camera.position.x, camera.position.z);
if (currentArea.block) {
if (!checkArea(camera.position.x, lastCamera.z).block) {
camera.position.z = lastCamera.z;
} else if (!checkArea(lastCamera.x, camera.position.z).block) {
camera.position.x = lastCamera.x;
} else {
camera.position.copy(lastCamera);
}
currentArea = checkArea(camera.position.x, camera.position.z);
}
_l.position.copy(camera.position);
context.onupdate && context.onupdate();
motionEngine.update();
let delta = clock.getDelta();
mixers.forEach(m => m.update(delta));
if (o.hero) {
let dst = Math.abs(camera.position.distanceTo(lastCamera));
if (dst <= 0.005 && heroState == 1) {
o.hero.actionWalk.crossFadeTo(o.hero.actionIdle.play(), .5);
heroState = 0;
}
else if (dst <= 0.0005 && heroState == 0 && o.hero.actionWalk.isRunning()) {
o.hero.actionWalk.stop();
} else if (dst > 0.005 && heroState == 0) {
o.hero.actionIdle.crossFadeTo(o.hero.actionWalk.reset().play(), .5);
heroState = 1;
} else if (dst > 0.007 && heroState == 1 && o.hero.actionIdle.isRunning()) {
o.hero.actionIdle.stop();
}
_vector.setFromMatrixColumn(camera.matrix, 0);
_vector.crossVectors(camera.up, _vector);
o.hero.position.copy(camera.position);
o.hero.position.addScaledVector(_vector, heroDistance);
o.hero.position.y = 0;
o.hero.rotation.y = camera.rotation.y - Math.PI;
if (checkArea(o.hero.position.x, o.hero.position.z).block) {
o.hero.visible = false;
} else {
o.hero.visible = true;
}
staticThings.position.copy(camera.position);
camera.getWorldDirection(_vector);
staticThings.position.addScaledVector(_vector, .6);
staticThings.rotation.copy(camera.rotation);
}
lastCamera.copy(camera.position);
};
this.onclick = function (camera, mouse, event) {
mouse = mouse || new Vector3(0, 0, 0);
clickable.update(mouse, camera, event);
};
this.onpointer = function (camera, mouse, action) {
mouse = mouse || new Vector3(0, 0, 0);
context.draggable.update(mouse, camera, action);
};
var 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);
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();
mazeObject(def[d], rr, step + 1);
});
};
}
}
export { Maze };
@@ -0,0 +1,147 @@
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 }
@@ -0,0 +1,48 @@
import { MazeObject } from "./MazeObject";
class MazeQuizGame {
constructor(engine, context, questions) {
let def = this.generate(questions);
console.log(def)
this.mazeObject = new MazeObject(engine, def)
}
async load(){
await this.mazeObject.load();
this.object = this.mazeObject.object;
return this.object;
}
generate(questions, idx = 0){
let cq = questions[idx]
if (!cq) return {};
let len = Math.round(Math.random()*4) + 2;
let lr = Math.round(Math.random()*4) + 2;
let lrv = Math.random() > 0.5;
return {
len,
objects:[
{
type: 'text', text: cq.s, position:[0,.4,len], rotation:[0,Math.PI, 0]
}
],
[lrv?'r':'l']:{
len: 10 - lr,
[lrv?'l':'r']: {
len: lr,
objects:[
{
type: 'text', text: cq.h, position:[0,.4,lr], rotation:[0,Math.PI, 0]
}
]
}
},
[lrv?'l':'r']:{
len: lr,
[lrv?'r':'l']: this.generate(questions, idx + 1)
}
}
}
}
export {MazeQuizGame}
@@ -4,7 +4,7 @@ import { MotionEngine } from '../../lib/MotionEngine';
class Game1 { class Game1 {
constructor(context, image, w, h) { constructor(context, image, w, h) {
this.game = new Group(); this.object = new Group();
const aq = new MotionEngine(); const aq = new MotionEngine();
const pr = [[0, -1], [0, 1], [1, 0], [-1, 0], [0, 0], [0, 2]]; const pr = [[0, -1], [0, 1], [1, 0], [-1, 0], [0, 0], [0, 2]];
let d = 1.2; let d = 1.2;
@@ -40,20 +40,20 @@ class Game1 {
let ri; let ri;
do { do {
ri = Math.floor(Math.random() * 6); ri = Math.floor(Math.random() * 6);
} while (ri == this.game.children.length); } while (ri == this.object.children.length);
mesh.rotation.set(pr[ri][0] * Math.PI / 2, pr[ri][1] * Math.PI / 2, 0); mesh.rotation.set(pr[ri][0] * Math.PI / 2, pr[ri][1] * Math.PI / 2, 0);
mesh._ri = ri; mesh._ri = ri;
this.game.add(mesh); this.object.add(mesh);
} }
this.game.children[0].onBeforeRender = () => { this.object.children[0].onBeforeRender = () => {
this.update(); this.update();
}; };
var check = () => { var check = () => {
if (!this.game.children.length) return false; if (!this.object.children.length) return false;
let i = 0; let i = 0;
for (let c of this.game.children) { for (let c of this.object.children) {
if (Math.abs(c.rotation.x - pr[i][0] * Math.PI / 2) > 0.0001 || Math.abs(c.rotation.y - pr[i][1] * Math.PI / 2) > 0.0001) return false; if (Math.abs(c.rotation.x - pr[i][0] * Math.PI / 2) > 0.0001 || Math.abs(c.rotation.y - pr[i][1] * Math.PI / 2) > 0.0001) return false;
i++; i++;
} }
@@ -71,7 +71,7 @@ class Game1 {
} }
}; };
this.game.children.forEach(c => { this.object.children.forEach(c => {
context.clickable.add(c, clickFn); context.clickable.add(c, clickFn);
}); });
@@ -79,7 +79,7 @@ class Game1 {
aq.update(); aq.update();
if (aq.isIdle() && !this.done && check()) { if (aq.isIdle() && !this.done && check()) {
this.done = true; this.done = true;
this.game.children.forEach((c, i) => { this.object.children.forEach((c, i) => {
aq.add({ aq.add({
o: c, o: c,
a: { position: { x: i % w, y: i % h } }, a: { position: { x: i % w, y: i % h } },
@@ -17,7 +17,7 @@ class Game2 {
}); });
let last, lidx = w - 1; let last, lidx = w - 1;
this.game = new Group(); this.object = new Group();
let d = 1.2, p = []; let d = 1.2, p = [];
function check() { function check() {
@@ -60,7 +60,7 @@ class Game2 {
// } // }
p.forEach((e, i) => { p.forEach((e, i) => {
let x = e % w, y = ~~(e / h); let x = e % w, y = ~~(e / h);
this.game.children[i].position.set(x * d, y * d, 0); this.object.children[i].position.set(x * d, y * d, 0);
}); });
}; };
@@ -85,11 +85,11 @@ class Game2 {
} }
let mesh = new Mesh(bg, i != lidx ? material : m2); let mesh = new Mesh(bg, i != lidx ? material : m2);
mesh.position.set(x * d, y * d, 0); mesh.position.set(x * d, y * d, 0);
this.game.add(mesh); this.object.add(mesh);
} }
last = this.game.children[lidx]; last = this.object.children[lidx];
this.game.children[0].onBeforeRender = () => { this.object.children[0].onBeforeRender = () => {
this.update(); this.update();
}; };
@@ -97,7 +97,7 @@ class Game2 {
let clickFn = (i) => { let clickFn = (i) => {
if (!this.done && !aq.isActive(i.object)) { if (!this.done && !aq.isActive(i.object)) {
let idx = this.game.children.indexOf(i.object); let idx = this.object.children.indexOf(i.object);
if (idx == lidx) return; //we ignore the empty cell if (idx == lidx) return; //we ignore the empty cell
let xc = p[idx] % w, yc = ~~(p[idx] / h); let xc = p[idx] % w, yc = ~~(p[idx] / h);
let xl = p[lidx] % w, yl = ~~(p[lidx] / h); let xl = p[lidx] % w, yl = ~~(p[lidx] / h);
@@ -119,7 +119,7 @@ class Game2 {
} }
}; };
this.game.children.forEach(c => { this.object.children.forEach(c => {
context.clickable.add(c, clickFn); context.clickable.add(c, clickFn);
}); });
@@ -127,7 +127,7 @@ class Game2 {
aq.update(); aq.update();
if (aq.isIdle() && !this.done && check()) { if (aq.isIdle() && !this.done && check()) {
this.done = true; this.done = true;
this.game.children.forEach((c, i) => { this.object.children.forEach((c, i) => {
last.material = material; last.material = material;
aq.add({ aq.add({
o: c, o: c,
@@ -3,7 +3,7 @@ import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';
import { MotionEngine } from '../../lib/MotionEngine'; import { MotionEngine } from '../../lib/MotionEngine';
var Game4 = function(context, gltf, w, h){ var Game4 = function(context, gltf, w, h){
this.game = new Group(); this.object = new Group();
const aq = new MotionEngine(); const aq = new MotionEngine();
const pr = []; const pr = [];
let d = .51, c = w * h / 2, tc = w * h, m0=1, r0=.2; let d = .51, c = w * h / 2, tc = w * h, m0=1, r0=.2;
@@ -41,17 +41,17 @@ var Game4 = function(context, gltf, w, h){
pr.forEach((c, i)=>{ pr.forEach((c, i)=>{
c.position.set((i % w)*d , (~~(i / w))*d); c.position.set((i % w)*d , (~~(i / w))*d);
c.rotation.set(0, Math.PI, 0); c.rotation.set(0, Math.PI, 0);
this.game.add(c); this.object.add(c);
context.clickable.add(c, clickFn); context.clickable.add(c, clickFn);
}) })
this.game.children[0].onBeforeRender = ()=>{ this.object.children[0].onBeforeRender = ()=>{
this.update(); this.update();
} }
}); });
var check = ()=>{ var check = ()=>{
if (!this.game.children.length) return false; if (!this.object.children.length) return false;
return pr.filter(c=>c.$active === false).length == tc; return pr.filter(c=>c.$active === false).length == tc;
} }
@@ -107,7 +107,7 @@ var Game4 = function(context, gltf, w, h){
aq.update(); aq.update();
if (!this.done && check()){ if (!this.done && check()){
this.done = true; this.done = true;
this.game.children.forEach((c, i)=>{ this.object.children.forEach((c, i)=>{
aq.add({ aq.add({
o: c, o: c,
a: {material:{opacity:1}}, a: {material:{opacity:1}},
@@ -0,0 +1,51 @@
import { MeshStandardMaterial, Color, Vector3 } from "three";
import { Text } from "troika-three-text";
import Utils from "@/lib/utils";
class TextObject {
constructor(obj, params) {
const txt = new Text();
// Set properties to configure:
txt.text = obj.text;
txt.fontSize = 0.022;
txt.lineHeight = 1.1;
txt.maxWidth = obj.width || params.wallSize * .73;
txt.textAlign = 'center';
txt.font = params.fontPath;
txt.anchorX = 'center';
txt.anchorY = 'bottom';
txt.curveRadius = 0;
txt.outlineColor = 0xffffff;
txt.outlineWidth = '15%';
txt.outlineBlur = '50%';
Utils.assignMeshParams(txt, obj)
let m = new MeshStandardMaterial({
roughness: .73,
metalness: .37,
});
txt.material = m;
txt.color = new Color(0x0);
txt.sync();
this.txt = txt;
this.mesh = txt;
if (obj.effect == 'distance') {
let dstm = .8;
var oldBR = txt.onBeforeRender;
txt.material[1].opacity = 0.01;
txt.onBeforeRender = function (renderer, scene, camera) {
oldBR && oldBR.apply(this, arguments);
var v = new Vector3();
txt.getWorldPosition(v);
var dst = camera.position.distanceTo(v);
if (dst < dstm * 2 && dst > dstm * 1) {
txt.material[1].opacity = dstm * 1 - (dst - dstm * 1);
}
if (dst < .5 * dstm) {
txt.material[1].opacity = dstm * dst * 2;
}
};
}
}
}
export {TextObject}
@@ -13,7 +13,7 @@ class VideoPlayer {
opacity: 0.5, opacity: 0.5,
} ); } );
let plane = new THREE.Mesh( geometry, material ); let plane = new THREE.Mesh( geometry, material );
this.videoPlayer = plane; this.object = plane;
context.clickable.add(plane, ()=>{ context.clickable.add(plane, ()=>{
material.opacity = 0.9 material.opacity = 0.9
+8 -1
View File
@@ -53,5 +53,12 @@ export default {
rad2deg(rad){ rad2deg(rad){
return rad * 180 / Math.PI; return rad * 180 / Math.PI;
} },
assignMeshParams(mesh, params){
['scale', 'rotation', 'position'].forEach(p=>params[p] && mesh[p].fromArray(params[p]));
['visible', 'name'].forEach(p=>{
if (params[p]!==undefined) mesh[p] = params[p];
});
},
} }