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@@ -1,8 +1,6 @@
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import * as THREE from "three"
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import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
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-import { Object3D, Mesh, ShaderMaterial } from "three";
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-
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-import { GameController } from "./controller"
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+import { Object3D, Mesh, ShaderMaterial, DirectionalLight, BoxBufferGeometry, TextureLoader, MeshStandardMaterial, Texture, AmbientLight, Vector3, PlaneBufferGeometry } from "three";
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export class FooGame {
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@@ -15,16 +13,14 @@ export class FooGame {
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cam_aspect = window.innerWidth / window.innerHeight;
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loader: GLTFLoader;
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-
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+ texLoader: TextureLoader;
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updateMap: Object;
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- controller: GameController;
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-
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constructor() {
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- this.camera = new THREE.PerspectiveCamera(this.cam_fov, this.cam_aspect, 0.01, 10)
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+ this.camera = new THREE.PerspectiveCamera(this.cam_fov, this.cam_aspect, 0.01, 1000)
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this.camera.position.x = 0;
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- this.camera.position.y = 3;
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- this.camera.position.z = 5;
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+ this.camera.position.y = 15;
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+ this.camera.position.z = 0;
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this.scene = new THREE.Scene();
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@@ -34,29 +30,11 @@ export class FooGame {
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document.body.appendChild(this.renderer.domElement);
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this.loader = new GLTFLoader();
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+ this.texLoader = new TextureLoader();
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this.updateMap = {};
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- this.controller = new GameController(document.body);
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-
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this.animate();
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- //this.loadScene();
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- }
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-
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- bindKeyAction(box: Object3D) {
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- this.controller.onKey_A(() => {
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- if (box) box.position.x -= 0.1;
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- });
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- this.controller.onKey_D(() => {
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- if (box) box.position.x += 0.1;
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- });
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- this.controller.onKey_S(() => {
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- if (box) box.position.z += 0.1;
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- });
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- this.controller.onKey_W(() => {
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- if (box) box.position.z -= 0.1;
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- });
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-
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}
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animate() {
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@@ -103,65 +81,32 @@ export class FooGame {
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}
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loadScene(callback: Function) {
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- this.loader.load("./scenes/foo.gltf", gltf => {
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- this.scene.add(gltf.scene);
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- let box = this.scene.getObjectByName("Box");
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- box && this.camera.lookAt(box.position);
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- callback();
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- });
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+ let light = new DirectionalLight(0xffffff, 0.8);
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+ light.position.set(5, 20, 0);
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+ let light2 = new AmbientLight(0xffffff, 0.9);
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+ this.scene.add(light);
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+ this.scene.add(light2);
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+ this.camera.lookAt(new Vector3(0, 0, 0));
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+ callback();
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}
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}
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let game = new FooGame();
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-
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-let vertexShader = `
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-uniform float time;
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-varying vec3 vPos;
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-void main() {
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- vPos=position;
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- vPos.x += sin(time * vPos.z) * 2.0;
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- vPos.y += cos(time * vPos.z) * 2.0;
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- //vPos.z += tan(time * vPos.z) * 4.0;
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- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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-}
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-`;
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-
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-let fragmentShader = `
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-varying vec3 vPos;
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-void main() {
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- gl_FragColor = vec4( vPos, 1.0 );
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-}
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-`;
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-
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game.loadScene(() => {
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- let box = game.scene.getObjectByName("Box");
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- if (box) {
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- game.bindKeyAction(box);
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- let mat:ShaderMaterial;
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- if (box instanceof Mesh) {
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- let mesh: Mesh = box;
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-
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- mat = new ShaderMaterial({
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- uniforms: {
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- time: {
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- value: 0
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- }
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- },
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- vertexShader: vertexShader,
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- fragmentShader: fragmentShader
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- });
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- mesh.material = mat;
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- }
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-
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- game.setUpdate(box, (obj: Object3D) => {
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- //game.camera.rotateOnAxis(obj.position, 0.01)
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- //obj.position.x += performance.now() * 0.000001;
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- //obj.position.z += performance.now() * 0.000001;
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- obj.rotateY(0.01);
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-
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- //game.camera.lookAt(obj.position)
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- mat.uniforms.time.value = performance.now()/500;
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- });
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- }
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-})
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+ let mat = new MeshStandardMaterial();
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+ let mesh = new PlaneBufferGeometry(50, 50, 100, 100);
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+
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+ game.texLoader.load("./textures/sand.jpg", (tex) => {
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+ tex.wrapS = THREE.RepeatWrapping;
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+ tex.wrapT = THREE.RepeatWrapping;
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+ tex.mapping = THREE.EquirectangularReflectionMapping;
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+ mat.map = tex;
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+ let obj = new Mesh(mesh, mat);
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+ obj.rotation.x = -Math.PI / 2;
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+ obj.position.y = -3
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+ game.scene.add(obj);
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+ });
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+
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+
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+});
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