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medieval-fantasy-book-standalone.html
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medieval-fantasy-book-standalone.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0, minimum-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover" />
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
<title>Medieval Fantasy Book</title>
<link rel="stylesheet" href="/css/examples.css?ver=1.0.0" />
<script src="/js/examples.js?ver=1.0.0"></script>
<script src="/lib/enable3d.framework.0.19.1.min.js"></script>
</head>
<body>
<div id="info-text">Use WASD, SPACE and your Mouse.<br />Try to play it on your mobile device :)</div>
<script>
const { Project, PhysicsLoader, Scene3D, ExtendedObject3D, THREE, JoyStick, ThirdPersonControls, PointerLock, PointerDrag } = ENABLE3D
/**
* Is touch device?
*/
const isTouchDevice = 'ontouchstart' in window
class MainScene extends Scene3D {
constructor() {
super('MainScene')
}
init() {
this.renderer.setPixelRatio(Math.max(1, window.devicePixelRatio / 2))
this.canJump = true
this.move = false
this.moveTop = 0
this.moveRight = 0
}
async preload() {
/**
* Medieval Fantasy Book by Pixel (https://sketchfab.com/stefan.lengyel1)
* https://sketchfab.com/3d-models/medieval-fantasy-book-06d5a80a04fc4c5ab552759e9a97d91a
* Attribution 4.0 International (CC BY 4.0)
*/
const book = this.load.preload('book', '/assets/glb/book.glb')
/**
* box_man.glb by Jan BlΓ‘ha
* https://github.com/swift502/Sketchbook
* CC-0 license 2018
*/
const man = this.load.preload('man', '/assets/glb/box_man.glb')
await Promise.all([book, man])
}
async create() {
this.warpSpeed('-ground', '-orbitControls')
this.renderer.gammaFactor = 1.5
// this.physics.debug.enable()
const addBook = async () => {
const object = await this.load.gltf('book')
const scene = object.scenes[0]
const book = new ExtendedObject3D()
book.name = 'scene'
book.add(scene)
this.add.existing(book)
// add animations
// sadly only the flags animations works
object.animations.forEach((anim, i) => {
book.mixer = this.animationMixers.create(book)
// overwrite the action to be an array of actions
book.action = []
book.action[i] = book.mixer.clipAction(anim)
book.action[i].play()
})
book.traverse(child => {
if (child.isMesh) {
child.castShadow = child.receiveShadow = false
child.material.metalness = 0
child.material.roughness = 1
if (/mesh/i.test(child.name)) {
// I do not know why the physics in this model has an offset but I just fixed it manually
child.position.set(-18.8, 4.35, -15.55)
this.physics.add.existing(child, {
shape: 'concave',
mass: 0,
collisionFlags: 1,
autoCenter: false,
offset: { x: 18.8, y: -4.35, z: 15.55 }
})
child.body.setAngularFactor(0, 0, 0)
child.body.setLinearFactor(0, 0, 0)
}
}
})
}
const addMan = async () => {
const object = await this.load.gltf('man')
const man = object.scene.children[0]
this.man = new ExtendedObject3D()
this.man.name = 'man'
this.man.rotateY(Math.PI + 0.1) // a hack
this.man.add(man)
this.man.rotation.set(0, Math.PI * 1.5, 0)
this.man.position.set(35, 0, 0)
// add shadow
this.man.traverse(child => {
if (child.isMesh) {
child.castShadow = child.receiveShadow = false
// https://discourse.threejs.org/t/cant-export-material-from-blender-gltf/12258
child.material.roughness = 1
child.material.metalness = 0
}
})
/**
* Animations
*/
this.animationMixers.add(this.man.animation.mixer)
object.animations.forEach(animation => {
if (animation.name) {
this.man.animation.add(animation.name, animation)
}
})
this.man.animation.play('idle')
/**
* Add the player to the scene with a body
*/
this.add.existing(this.man)
this.physics.add.existing(this.man, {
shape: 'sphere',
radius: 0.25,
width: 0.5,
offset: { y: -0.25 }
})
this.man.body.setFriction(0.8)
this.man.body.setAngularFactor(0, 0, 0)
// https://docs.panda3d.org/1.10/python/programming/physics/bullet/ccd
this.man.body.setCcdMotionThreshold(1e-7)
this.man.body.setCcdSweptSphereRadius(0.25)
/**
* Add 3rd Person Controls
*/
this.controls = new ThirdPersonControls(this.camera, this.man, {
offset: new THREE.Vector3(0, 1, 0),
targetRadius: 3
})
// set initial view to 90 deg theta
this.controls.theta = 90
/**
* Add Pointer Lock and Pointer Drag
*/
if (!isTouchDevice) {
let pl = new PointerLock(this.canvas)
let pd = new PointerDrag(this.canvas)
pd.onMove(delta => {
if (pl.isLocked()) {
this.controls.update(delta.x * 2, delta.y * 2)
}
})
}
}
addBook()
addMan()
/**
* Add Keys
*/
this.keys = {
w: { isDown: false },
a: { isDown: false },
s: { isDown: false },
d: { isDown: false },
space: { isDown: false }
}
const press = (e, isDown) => {
e.preventDefault()
const { keyCode } = e
switch (keyCode) {
case 87: // w
this.keys.w.isDown = isDown
break
case 38: // arrow up
this.keys.w.isDown = isDown
break
case 32: // space
this.keys.space.isDown = isDown
break
}
}
document.addEventListener('keydown', e => press(e, true))
document.addEventListener('keyup', e => press(e, false))
/**
* Add joystick
*/
if (isTouchDevice) {
const joystick = new JoyStick()
const axis = joystick.add.axis({
styles: { left: 35, bottom: 35, size: 100 }
})
axis.onMove(event => {
/**
* Update Camera
*/
const { top, right } = event
this.moveTop = top
this.moveRight = right
})
const buttonA = joystick.add.button({
letter: 'A',
styles: { right: 35, bottom: 110, size: 80 }
})
buttonA.onClick(() => this.jump())
const buttonB = joystick.add.button({
letter: 'B',
styles: { right: 110, bottom: 35, size: 80 }
})
buttonB.onClick(() => (this.move = true))
buttonB.onRelease(() => (this.move = false))
}
setTimeout(() => {
const placeholder = document.getElementById('welcome-game-placeholder')
if (placeholder) placeholder.remove()
}, 500)
}
jump() {
if (!this.man || !this.canJump) return
this.canJump = false
this.man.animation.play('jump_running', 500, false)
setTimeout(() => {
this.canJump = true
this.man.animation.play('idle')
}, 650)
this.man.body.applyForceY(6)
}
update(time, delta) {
if (this.man && this.man.body) {
/**
* Update Controls
*/
this.controls.update(this.moveRight * 2, -this.moveTop * 2)
/**
* Player Turn
*/
const speed = 4
const v3 = new THREE.Vector3()
const rotation = this.camera.getWorldDirection(v3)
const theta = Math.atan2(rotation.x, rotation.z)
const rotationMan = this.man.getWorldDirection(v3)
const thetaMan = Math.atan2(rotationMan.x, rotationMan.z)
this.man.body.setAngularVelocityY(0)
const l = Math.abs(theta - thetaMan)
let rotationSpeed = isTouchDevice ? 2 : 4
let d = Math.PI / 24
if (l > d) {
if (l > Math.PI - d) rotationSpeed *= -1
if (theta < thetaMan) rotationSpeed *= -1
this.man.body.setAngularVelocityY(rotationSpeed)
}
/**
* Player Move
*/
if (this.keys.w.isDown || this.move) {
if (this.man.animation.current === 'idle' && this.canJump) this.man.animation.play('run')
const x = Math.sin(theta) * speed,
y = this.man.body.velocity.y,
z = Math.cos(theta) * speed
this.man.body.setVelocity(x, y, z)
} else {
if (this.man.animation.current === 'run' && this.canJump) this.man.animation.play('idle')
}
/**
* Player Jump
*/
if (this.keys.space.isDown && this.canJump) {
this.jump()
}
}
}
}
window.addEventListener('load', () => {
PhysicsLoader('/lib', () => {
const project = new Project({ antialias: false, maxSubSteps: 10, fixedTimeStep: 1 / 120, scenes: [MainScene] })
})
})
</script>
</body>
</html>