Added movement and rotation
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17
src/main.js
17
src/main.js
@@ -27,14 +27,13 @@ let mixer, clip, action, playerModel;
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loader.load( './src/objects/models/player.gltf', function ( gltf ) {
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playerModel = gltf;
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gltf.scene.scale.set(0.2,0.2,0.2);
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gltf.scene.rotateOnWorldAxis(new THREE.Vector3(1,0,0), MathUtils.degToRad(90));
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//gltf.scene.rotateOnWorldAxis(new THREE.Vector3(1,0,0), MathUtils.degToRad(-90));
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alignGround(ground, gltf.scene);
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scene.add( gltf.scene );
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mixer = new THREE.AnimationMixer( gltf.scene );
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clip = THREE.AnimationClip.findByName( gltf.animations, 'Walk' );
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action = mixer.clipAction( clip );
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action.play();
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}, undefined, function ( error ) {
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@@ -55,6 +54,7 @@ MOVEMENT
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const PLAYER_SPEED = 0.015;
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const playerDirection = new THREE.Vector3(0, 0, 0);
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const playerRotation = new THREE.Quaternion();
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// Events to listen keyboard inputs
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document.addEventListener('keydown', handleKeyDown);
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@@ -62,14 +62,15 @@ document.addEventListener('keyup', handleKeyUp);
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//Managing keys
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function handleKeyDown(event) {
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action.play();
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switch (event.code) {
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case 'ArrowUp':
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case 'KeyW':
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playerDirection.y = -1; // Up
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playerDirection.y = 1; // Up
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break;
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case 'ArrowDown':
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case 'KeyS':
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playerDirection.y = 1; // Back
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playerDirection.y = -1; // Back
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break;
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case 'ArrowLeft':
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case 'KeyA':
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@@ -83,6 +84,7 @@ function handleKeyDown(event) {
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}
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function handleKeyUp(event) {
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action.stop();
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switch (event.code) {
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case 'ArrowUp':
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case 'KeyW':
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@@ -103,6 +105,13 @@ function updatePlayerPosition() {
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const delta = playerDirection.clone().multiplyScalar(PLAYER_SPEED);
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playerModel.scene.position.add(delta);
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camera.position.add(delta);
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const angle = Math.atan2(playerDirection.x, -playerDirection.y);
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const targetRotation = new THREE.Quaternion();
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targetRotation.setFromAxisAngle(new THREE.Vector3(0, 1, 0), angle);
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playerRotation.slerp(targetRotation, 0.1);
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playerModel.scene.setRotationFromQuaternion(playerRotation);
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playerModel.scene.rotateOnWorldAxis(new THREE.Vector3(1,0,0), MathUtils.degToRad(90));
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}
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function animate() {
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