Refactored the WHOLE project
From a simple test file, we're now on road to create a real project Took 3 hours, but code looks nice
This commit is contained in:
132
src/main.js
132
src/main.js
@@ -1,128 +1,46 @@
|
||||
import * as THREE from 'three';
|
||||
import * as MathUtils from 'three/src/math/MathUtils.js';
|
||||
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
|
||||
import {createGround} from './objects/ground.js';
|
||||
import {alignGround} from './utils/placement.js';
|
||||
import * as Freecam from './cameras/freecam.js';
|
||||
import { getCamera } from './cameras/PerspectiveCamera.js';
|
||||
import {addAssetsOnScene} from './utils/addAssetsOnScene.js';
|
||||
import * as PlayerMovement from './utils/playerMovement.js';
|
||||
import * as Animations from './utils/animateMesh.js';
|
||||
let Clock = new THREE.Clock();
|
||||
console.log("OK")
|
||||
|
||||
/* --------------------- */
|
||||
/* | SCENE CREATION | */
|
||||
/* --------------------- */
|
||||
const scene = new THREE.Scene();
|
||||
scene.background = new THREE.Color(0x0EB1D2);
|
||||
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
|
||||
const camera = getCamera();
|
||||
|
||||
const renderer = new THREE.WebGLRenderer();
|
||||
renderer.setSize( window.innerWidth, window.innerHeight );
|
||||
document.body.appendChild( renderer.domElement );
|
||||
|
||||
//Freecam
|
||||
Freecam.enableFreeCam(camera, renderer);
|
||||
|
||||
const ground = createGround();
|
||||
scene.add(ground);
|
||||
|
||||
const loader = new GLTFLoader();
|
||||
let mixer, clip, action, playerModel;
|
||||
|
||||
loader.load( './src/objects/models/player.gltf', function ( gltf ) {
|
||||
playerModel = gltf;
|
||||
gltf.scene.scale.set(0.2,0.2,0.2);
|
||||
gltf.scene.rotateOnWorldAxis(new THREE.Vector3(1,0,0), MathUtils.degToRad(90));
|
||||
alignGround(ground, gltf.scene);
|
||||
scene.add( gltf.scene );
|
||||
|
||||
mixer = new THREE.AnimationMixer( gltf.scene );
|
||||
clip = THREE.AnimationClip.findByName( gltf.animations, 'Walk' );
|
||||
action = mixer.clipAction( clip );
|
||||
|
||||
}, undefined, function ( error ) {
|
||||
|
||||
console.error( error );
|
||||
|
||||
} );
|
||||
|
||||
scene.add(new THREE.AmbientLight(0x404040, 50));
|
||||
|
||||
camera.position.x = 0;// <----->
|
||||
camera.position.y = -4;// ^^ / vv
|
||||
camera.position.z = 4;// ^-----v
|
||||
camera.rotateOnWorldAxis(new THREE.Vector3(1, 0, 0), MathUtils.degToRad(60));
|
||||
|
||||
/* ----- -*
|
||||
MOVEMENT
|
||||
-----------*/
|
||||
|
||||
const PLAYER_SPEED = 0.015;
|
||||
const playerDirection = new THREE.Vector3(0, 0, 0);
|
||||
const playerRotation = new THREE.Quaternion();
|
||||
//Here, we create/load every asset used, and add it in the scene
|
||||
let assets = await addAssetsOnScene(scene);
|
||||
|
||||
/* --------------------- */
|
||||
/* | MOVEMENT | */
|
||||
/* --------------------- */
|
||||
// Events to listen keyboard inputs
|
||||
document.addEventListener('keydown', handleKeyDown);
|
||||
document.addEventListener('keyup', handleKeyUp);
|
||||
document.addEventListener('keydown', PlayerMovement.handleKeyDown);
|
||||
document.addEventListener('keyup', PlayerMovement.handleKeyUp);
|
||||
|
||||
//Managing keys
|
||||
function handleKeyDown(event) {
|
||||
action.play();
|
||||
switch (event.code) {
|
||||
case 'ArrowUp':
|
||||
case 'KeyW':
|
||||
playerDirection.y = 1; // Up
|
||||
break;
|
||||
case 'ArrowDown':
|
||||
case 'KeyS':
|
||||
playerDirection.y = -1; // Back
|
||||
break;
|
||||
case 'ArrowLeft':
|
||||
case 'KeyA':
|
||||
playerDirection.x = -1; // Left
|
||||
break;
|
||||
case 'ArrowRight':
|
||||
case 'KeyD':
|
||||
playerDirection.x = 1; // Right
|
||||
break;
|
||||
}
|
||||
}
|
||||
/* --------------------- */
|
||||
/* | ANIMATIONS | */
|
||||
/* --------------------- */
|
||||
//We can add an animationMixer on objects, and define ready to play actions on objects
|
||||
//https://threejs.org/docs/#api/en/animation/AnimationAction
|
||||
Animations.addAnimationMixerOnMesh(assets.player, ["Walk"]);
|
||||
|
||||
function handleKeyUp(event) {
|
||||
action.stop();
|
||||
switch (event.code) {
|
||||
case 'ArrowUp':
|
||||
case 'KeyW':
|
||||
case 'ArrowDown':
|
||||
case 'KeyS':
|
||||
playerDirection.y = 0; // Arrêter le mouvement vertical
|
||||
break;
|
||||
case 'ArrowLeft':
|
||||
case 'KeyA':
|
||||
case 'ArrowRight':
|
||||
case 'KeyD':
|
||||
playerDirection.x = 0; // Arrêter le mouvement horizontal
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
function updatePlayerPosition() {
|
||||
const delta = playerDirection.clone().multiplyScalar(PLAYER_SPEED);
|
||||
playerModel.scene.position.add(delta);
|
||||
camera.position.add(delta);
|
||||
const ROTATION_SPEED = 0.05; // Vitesse de rotation
|
||||
if (playerDirection.lengthSq() > 0) {
|
||||
const angle = Math.atan2(playerDirection.x, -playerDirection.y);
|
||||
const targetRotation = new THREE.Quaternion();
|
||||
targetRotation.setFromAxisAngle(new THREE.Vector3(0, 1, 0), angle);
|
||||
playerRotation.slerp(targetRotation, ROTATION_SPEED);
|
||||
playerModel.scene.setRotationFromQuaternion(playerRotation);
|
||||
playerModel.scene.rotateOnWorldAxis(new THREE.Vector3(1, 0, 0), MathUtils.degToRad(90));
|
||||
}
|
||||
}
|
||||
|
||||
function animate() {
|
||||
requestAnimationFrame( animate );
|
||||
if(mixer) mixer.update( Clock.getDelta()*1.4 ); //If mixer ready
|
||||
|
||||
updatePlayerPosition();
|
||||
//Freecam.updateFreeCamKeys()//Freecam
|
||||
renderer.render( scene, camera );
|
||||
PlayerMovement.updatePlayerPositionAnimation(assets.player, camera);//Updating player position and rotation
|
||||
Animations.updateAnimations(Clock.getDelta());//Playing animations
|
||||
|
||||
renderer.render( scene, camera );//Calculating and redering new frame
|
||||
|
||||
}
|
||||
animate();
|
||||
|
||||
Reference in New Issue
Block a user