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631 | import {
Scene,
AnimationAction,
AnimationMixer,
AnimationUtils,
DirectionalLight,
Mesh,
PerspectiveCamera,
Object3D,
WebGLRenderer,
Group,
Vector3,
BoxGeometry,
MeshStandardMaterial,
Euler,
Quaternion,
Matrix4,
GridHelper,
TextureLoader,
EquirectangularReflectionMapping,
AnimationClip
} from 'three'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js'
import { RGBELoader } from 'three/examples/jsm/loaders/RGBELoader.js'
import { Lensflare, LensflareElement } from 'three/examples/jsm/objects/Lensflare.js'
import * as SkeletonUtils from 'three/examples/jsm/utils/SkeletonUtils.js'
import RAPIER, {
ActiveEvents,
ColliderDesc,
RigidBody,
RigidBodyDesc,
World,
EventQueue
} from '@dimforge/rapier3d-compat'
import { io } from 'socket.io-client'
class Keyboard {
keyMap: { [key: string]: boolean } = {}
constructor(renderer: WebGLRenderer) {
document.addEventListener('pointerlockchange', () => {
if (document.pointerLockElement === renderer.domElement) {
document.addEventListener('keydown', this.onDocumentKey)
document.addEventListener('keyup', this.onDocumentKey)
} else {
document.removeEventListener('keydown', this.onDocumentKey)
document.removeEventListener('keyup', this.onDocumentKey)
}
})
}
onDocumentKey = (e: KeyboardEvent) => {
this.keyMap[e.code] = e.type === 'keydown'
}
}
class Eve extends Group {
mixer?: AnimationMixer
glTFLoader: GLTFLoader
animations: AnimationClip[] = []
constructor() {
super()
const dracoLoader = new DRACOLoader()
dracoLoader.setDecoderPath('https://www.gstatic.com/draco/v1/decoders/')
this.glTFLoader = new GLTFLoader()
this.glTFLoader.setDRACOLoader(dracoLoader)
}
async init(animationActions: { [key: string]: AnimationAction }) {
const [eve, idle, jump, pose] = await Promise.all([
this.glTFLoader.loadAsync('models/eve$@walk_compressed.glb'),
this.glTFLoader.loadAsync('models/eve@idle.glb'),
this.glTFLoader.loadAsync('models/eve@jump.glb'),
this.glTFLoader.loadAsync('models/eve@pose.glb')
])
this.animations.push(
idle.animations[0],
eve.animations[0],
jump.animations[0],
pose.animations[0]
)
eve.scene.traverse((m) => {
if ((m as Mesh).isMesh) {
m.castShadow = true
}
})
this.mixer = new AnimationMixer(eve.scene)
animationActions['idle'] = this.mixer.clipAction(idle.animations[0])
animationActions['walk'] = this.mixer.clipAction(
AnimationUtils.subclip(eve.animations[0], 'walk', 0, 42)
)
jump.animations[0].tracks = jump.animations[0].tracks.filter(function (e) {
return !e.name.endsWith('.position')
})
animationActions['jump'] = this.mixer.clipAction(jump.animations[0])
animationActions['pose'] = this.mixer.clipAction(pose.animations[0])
animationActions['idle'].play()
this.add(eve.scene)
}
update(delta: number) {
this.mixer?.update(delta)
}
}
class AnimationController {
scene: Scene
wait = false
animationActions: { [key: string]: AnimationAction } = {}
activeAction = 'idle'
speed = 0
keyboard
model?: Eve
constructor(scene: Scene, keyboard: Keyboard) {
this.scene = scene
this.keyboard = keyboard
}
async init() {
this.model = new Eve()
await this.model.init(this.animationActions)
this.scene.add(this.model)
}
setAction(action: string) {
if (this.activeAction != action) {
this.animationActions[this.activeAction].fadeOut(0.1)
this.animationActions[action].reset().fadeIn(0.1).play()
this.activeAction = action
}
}
update(delta: number) {
if (!this.wait) {
let actionAssigned = false
if (this.keyboard.keyMap['Space']) {
this.setAction('jump')
actionAssigned = true
this.wait = true
setTimeout(() => (this.wait = false), 1200)
}
if (
!actionAssigned &&
(this.keyboard.keyMap['KeyW'] ||
this.keyboard.keyMap['KeyA'] ||
this.keyboard.keyMap['KeyS'] ||
this.keyboard.keyMap['KeyD'])
) {
this.setAction('walk')
actionAssigned = true
}
if (!actionAssigned && this.keyboard.keyMap['KeyQ']) {
this.setAction('pose')
actionAssigned = true
}
!actionAssigned && this.setAction('idle')
}
if (this.activeAction === 'walk') {
this.model?.update(delta * 2)
} else {
this.model?.update(delta)
}
}
}
class FollowCam {
camera: PerspectiveCamera
pivot = new Object3D()
yaw = new Object3D()
pitch = new Object3D()
constructor(scene: Scene, camera: PerspectiveCamera, renderer: WebGLRenderer) {
this.camera = camera
this.yaw.position.y = 0.75
document.addEventListener('pointerlockchange', () => {
if (document.pointerLockElement === renderer.domElement) {
renderer.domElement.addEventListener('mousemove', this.onDocumentMouseMove)
renderer.domElement.addEventListener('wheel', this.onDocumentMouseWheel)
} else {
renderer.domElement.removeEventListener('mousemove', this.onDocumentMouseMove)
renderer.domElement.removeEventListener('wheel', this.onDocumentMouseWheel)
}
})
scene.add(this.pivot)
this.pivot.add(this.yaw)
this.yaw.add(this.pitch)
this.pitch.add(camera)
}
onDocumentMouseMove = (e: MouseEvent) => {
this.yaw.rotation.y -= e.movementX * 0.002
const v = this.pitch.rotation.x - e.movementY * 0.002
if (v > -1 && v < 1) {
this.pitch.rotation.x = v
}
}
onDocumentMouseWheel = (e: WheelEvent) => {
e.preventDefault()
const v = this.camera.position.z + e.deltaY * 0.005
if (v >= 0.5 && v <= 10) {
this.camera.position.z = v
}
}
}
class Player {
scene: Scene
world: World
body: RigidBody
animationController?: AnimationController
position: Vector3
inputVelocity = new Vector3()
euler = new Euler()
quaternion = new Quaternion()
followTarget = new Object3D()
grounded = true
rotationMatrix = new Matrix4()
targetQuaternion = new Quaternion()
followCam: FollowCam
keyboard: Keyboard
wait = false
handle = -1
constructor(
scene: Scene,
camera: PerspectiveCamera,
renderer: WebGLRenderer,
world: World,
position: [number, number, number] = [0, 0, 0]
) {
this.scene = scene
this.world = world
this.keyboard = new Keyboard(renderer)
this.followCam = new FollowCam(this.scene, camera, renderer)
this.position = new Vector3(...position)
scene.add(this.followTarget)
this.body = world.createRigidBody(
RigidBodyDesc.dynamic()
.setTranslation(...position)
.enabledRotations(false, false, false)
.setLinearDamping(4)
.setCanSleep(false)
)
this.handle = this.body.handle
const shape = ColliderDesc.capsule(0.5, 0.15)
.setTranslation(0, 0.645, 0)
.setMass(1)
.setFriction(0)
.setActiveEvents(ActiveEvents.COLLISION_EVENTS)
world.createCollider(shape, this.body)
}
async init() {
this.animationController = new AnimationController(this.scene, this.keyboard)
await this.animationController.init()
}
setGrounded(grounded: boolean) {
if (grounded != this.grounded) {
this.grounded = grounded
if (grounded) {
this.body.setLinearDamping(4)
setTimeout(() => {
this.wait = false
}, 250)
} else {
this.body.setLinearDamping(0)
}
}
}
reset() {
this.body.setLinvel(new Vector3(0, 0, 0), true)
this.body.setTranslation(new Vector3(0, 1, 0), true)
}
update(delta: number) {
this.inputVelocity.set(0, 0, 0)
let limit = 1
if (this.grounded) {
if (this.keyboard.keyMap['KeyW']) {
this.inputVelocity.z = -1
limit = 9.5
}
if (this.keyboard.keyMap['KeyS']) {
this.inputVelocity.z = 1
limit = 9.5
}
if (this.keyboard.keyMap['KeyA']) {
this.inputVelocity.x = -1
limit = 9.5
}
if (this.keyboard.keyMap['KeyD']) {
this.inputVelocity.x = 1
limit = 9.5
}
this.inputVelocity.setLength(delta * limit)
if (!this.wait && this.keyboard.keyMap['Space']) {
this.wait = true
this.inputVelocity.y = 5
}
}
this.euler.y = this.followCam.yaw.rotation.y
this.quaternion.setFromEuler(this.euler)
this.inputVelocity.applyQuaternion(this.quaternion)
this.body.applyImpulse(this.inputVelocity, true)
if (this.body.translation().y < -10) {
this.reset()
}
this.followTarget.position.copy(this.body.translation())
this.followTarget.getWorldPosition(this.position)
this.followCam.pivot.position.lerp(this.position, delta * 10)
this.animationController?.model?.position.lerp(this.position, delta * 20)
this.rotationMatrix.lookAt(
this.followTarget.position,
this.animationController?.model?.position as Vector3,
this.animationController?.model?.up as Vector3
)
this.targetQuaternion.setFromRotationMatrix(this.rotationMatrix)
const distance = this.animationController?.model?.position.distanceTo(
this.followTarget.position
)
if (
(distance as number) > 0.0001 &&
!this.animationController?.model?.quaternion.equals(this.targetQuaternion)
) {
this.targetQuaternion.z = 0
this.targetQuaternion.x = 0
this.targetQuaternion.normalize()
this.animationController?.model?.quaternion.rotateTowards(
this.targetQuaternion,
delta * 20
)
}
this.animationController?.update(delta)
}
}
class OtherPlayer {
id: string
animationActions: { [key: string]: AnimationAction } = {}
activeAction = 'idle'
speed = 0
model?: Object3D
mixer?: AnimationMixer
world: World
body?: RigidBody
handle = -1
constructor(id: string, player: Player, world: World) {
this.id = id
this.world = world
this.model = SkeletonUtils.clone(player.animationController?.model as Object3D)
this.model.name = id
this.mixer = new AnimationMixer(this.model)
this.animationActions['idle'] = this.mixer.clipAction(
player.animationController?.model?.animations[0] as AnimationClip
)
this.animationActions['walk'] = this.mixer.clipAction(
player.animationController?.model?.animations[1] as AnimationClip
)
this.animationActions['jump'] = this.mixer.clipAction(
player.animationController?.model?.animations[2] as AnimationClip
)
this.animationActions['pose'] = this.mixer.clipAction(
player.animationController?.model?.animations[3] as AnimationClip
)
this.animationActions[this.activeAction].play()
}
init(position: [number, number, number] = [0, 0, 0]) {
this.model?.position.set(...position)
this.body = this.world.createRigidBody(
RigidBodyDesc.dynamic()
.setTranslation(...position)
.enabledRotations(false, false, false)
.setLinearDamping(4)
.setCanSleep(false)
)
this.handle = this.body.handle
const shape = ColliderDesc.capsule(0.5, 0.15)
.setTranslation(0, 0.645, 0)
.setMass(1)
.setFriction(0)
this.world.createCollider(shape, this.body)
}
setAction(action: string) {
if (this.activeAction != action) {
this.animationActions[this.activeAction].fadeOut(0.1)
this.animationActions[action].reset().fadeIn(0.1).play()
this.activeAction = action
}
}
update(delta: number) {
this.body?.setTranslation(this.model?.position as Vector3, true)
if (this.activeAction === 'walk') {
this.mixer?.update(delta * 2)
} else {
this.mixer?.update(delta)
}
}
}
class Environment {
scene: Scene
light: DirectionalLight
constructor(scene: Scene) {
this.scene = scene
this.scene.add(new GridHelper(25, 25))
this.light = new DirectionalLight(0xffffff, Math.PI)
this.light.position.set(65.7, 19.2, 50.2)
this.light.castShadow = true
this.scene.add(this.light)
const textureLoader = new TextureLoader()
const textureFlare0 = textureLoader.load('img/lensflare0.png')
const textureFlare3 = textureLoader.load('img/lensflare3.png')
const lensflare = new Lensflare()
lensflare.addElement(new LensflareElement(textureFlare0, 1000, 0))
lensflare.addElement(new LensflareElement(textureFlare3, 500, 0.2))
lensflare.addElement(new LensflareElement(textureFlare3, 250, 0.8))
lensflare.addElement(new LensflareElement(textureFlare3, 125, 0.6))
lensflare.addElement(new LensflareElement(textureFlare3, 62.5, 0.4))
this.light.add(lensflare)
}
async init() {
await new RGBELoader().loadAsync('img/venice_sunset_1k.hdr').then((texture) => {
texture.mapping = EquirectangularReflectionMapping
this.scene.environment = texture
this.scene.background = texture
this.scene.backgroundBlurriness = 0.4
})
}
}
class UI {
renderer: WebGLRenderer
instructions: HTMLDivElement
constructor(renderer: WebGLRenderer) {
this.renderer = renderer
this.instructions = document.getElementById('instructions') as HTMLDivElement
const startButton = document.getElementById('startButton') as HTMLButtonElement
startButton.addEventListener(
'click',
() => {
renderer.domElement.requestPointerLock()
},
false
)
document.addEventListener('pointerlockchange', () => {
if (document.pointerLockElement === this.renderer.domElement) {
this.instructions.style.display = 'none'
} else {
this.instructions.style.display = 'block'
}
})
}
show() {
;(document.getElementById('spinner') as HTMLDivElement).style.display = 'none'
this.instructions.style.display = 'block'
}
}
export default class Game {
scene: Scene
camera: PerspectiveCamera
renderer: WebGLRenderer
player?: Player
world?: World
eventQueue?: EventQueue
socket: any
myId = ''
clients: { [id: string]: OtherPlayer } = {}
positions: { [id: string]: Vector3 } = {}
quaternions: { [id: string]: Quaternion } = {}
constructor(scene: Scene, camera: PerspectiveCamera, renderer: WebGLRenderer) {
this.scene = scene
this.camera = camera
this.renderer = renderer
}
async init() {
await RAPIER.init()
const gravity = new Vector3(0.0, -9.81, 0.0)
this.world = new World(gravity)
this.eventQueue = new EventQueue(true)
const floorMesh = new Mesh(new BoxGeometry(25, 1, 25), new MeshStandardMaterial())
floorMesh.receiveShadow = true
floorMesh.position.y = -0.5
this.scene.add(floorMesh)
const floorBody = this.world.createRigidBody(
RigidBodyDesc.fixed().setTranslation(0, -0.5, 0)
)
const floorShape = ColliderDesc.cuboid(12.5, 0.5, 12.5)
this.world.createCollider(floorShape, floorBody)
this.player = new Player(this.scene, this.camera, this.renderer, this.world, [
Math.random() * 20 - 10,
0.1,
Math.random() * 20 - 10
])
await this.player.init()
this.socket = io()
this.socket.on('id', (id: string) => {
this.myId = id
setInterval(() => {
this.socket.emit('update', {
p: this.player?.position,
q: this.player?.animationController?.model?.quaternion,
a: this.player?.animationController?.activeAction
})
}, 100)
})
this.socket.on('clients', (clients: any) => {
Object.keys(clients).forEach((c) => {
if (c != this.myId) {
if (!this.clients[c] && clients[c].p) {
this.clients[c] = new OtherPlayer(
c,
this.player as Player,
this.world as RAPIER.World
)
this.clients[c].init([clients[c].p.x, clients[c].p.y, clients[c].p.z])
this.scene.add(this.clients[c].model as Object3D)
} else {
clients[c].p && (this.positions[c] = clients[c].p)
clients[c].q && (this.quaternions[c] = new Quaternion(...clients[c].q))
clients[c].a && this.clients[c].setAction(clients[c].a)
}
}
})
})
this.socket.on('removeClient', (id: string) => {
console.log('removing ' + id)
this.scene.remove(this.scene.getObjectByName(id) as Object3D)
this.world?.removeRigidBody(this.clients[id].body as RAPIER.RigidBody)
delete this.clients[id]
delete this.positions[id]
delete this.quaternions[id]
})
const environment = new Environment(this.scene)
await environment.init()
environment.light.target = this.player.followTarget
const ui = new UI(this.renderer)
ui.show()
}
update(delta: number) {
;(this.world as World).timestep = Math.min(delta, 0.1)
this.world?.step(this.eventQueue)
this.eventQueue?.drainCollisionEvents((handle1, handle2, started) => {
let hitOtherPlayer = false
Object.keys(this.clients).forEach((c) => {
if ([handle1, handle2].includes(this.clients[c].handle)) {
hitOtherPlayer = true
}
})
if (!hitOtherPlayer) {
this.player?.setGrounded(started)
}
})
this.player?.update(delta)
Object.keys(this.clients).forEach((c) => {
this.positions[c] && this.clients[c].model?.position.lerp(this.positions[c], 0.1)
this.quaternions[c] &&
this.clients[c].model?.quaternion.slerp(this.quaternions[c], 0.1)
this.clients[c].update(delta)
})
}
}
|