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<div id="loading">
<h2>Loading...</h2>
<div class="spinner"></div>
</div>
@import url('https://fonts.googleapis.com/css2?family=Orbitron:wght@700&display=swap');
:root {
--button-spacing: 5px;
--button-width: 32px;
}
* {
-moz-user-select: none;
-ms-user-select: none;
-webkit-user-select: none;
box-sizing: border-box;
user-select: none;
}
body {
margin: 0;
padding: 0;
position: relative;
overflow: hidden;
}
#loading {
align-items: center;
background-color: rgba(0, 0, 0, .8);
color: #ccc;
display: flex;
flex-direction: column;
font-family: Orbitron;
height: 100%;
justify-content: center;
position: absolute;
width: 100%;
z-index: 2;
}
/**
* Spinner
*/
//variables
$basic-dark-color: #cccccc; //color of the spinner
$border-width: 4px; //width of spinners border
$basic-spinner-dimensions: 125px; //width and height of spinner
$main-spinner-dimensions: $basic-spinner-dimensions - $border-width * 2; //width and height of bigger circle
$small-spinner-dimensions: $main-spinner-dimensions * 0.7; //width and height of smaller circle
.spinner {
position: relative;
width: $basic-spinner-dimensions;
height: $basic-spinner-dimensions;
&:before,
&:after {
content: "";
display: block;
position: absolute;
border-width: 4px;
border-style: solid;
border-radius: 50%;
}
@keyframes scale-2 {
0% {
transform: scale(0);
opacity: 0;
}
50% {
transform: scale(0.7);
opacity: 1;
}
100% {
transform: scale(1);
opacity: 0;
}
}
&:before {
width: $main-spinner-dimensions;
height: $main-spinner-dimensions;
border-color: $basic-dark-color;
top: 0px;
left: 0px;
animation: scale-2 1s linear 0s infinite;
}
&:after {
width: $main-spinner-dimensions;
height: $main-spinner-dimensions;
border-color: $basic-dark-color;
top: 0;
left: 0;
opacity: 0;
animation: scale-2 1s linear 0.5s infinite;
}
}
/* Joysticks */
.joystick {
background: rgba(100, 100, 100, 0.5);
border: 3px solid rgb(100, 100, 100);
border-radius: 50%;
height: 80px;
position: absolute;
width: 80px;
z-index: 1;
&.left {
bottom: 35px;
left: 35px;
}
&.right {
bottom: 35px;
right: 35px;
}
&.center {
bottom: 35px;
left: 50%;
transform: translateX(-50%);
}
.thumb {
background-color: #fff;
border-radius: 50%;
height: 40px;
left: 17px;
position: absolute;
top: 17px;
width: 40px;
z-index: 2;
}
.threshold {
background-color: rgba(255, 255, 255, .1);
border-radius: 50%;
height: 150px;
left: -55px;
margin: auto;
position: absolute;
top: -55px;
width: 150px;
z-index: 1
}
}
console.clear()
const {
devicePixelRatio,
innerHeight: viewportHeight,
innerWidth: viewportWidth
} = window
class Scene extends THREE.Scene {
#building
#controls
#orbital
#player
#prevTimestamp
#renderer
#scene
static width = 30
static height = 30
static timeDilation = 0.4
constructor () {
super()
this.#renderer = new THREE.WebGLRenderer({ antialias: true })
this.#renderer.shadowMap.enabled = true
this.#addPlayer()
this.#addBuilding()
document.body.appendChild(this.#renderer.domElement)
this.#renderer.setAnimationLoop(this.#render)
}
#addPlayer () {
// Create the playable character
this.#player = new Player({
animationNames: ['idle', 'walk', 'run'],
modelName: 'root',
onLoad: () => (document.querySelector('#loading').style.display = 'none'),
path: 'https://assets.codepen.io/829639/'
})
this.add(this.#player)
// Create the player/camera controls
this.#controls = {
position: new TouchInput(TouchInput.POSITION_LEFT),
rotation: new TouchInput(TouchInput.POSITION_RIGHT)
}
// Create the orbital camera, and attach it to the player
const aspect = viewportWidth / viewportHeight
this.#orbital = new OrbitalCamera(60, aspect, 1, 1000)
this.#player.add(this.#orbital)
}
#addBuilding () {
this.#building = new Building()
this.add(this.#building)
}
#update = elapsedTime => {
this.#renderer.setSize(window.innerWidth, window.innerHeight)
// Update orbital camera rotation based on the controls
const easeIn = 91
let { x: yRotation, y: xRotation } = this.#controls.rotation
xRotation = Math.pow(xRotation, easeIn)
const cameraRotation = new THREE.Euler(xRotation, yRotation, 0)
this.#orbital.update(elapsedTime, cameraRotation)
// Update player position and rotation based on the controls
const { x: xPos, y: zPos } = this.#controls.position
const playerPosition = new THREE.Vector3(xPos, 0, zPos)
playerPosition.multiplyScalar(Scene.timeDilation)
playerPosition.applyEuler(this.#orbital.rotation)
this.#player.update(elapsedTime, playerPosition)
// Update wall viewability based on whether they're blocking the view
const raycaster = new THREE.Raycaster()
const cameraWorldPosition = new THREE.Vector3()
this.#orbital.camera.getWorldPosition(cameraWorldPosition)
const targetWorldPosition = new THREE.Vector3()
this.#player.getWorldPosition(targetWorldPosition)
const dir = cameraWorldPosition.clone().sub(targetWorldPosition).normalize()
const maxDistance = cameraWorldPosition.distanceTo(targetWorldPosition)
raycaster.set(targetWorldPosition, dir)
this.#building.update(raycaster, maxDistance)
}
#render = timestamp => {
if (this.#prevTimestamp === undefined) this.#prevTimestamp = timestamp
const elapsedTime = (timestamp - this.#prevTimestamp) / 1000
this.#update(elapsedTime)
this.#prevTimestamp = timestamp
this.#renderer.render(this, this.#orbital.camera)
}
}
class Building extends THREE.Group {
#sides = []
constructor () {
super()
this.#addLights()
this.#addStructure()
}
#addSide (side) {
this.#sides.push(side)
this.add(side)
}
#addStructure () {
const halfWidth = Scene.width / 2
const halfHeight = Scene.height / 2
const halfTurn = Math.PI / 2
const floorGeometry = new THREE.BoxGeometry(Scene.width, 0.1, Scene.width)
const floorMaterial = new THREE.MeshStandardMaterial({
color: 0xffffff,
metalness: .2,
roughness: 0
})
const floor = new THREE.Mesh(floorGeometry, floorMaterial)
floor.receiveShadow = true
floor.position.set(0, 0, 0)
floor.name = 'floor'
floor.userData.normal = new THREE.Vector3(0, 0, -1)
this.#addSide(floor)
const ceiling = floor.clone()
ceiling.position.set(0, Scene.height, 0)
ceiling.name = 'ceiling'
ceiling.userData.normal = new THREE.Vector3(0, 0, -1)
this.#addSide(ceiling)
const northWall = this.#makeWall('north')
northWall.position.set(0, halfHeight, -halfWidth)
const southWall = this.#makeWall('south')
southWall.position.set(0, halfHeight, halfWidth)
const westWall = this.#makeWall('west')
westWall.rotateY(halfTurn)
westWall.position.set(-halfWidth, halfHeight, 0)
const eastWall = this.#makeWall('east')
eastWall.rotateY(-halfTurn)
eastWall.position.set(halfWidth, halfHeight, 0)
}
#addLights () {
const lastLight = Scene.width - 20
const halfWidth = Scene.width / 2
const ambient = new THREE.AmbientLight(0xffffff, .3)
this.add(ambient)
for (let x = 0; x <= Scene.width; x += 100) {
for (let z = 0; z <= Scene.width; z += 100) {
const position = new THREE.Vector3(x - halfWidth, 20, z - halfWidth)
const target = new THREE.Vector3(x - halfWidth, 0, z - halfWidth)
this.#makeLight(position, target)
}
}
}
#makeLight (position, target) {
const light = new THREE.SpotLight(0xffffff, 1)
light.position.copy(position)
light.target.position.copy(target)
light.castShadow = true
this.add(light)
}
#makeWall (name, color = 0xffffff) {
const wallGeometry = new THREE.BoxGeometry(Scene.width, Scene.height, 0.1)
const wallMaterial = new THREE.MeshStandardMaterial({
color,
metalness: 0,
roughness: 0,
transparent: false,
opacity: .5,
})
const wall = new THREE.Mesh(wallGeometry, wallMaterial)
wall.receiveShadow = true
wall.name = name
this.#addSide(wall)
return wall
}
update = (raycaster, maxDistance) => {
try {
const test = this.#sides[2]
const activeSides = raycaster.intersectObjects(this.#sides)
this.#sides.forEach(side => {
const activeSide = activeSides.find(s => s.object.name === side.name)
const isBlockingView = !!activeSide && activeSide.distance < maxDistance
// side.material.opacity = isBlockingView ? 0.2 : 1
side.material.wireframe = isBlockingView
})
} catch (e) {
console.error('OOPS:', e)
}
}
}
class OrbitalCamera extends THREE.Object3D {
#originalCameraAngle
constructor (fov, aspect, near, far) {
super()
this.camera = new THREE.PerspectiveCamera(fov, aspect, near, far)
this.camera.position.set(2, 20, 30)
this.camera.lookAt(0, 5, 0)
this.add(this.camera)
this.#originalCameraAngle = this.camera.rotation.x
}
update (elapsedTime, rotation) {
if (rotation instanceof THREE.Euler) {
const groupY = this.rotation.y + rotation.y * -elapsedTime
this.rotation.set(0, groupY, 0)
const newCamPos = this.camera.position.clone()
newCamPos.setY(20 - rotation.x * 11)
this.camera.position.lerp(newCamPos, 0.1)
const newCamQuat = this.camera.quaternion.clone()
newCamQuat.setFromAxisAngle(
new THREE.Vector3(1, 0, 0),
this.#originalCameraAngle + rotation.x * Scene.timeDilation
)
this.camera.quaternion.slerp(newCamQuat, 0.1)
}
this.camera.aspect = window.innerWidth / window.innerHeight
this.camera.updateProjectionMatrix()
}
}
class Player extends THREE.Group {
#action
#actionList = {}
#areModelsLoaded = false
#mixer
#model
constructor (props) {
super()
const { animationNames, modelName, onLoad, path } = props
const loader = new THREE.FBXLoader()
loader.setPath(path)
loader.load(
`${modelName}.fbx`,
model => {
/**
* Resize the model I happened to use. Not a required.
*/
model.scale.setScalar(0.04)
/**
* Change the colors of some of the materials in the model I happened to use. Not a required.
*/
model.traverse(mesh => {
mesh.castShadow = true
if (mesh.material?.name === 'asdf1:Beta_HighLimbsGeoSG2') {
mesh.material.color.setHex(0x333333)
mesh.metalicness = 1
mesh.roughness = 0
} else if (mesh.material?.name === 'Beta_Joints_MAT') {
mesh.material.color.setRGB(
(Math.floor(Math.random() * 80) + 20) / 100,
(Math.floor(Math.random() * 80) + 20) / 100,
(Math.floor(Math.random() * 80) + 20) / 100
)
}
})
model.position.set(0, 0, 0)
model.setRotationFromAxisAngle(new THREE.Vector3(0, 1, 0), Math.PI)
this.#model = model
this.add(model)
this.#mixer = new THREE.AnimationMixer(this.#model)
const loadingManager = new THREE.LoadingManager()
const loader = new THREE.FBXLoader(loadingManager)
loader.setPath(path)
loadingManager.onLoad = () => {
this.#areModelsLoaded = true
this.#setAction('idle')
if (typeof onLoad === 'function') onLoad()
}
animationNames.forEach(name => {
loader.load(`${name}.fbx`, model => {
const clip = model.animations[0]
const action = this.#mixer.clipAction(clip)
action.name = name
this.#actionList[name] = action
})
})
},
null,
e => console.log(e)
)
}
update = (elapsedTime, movement) => {
if (!this.#action) return
this.#animate(elapsedTime, movement)
this.#move(elapsedTime, movement)
}
#animate = (elapsedTime, movement) => {
const { x, z } = movement
const speed = Math.min(Math.abs(x) + Math.abs(z), 1)
let action = 'idle'
if (speed === 0) action = 'idle'
else if (speed < 0.3) action = 'walk'
else action = 'run'
this.#setAction(action)
this.#mixer.update(elapsedTime)
}
#move = (elapsedTime, movement) => {
if (!movement instanceof THREE.Vector3) return
if (movement.x === 0 && movement.z === 0) return
const oldPosition = this.position.clone()
const halfWidth = Scene.width / 2 - 1.1
const nextPosition = this.position.clone()
nextPosition.add(movement)
if (nextPosition.x < -halfWidth) nextPosition.x = -halfWidth
if (nextPosition.z < -halfWidth) nextPosition.z = -halfWidth
if (nextPosition.x > halfWidth) nextPosition.x = halfWidth
if (nextPosition.z > halfWidth) nextPosition.z = halfWidth
this.position.copy(nextPosition)
const angle =
Math.PI +
Math.atan2(
oldPosition.x - nextPosition.x,
oldPosition.z - nextPosition.z
)
if (this.#model)
this.#model.setRotationFromAxisAngle(new THREE.Vector3(0, 1, 0), angle)
}
#setAction (name) {
const prevAction = this.#action
if (prevAction?.name === name) return
this.#action = this.#actionList[name]
if (prevAction) {
this.#action.time = 0.1
this.#action.enabled = true
this.#action.setEffectiveTimeScale(Scene.timeDilation)
this.#action.setEffectiveWeight(1.0)
this.#action.crossFadeFrom(prevAction, 0.5, true)
}
this.#action.play()
}
}
class TouchInput extends THREE.Vector3 {
static POSITION_CENTER = 'center'
static POSITION_LEFT = 'left'
static POSITION_RIGHT = 'right'
constructor (position = TouchInput.POSITION_CENTER) {
super()
const joystick = document.createElement('div')
const thumb = document.createElement('div')
const threshold = document.createElement('div')
thumb.appendChild(threshold)
joystick.appendChild(thumb)
joystick.className = 'joystick'
if (position === TouchInput.POSITION_LEFT) {
joystick.className = `${joystick.className} left`
} else if (position === TouchInput.POSITION_RIGHT) {
joystick.className = `${joystick.className} right`
} else {
joystick.className = `${joystick.className} center`
}
thumb.className = 'thumb'
threshold.className = 'threshold'
document.body.appendChild(joystick)
this.domElement = thumb
this.maxRadius = 55
this.maxRadiusSquared = this.maxRadius * this.maxRadius
this.origin = {
left: this.domElement.offsetLeft,
top: this.domElement.offsetTop
}
this.isMouseDown = false
if ('ontouchstart' in window) {
this.domElement.addEventListener('touchstart', this.tap)
this.domElement.addEventListener('touchmove', this.move)
this.domElement.addEventListener('touchend', this.up)
} else {
this.domElement.addEventListener('mousedown', this.tap)
this.domElement.addEventListener('mousemove', this.move)
this.domElement.addEventListener('mouseup', this.up)
this.domElement.addEventListener('mouseout', this.up)
}
this.up(new Event(''))
}
getMousePosition (event) {
let clientX = event.targetTouches
? event.targetTouches[0].pageX
: event.clientX
let clientY = event.targetTouches
? event.targetTouches[0].pageY
: event.clientY
return { x: clientX, y: clientY }
}
tap = e => {
const event = e || window.event
event.preventDefault()
this.isMouseDown = true
this.offset = this.getMousePosition(event)
}
move = e => {
if (!this.isMouseDown) return
const event = e || window.event
event.preventDefault()
const mouse = this.getMousePosition(event)
let left = mouse.x - this.offset.x
let top = mouse.y - this.offset.y
const sqMag = left * left + top * top
if (sqMag > this.maxRadiusSquared) {
const magnitude = Math.sqrt(sqMag)
left /= magnitude
top /= magnitude
left *= this.maxRadius
top *= this.maxRadius
}
this.domElement.style.top = `${top + this.domElement.clientHeight / 2}px`
this.domElement.style.left = `${left + this.domElement.clientWidth / 2}px`
const x =
(left - this.origin.left + this.domElement.clientWidth / 2) /
this.maxRadius
const y =
(top - this.origin.top + this.domElement.clientHeight / 2) /
this.maxRadius
this.set(x, y, 0)
this.normalize()
}
up = e => {
const event = e || window.event
event.preventDefault()
this.isMouseDown = false
this.domElement.style.top = `${this.origin.top}px`
this.domElement.style.left = `${this.origin.left}px`
this.set(0, 0, 0)
}
}
new Scene()
Also see: Tab Triggers