import * as THREE from 'three';
import {PointerLockControls} from 'three/addons/controls/PointerLockControls.js';
import {cloud} from "/cloud.js";
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~//
let camera, scene, renderer;
//control
let controls; // Point Lock
//plane
let geometry, texture, material, waterMesh;
let moveForward = false;
let moveBackward = false;
let moveLeft = false;
let moveRight = false;
let canJump = false;
let prevTime = performance.now();
const velocity = new THREE.Vector3();
const direction = new THREE.Vector3();
let clock;
//add audio
let audioListener;
let audioListenerMesh;
let object = [];
const blocker = document.getElementById('blocker');
const instructions = document.getElementById('instructions');
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~//
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(
60,
window.innerWidth / window.innerHeight,
1,
5000);
camera.position.y = 300;
camera.position.z = 1000;
scene = new THREE.Scene();
scene.background = new THREE.Color(0xE9F1FF);
scene.fog = new THREE.FogExp2(0xE9F1FF, 0.0007);
addSpatialAudio();
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
//~~~~~ PointerLockControls ~~~~~~
controls = new PointerLockControls(camera, document.body);
instructions.addEventListener('click', function () {
controls.lock();
});
controls.addEventListener('lock', function () {
console.log('lock');
instructions.style.display = 'none';
blocker.style.display = 'none';
controls.pointerSpeed = 0.8;
});
controls.addEventListener('unlock', function () {
console.log('unlock');
instructions.style.display = '';
blocker.style.display = 'block';
controls.pointerSpeed = 0;
});
scene.add( controls.getObject() );
const onKeyDown = function ( event ) {
switch ( event.code ) {
case 'ArrowUp':
case 'KeyW':
moveForward = true;
break;
case 'ArrowLeft':
case 'KeyA':
moveLeft = true;
break;
case 'ArrowDown':
case 'KeyS':
moveBackward = true;
break;
case 'ArrowRight':
case 'KeyD':
moveRight = true;
break;
case 'Space':
if ( canJump === true ) velocity.y += 350;
canJump = false;
break;
}
};
const onKeyUp = function ( event ) {
switch ( event.code ) {
case 'ArrowUp':
case 'KeyW':
moveForward = false;
break;
case 'ArrowLeft':
case 'KeyA':
moveLeft = false;
break;
case 'ArrowDown':
case 'KeyS':
moveBackward = false;
break;
case 'ArrowRight':
case 'KeyD':
moveRight = false;
break;
}
};
document.addEventListener( 'keydown', onKeyDown );
document.addEventListener( 'keyup', onKeyUp );
//~~~~~~~~~~~~~~ Water Plane ~~~~~~~~~~~~~~
geometry = new THREE.PlaneGeometry(20000, 20000);
geometry.rotateX(-Math.PI / 2);
//load the texture -> a matarial
texture = new THREE.TextureLoader().load('/whitesky.jpg');
material = new THREE.MeshBasicMaterial({
color: 0xC9DEFF,
map: texture,
});
waterMesh = new THREE.Mesh(geometry, material);
waterMesh.rotation.y = Math.random() * 2000;
scene.add(waterMesh);
for (let i = 0; i < 100; i++) {
let myClassObject = new cloud(
(Math.random() - 0.5) * i * 600,
(Math.random() - 0.5) * 1 * 400 + 700,
(Math.random() - 0.5) * i * 600,
scene);
object.push(myClassObject);
}
}
//~~~~~~~~~~~~~~~add sound~~~~~~~~~~~~~~~~~~
function addSpatialAudio() {
// first lets add our audio listener. This is our ear (or microphone) within the 3D space.
audioListener = new THREE.AudioListener();
// create a 3D mesh so we can see the location of the audio listener
// this is not strictly necessary, but can be helpful for debugging
audioListenerMesh = new THREE.Mesh(
new THREE.BoxGeometry(2, 2, 2),
new THREE.MeshBasicMaterial({})
);
audioListenerMesh.add(audioListener);
audioListenerMesh.position.set(0, 0, 0);
scene.add(audioListenerMesh);
// create an audio loader which will load our audio files:
const audioLoader = new THREE.AudioLoader();
// then let's add some audio sources
let audiomesh = new THREE.Mesh(
new THREE.SphereGeometry(10000, 12, 12),
new THREE.MeshBasicMaterial({
color: "blue"
})
);
let audioSource = new THREE.PositionalAudio(audioListener);
// load the audio file into the positional audio source
audioLoader.load("wind_sound.mp3", function (buffer) {
audioSource.setBuffer(buffer);
// audioSource.setDistanceModel("exponential");
// audioSource.setRefDistance(0.5);
// audioSource.setRolloffFactor(3);
audioSource.setLoop(true);
audioSource.setVolume(0.6);
audioSource.play();
});
audiomesh.add(audioSource);
scene.add(audiomesh);
// audioSources.push(mesh);
}
function animate() {
requestAnimationFrame(animate);
const time = performance.now();
if ( controls.isLocked === true ) {
const delta = ( time - prevTime ) / 100;
velocity.x -= velocity.x * 10.0 * delta;
velocity.z -= velocity.z * 10.0 * delta;
velocity.y -= 9.8 * 100.0 * delta; // 100.0 = mass
direction.z = Number( moveForward ) - Number( moveBackward );
direction.x = Number( moveRight ) - Number( moveLeft );
direction.normalize(); // this ensures consistent movements in all directions
if ( moveForward || moveBackward ) velocity.z -= direction.z * 1000.0 * delta;
if ( moveLeft || moveRight ) velocity.x -= direction.x * 1000.0 * delta;
controls.moveRight( - velocity.x * delta );
controls.moveForward( - velocity.z * delta );
}
prevTime = time;
renderer.render(scene, camera);
}
//window Resize
window.addEventListener('resize', onWindowResize, false);
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}