/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* Map.js :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: hubourge +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2024/08/20 14:52:55 by hubourge #+# #+# */ /* Updated: 2024/08/24 19:55:26 by hubourge ### ########.fr */ /* */ /* ************************************************************************** */ import * as THREE from 'three'; import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; /* Todo (Eddy) : - Ajouter la transparence sur les murs sur la distance de la balle (OK) - Ajouter des textures selon le type : number pour couleur, string pour img (OK) - Ajouter une fonctione pour modifier la gravité (OK) */ const loader = new GLTFLoader(); class Map { scene = null; arrObject = []; ballObject = null; mapLength = 0; banner = null; centerPos = { x: -1, y: -1, z:-1 }; playerLimits = { up : 3, down: 0.3, left: -3, right: 3, }; ballIsOnJumper = { can: true }; constructor(scene, length, obstacles) { this.scene = scene; this.centerPos.x = 0; this.centerPos.y = 0.15; this.centerPos.z = -length / 2 + length / 2; this.mapLength = length; scene.add(this.#createPlanes(7.5, length, -(Math.PI / 2), "planeBottom", true, '/textures/pastel.jpg')); scene.add(this.#createPlanes(7.5, length, (Math.PI / 2), "planeTop", false, '/textures/pastel.jpg')); scene.add(this.#createWall(-3.5, 0.4, -length/2, "wallLeft")); scene.add(this.#createWall(3.5, 0.4, -length/2, "wallRight")); this.#createBanner(); if (obstacles) this.#generateObstacle(); /***** JUST FOR TEST *****/ document.addEventListener('keypress', (e) => { if (e.key == 'q') { for (let i = 0; i < this.arrObject.length; i++) { if (this.arrObject[i].type == 'jumper') this.#animationGravityChanger(this.arrObject[i].mesh) } } }) /*************************/ }; #createPlanes(x, y, rot, name, isBottom, visual) { for (let i = 0; i < this.arrObject.length; i++) { if (this.arrObject[i].name == name) throw Error("Name already exist."); } const geometry = new THREE.PlaneGeometry(x, y); let material = null; let mesh = null; if (typeof(visual) == 'string') { const textureLoader = new THREE.TextureLoader(); const texture = textureLoader.load(visual); material = new THREE.MeshPhysicalMaterial({ map: texture }); } else if (typeof(visual) == 'number') material = new THREE.MeshPhysicalMaterial({ color: visual }); else material = new THREE.MeshPhysicalMaterial(); mesh = new THREE.Mesh(geometry, material); mesh.rotateX(rot); if (isBottom) mesh.position.set(0, 0.15, 0); else mesh.position.set(0, 3.15, 0); this.arrObject.push({mesh: mesh, name: name, type: "plane"}); mesh.receiveShadow = true; return (mesh); }; #createWall(x, y, z, name) { for (let i = 0; i < this.arrObject.length; i++) { if (this.arrObject[i].name == name) throw Error("Name already exist."); } const geometry = new THREE.BoxGeometry(0.05, 0.5, 0.75); const material = new THREE.MeshPhysicalMaterial(); const mesh = new THREE.Mesh(geometry, material); mesh.position.set(x, y, z); material.transparent = true; material.opacity = 0.5; this.arrObject.push({mesh: mesh, name: name, type: "wall"}); return (mesh); }; #createGravityChanger(x, y, z, name, typeName, onTop) { for (let i = 0; i < this.arrObject.length; i++) { if (this.arrObject[i].name == name) throw Error("Name already exist."); } const geometry1 = new THREE.TorusGeometry(1, 0.1, 12, 24); const material1 = new THREE.MeshPhysicalMaterial({color: 0x00ff00}); const ring1 = new THREE.Mesh(geometry1, material1); ring1.rotateX(-Math.PI / 2); ring1.position.set(0, 0, 0); ring1.scale.set(0.2, 0.2, 0.2); material1.transparent = true; material1.opacity = 0.75; const geometry2 = new THREE.TorusGeometry(1, 0.1, 12, 24); const material2 = new THREE.MeshPhysicalMaterial({color: 0x00ff00}); const ring2 = new THREE.Mesh(geometry2, material2); ring2.rotateX(-Math.PI / 2); ring2.position.set(0, 0 + 0.1, 0); ring2.scale.set(0.18, 0.18, 0.18); material2.transparent = true; material2.opacity = 0.65; const geometry3 = new THREE.TorusGeometry(1, 0.1, 12, 24); const material3 = new THREE.MeshPhysicalMaterial({color: 0x00ff00}); const ring3 = new THREE.Mesh(geometry3, material3); ring3.rotateX(-Math.PI / 2); ring3.position.set(0, 0 + 0.2, 0); ring3.scale.set(0.16, 0.16, 0.16); material3.transparent = true; material3.opacity = 0.35; const geometry0 = new THREE.CircleGeometry(0.2, 24); const material0 = new THREE.MeshPhysicalMaterial({color: 0xaaffaa}); const circle1 = new THREE.Mesh(geometry0, material0); circle1.rotateX(-Math.PI / 2); circle1.position.set(0, 0 - 0.048, 0); const geometry = new THREE.CircleGeometry(0.24, 24); const material = new THREE.MeshPhysicalMaterial({color: 0x00ff00}); const circle2 = new THREE.Mesh(geometry, material); circle2.rotateX(-Math.PI / 2); circle2.position.set(0, 0 - 0.049, 0); const geometry4 = new THREE.CylinderGeometry(0.15, 0.15, 0.35); const material4 = new THREE.MeshPhysicalMaterial({color: 0x00ff00}); const collider = new THREE.Mesh(geometry4, material4); collider.position.set(0, 0 + 0.1, 0); material4.transparent = true; material4.opacity = 0.1; const group = new THREE.Group(); group.add(ring1); group.add(ring2); group.add(ring3); group.add(circle1); group.add(circle2); group.add(collider); // Set group position groud / top for (let i = 0; i < group.children.length && onTop; i++) group.children[i].position.set(x, y - 0.1, z); for (let i = 0; i < group.children.length && !onTop; i++) group.children[i].position.set(x, y, z); let distanceY = [-0.04, -0.14, -0.24, 0.048, 0.049, -0.125]; let rotate = [0, 0, 0, 1, 1, 0]; // Set distance between each object for (let i = 0; i < group.children.length; i++) { if (onTop) { if (rotate[i]) group.children[i].rotateX(Math.PI); group.children[i].position.set(group.children[i].position.x, group.children[i].position.y + distanceY[i], group.children[i].position.z); } else group.children[i].position.set(group.children[i].position.x, group.children[i].position.y - distanceY[i], group.children[i].position.z); } this.arrObject.push({mesh: group, name: name, type: typeName}); this.scene.add(group); }; #createWallObstacle(x, y, size, onTop) { const geometry = new THREE.BoxGeometry(size, 0.5, 0.1); const material = new THREE.MeshPhysicalMaterial({color: 0xaaaafe}); const mesh = new THREE.Mesh(geometry, material); if (onTop) mesh.position.set(x, this.playerLimits.up - 0.1, y); else mesh.position.set(x, 0.4, y); return (mesh); } /* Todo (Hugo) : - Faire une zone Player banner (importer un model blender) - Faire une zone pour les pub (s'inspirer de theFinals) (ok) - Effet gros pixel (ok) - Effet de lumière en 2d - Preparer une animation pour le but */ #createBanner() { // Create canvas const videoCanvas = document.createElement('canvas'); const ctx = videoCanvas.getContext('2d'); videoCanvas.width = 100 * 2.33 * 20; videoCanvas.height = 100; // Load videos const video1 = document.createElement('video'); video1.src = '../textures/video/catch.mp4'; video1.muted = true; video1.autoplay = true; video1.loop = true; video1.addEventListener('loadeddata', () => { video1.play(); drawVideoOnCanvas(); }); const video2 = document.createElement('video'); video2.src = '../textures/video/pingpong.mp4'; video2.muted = true; video2.autoplay = true; video2.loop = true; video2.addEventListener('loadeddata', () => { video2.play(); drawVideoOnCanvas(); }); const nbVideos = 2; // 1, 2 const nbImages = 2; // 0 = 2 img, 1 = 4 img, 2 = 8 img, 3 = 16 img let vSettings = [ {video: video1, imageWidth: 100 * 2.33, imageHeight: 100}, // 2 images {video: video2, imageWidth: 100 * 2.33, imageHeight: 100}, // 4 images {video: video1, imageWidth: 100 * 2.33, imageHeight: 100}, // 8 images {video: video2, imageWidth: 100 * 2.33, imageHeight: 100}, // 16 images ]; let spacingImages = [ 100 * 2.33 * 10 - (100 * 2.33), 100 * 2.33 * 5 - (100 * 2.33), 100 * 2.33 * 2.5 - (100 * 2.33), 100 * 2.33 * 1.25 - (100 * 2.33), ]; function drawVideoOnCanvas() { ctx.clearRect(0, 0, videoCanvas.width, videoCanvas.height); let nbDraw = 0; let vIndex = 0; let y = 0; for (let x = 0; x < videoCanvas.width; x += (vSettings[vIndex].imageWidth + spacingImages[nbImages])) { ctx.drawImage(vSettings[vIndex].video, x, y, vSettings[vIndex].imageWidth, vSettings[vIndex].imageHeight); nbDraw++; if (nbVideos > 1) vIndex++; if (vIndex >= nbVideos) vIndex = 0; } videoCanvasTexture.needsUpdate = true; requestAnimationFrame(drawVideoOnCanvas); } // Create texture const videoCanvasTexture = new THREE.CanvasTexture(videoCanvas); videoCanvasTexture.wrapS = THREE.RepeatWrapping; videoCanvasTexture.wrapT = THREE.RepeatWrapping; videoCanvasTexture.repeat.set(-1, 1); const material = new THREE.MeshBasicMaterial({ map: videoCanvasTexture, side: THREE.BackSide }); // videoCanvas.innerHTML = 'Test'; // ca sert ca eddy ? loader.load( '../blender/exported/banner.glb', (gltf) => { this.banner = gltf.scene.children[0]; this.banner.material = material; this.banner.position.y += 1.7; this.banner.rotation.x = (Math.PI); this.banner.rotation.y += -0.15; this.scene.add(gltf.scene); setInterval(() => { this.banner.rotation.y += 0.001; }, 10); }, undefined, function ( error ) { console.error( error ); } ); function animate() { requestAnimationFrame(animate); } animate(); } #animationGravityChanger(group, onTop) { const geometry1 = new THREE.TorusGeometry(1.5, 0.05, 12, 24); const material1 = new THREE.MeshPhysicalMaterial({color: 0x00ff00}); const ring1 = new THREE.Mesh(geometry1, material1); const landmark = group.children[0]; let interval = null; let speed = 0.1; ring1.rotateX(-Math.PI / 2); ring1.position.set(landmark.position.x, landmark.position.y, landmark.position.z); ring1.scale.set(0.2, 0.2, 0.2); ring1.material.transparent = true; this.scene.add(ring1); interval = setInterval(() => { if (onTop) ring1.position.y -= speed; else ring1.position.y += speed; ring1.material.opacity -= 0.02; speed *= 0.90; if (ring1.material.opacity == 0) clearInterval(interval); }, 10); } #generateObstacle() { const wallPos = [ { x: 1, y: 0, z: 1, onTop: false}, { x: 1, y: 0, z: 1, onTop: true}, { x: -1, y: 0, z: 1, onTop: false}, { x: -1, y: 0, z: 1, onTop: true} ]; for (let i = 0; i < wallPos.length; i++) { if (Math.random() < 0.5) this.scene.add(this.#createWallObstacle(wallPos[i].x, wallPos[i].y, wallPos[i].z, wallPos[i].onTop)); } const type = "gravityChanger"; const typeNameBottom = "jumperBottom"; const typeNameTop = "jumperTop"; const jumperPos = [ { x: -1.5, y: 0.2, z: this.mapLength / 4, type: type, typeName: typeNameBottom, onTop: false}, { x: -1.5, y: 3.2, z: this.mapLength / 4, type: type, typeName: typeNameTop, onTop: true}, { x: 1.5, y: 0.2, z: this.mapLength / 4, type: type, typeName: typeNameBottom, onTop: false}, { x: 1.5, y: 3.2, z: this.mapLength / 4, type: type, typeName: typeNameTop, onTop: true}, { x: -1.5, y: 0.2, z: -this.mapLength / 4, type: type, typeName: typeNameBottom, onTop: false}, { x: -1.5, y: 3.2, z: -this.mapLength / 4, type: type, typeName: typeNameTop, onTop: true}, { x: 1.5, y: 0.2, z: -this.mapLength / 4, type: type, typeName: typeNameBottom, onTop: false}, { x: 1.5, y: 3.2, z: -this.mapLength / 4, type: type, typeName: typeNameTop, onTop: true} ]; for (let i = 0; i < jumperPos.length; i++) { if (Math.random() < 0.5) { this.#createGravityChanger(jumperPos[i].x, jumperPos[i].y, jumperPos[i].z, jumperPos[i].type + i, jumperPos[i].typeName, jumperPos[i].onTop); if (i % 2 == 0) i++; } } }; update(ball) { for (let i = 0; i < this.arrObject.length; i++) { if (this.arrObject[i].name == "wallLeft") { // Move the wall with the ball position if (ball.object.position.z < this.mapLength / 2 - 0.35 && ball.object.position.z > -this.mapLength / 2 + 0.35) this.arrObject[i].mesh.position.z = ball.object.position.z; if (ball.object.position.y > 0.4 + 0.1 && ball.object.position.y < 3.2) this.arrObject[i].mesh.position.y = ball.object.position.y - 0.1; // Change the opacity of the wall let diff = ball.object.position.x - this.arrObject[i].mesh.position.x - 0.1; if (diff > 2) this.arrObject[i].mesh.material.opacity = 0; else this.arrObject[i].mesh.material.opacity = 1 - (diff / 2); } if (this.arrObject[i].name == "wallRight") { // Move the wall with the ball position if (ball.object.position.z < this.mapLength / 2 - 0.35 && ball.object.position.z > -this.mapLength / 2 + 0.35) this.arrObject[i].mesh.position.z = ball.object.position.z; if (ball.object.position.y > 0.4 + 0.1 && ball.object.position.y < 3.2) this.arrObject[i].mesh.position.y = ball.object.position.y - 0.1; // Change the opacity of the wall let diff = this.arrObject[i].mesh.position.x - ball.object.position.x - 0.1; if (diff > 2) this.arrObject[i].mesh.material.opacity = 0; else this.arrObject[i].mesh.material.opacity = 1 - (diff / 2); } if (this.arrObject[i].type == 'jumperBottom') { const cylinder = this.arrObject[i].mesh.children[5]; const distance = ball.object.position.distanceTo(cylinder.position); const speed = 0.1; // Detect if the ball is on the jumper if (distance < 0.25 && this.ballIsOnJumper.can) { this.ballIsOnJumper.can = false; ball.changeGravity(this.ballIsOnJumper); this.#animationGravityChanger(this.arrObject[i].mesh, false); } // Gravity changer animation for (let j = 0; j < 3; j++) { this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2; this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;; } } if (this.arrObject[i].type == 'jumperTop') { const cylinder = this.arrObject[i].mesh.children[5]; const distance = ball.object.position.distanceTo(cylinder.position); const speed = 0.1; // Detect if the ball is on the jumper if (distance < 0.4 && this.ballIsOnJumper.can) { this.ballIsOnJumper.can = false; ball.changeGravity(this.ballIsOnJumper); this.#animationGravityChanger(this.arrObject[i].mesh, true); } // Gravity changer animation for (let j = 0; j < 3; j++) { this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2; this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;; } } } }; }; export { Map };