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<!DOCTYPE html>
<html>
<head>
    <title>First Person Terrain Walker with Sky</title>
    <style>
        body { margin: 0; padding: 0; background: black; }
        canvas { display: block; }
        #instructions {
            position: fixed;
            top: 12px;
            left: 12px;
            background: rgba(0,0,0,0.4);
            color: white;
            padding: 10px;
            font-family: Arial, sans-serif;
            border-radius: 8px;
        }
        #downloadTexture {
            display: block;
            margin-top: 10px;
            padding: 5px 10px;
            background: #4CAF50;
            color: white;
            border: none;
            border-radius: 4px;
            cursor: pointer;
            font-family: Arial, sans-serif;
        }
        #downloadTexture:hover {
            background: #45a049;
        }
        #downloadTexture:disabled {
            background: #cccccc;
            cursor: not-allowed;
        }
    </style>
</head>
<body>
    <div id="instructions">
        WASD or Arrow Keys - Move<br>
        Space - Jump<br>
        Mouse - Look around<br>
        Click to start<br>
        <button id="downloadTexture" disabled>Download Texture</button>
    </div>
    <script type="importmap">
        {
            "imports": {
                "three": "https://cdnjs.cloudflare.com/ajax/libs/three.js/0.160.0/three.module.min.js",
                "three/addons/": "https://unpkg.com/[email protected]/examples/jsm/",
                "three/examples/": "https://unpkg.com/[email protected]/examples/jsm/"
            }
        }
    </script>
    <script type="module">
        import * as THREE from 'three';
        import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
        import { PointerLockControls } from 'three/examples/controls/PointerLockControls.js';
        import { Sky } from 'three/addons/objects/Sky.js';
        import { Lensflare, LensflareElement } from 'three/addons/objects/Lensflare.js';

        const USE_SPARSE = true;

        // Scene setup
        const scene = new THREE.Scene();
        const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
        const renderer = new THREE.WebGLRenderer({ antialias: true });
        renderer.shadowMap.enabled = true;
        renderer.shadowMap.type = THREE.PCFSoftShadowMap;
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.toneMapping = THREE.ACESFilmicToneMapping;
        renderer.toneMappingExposure = 0.5;
        document.body.appendChild(renderer.domElement);


        // Weapon sway parameters
        let currentWeaponSway = { x: 0, y: 0, z: 0 };
        let targetWeaponSway = { x: 0, y: 0, z: 0 };
        const maxSwayAmount = 0.03;
        const swaySpeed = 0.1;
        const swayLerpFactor = 0.1;
        let lastSwayUpdate = 0;
        const swayUpdateInterval = 150; // milliseconds


        // Download button setup
        const downloadButton = document.getElementById('downloadTexture');
        let extractedTexture = null;

        // Function to extract and download texture
        function extractAndSaveTexture(mesh) {
            if (!mesh.material || !mesh.material.map) {
                console.warn('No texture found on this mesh');
                return null;
            }
            
            const texture = mesh.material.map;
            const canvas = document.createElement('canvas');
            canvas.width = texture.image.width;
            canvas.height = texture.image.height;
            
            const ctx = canvas.getContext('2d');
            ctx.drawImage(texture.image, 0, 0);
            
            return canvas.toDataURL('image/png');
        }

        // Download button click handler
        downloadButton.addEventListener('click', () => {
            if (extractedTexture) {
                const link = document.createElement('a');
                link.href = extractedTexture;
                link.download = 'terrain_texture.png';
                document.body.appendChild(link);
                link.click();
                document.body.removeChild(link);
            }
        });

        // Sky setup
        const sky = new Sky();
        sky.scale.setScalar(450000);
        scene.add(sky);

        const skyUniforms = sky.material.uniforms;
        skyUniforms['turbidity'].value = 10;
        skyUniforms['rayleigh'].value = 3;
        skyUniforms['mieCoefficient'].value = 0.005;
        skyUniforms['mieDirectionalG'].value = 0.7;

        const sun = new THREE.Vector3();
        const phi = THREE.MathUtils.degToRad(90 - 2);
        const theta = THREE.MathUtils.degToRad(180);
        sun.setFromSphericalCoords(1, phi, theta);
        skyUniforms['sunPosition'].value.copy(sun);

        // Lighting Setup
        const ambientLight = new THREE.AmbientLight(0xfffdfd, 0.6);
        scene.add(ambientLight);

        const sunLight = new THREE.DirectionalLight(0xfffdfd, USE_SPARSE ? 0.9 : 3.0);
        sunLight.position.set(50, 500, 50);
        sunLight.castShadow = true;
        sunLight.shadow.mapSize.width = 4096;
        sunLight.shadow.mapSize.height = 4096;
        sunLight.shadow.camera.near = 0.1;
        sunLight.shadow.camera.far = 2000;
        sunLight.shadow.camera.left = -500;
        sunLight.shadow.camera.right = 500;
        sunLight.shadow.camera.top = 500;
        sunLight.shadow.camera.bottom = -500;
        sunLight.shadow.bias = -0.0001;
        scene.add(sunLight);

        // Add Lensflare
        const textureLoader = new THREE.TextureLoader();
        const textureFlare0 = textureLoader.load('/public/textures/lensflare/lensflare0_alpha.png');
        const textureFlare1 = textureLoader.load('/public/textures/lensflare/lensflare3.png');
        const textureFlare2 = textureLoader.load('/public/textures/lensflare/lensflare3.png');

        const lensflare = new Lensflare();
        lensflare.addElement(new LensflareElement(textureFlare0, 700, 0));
        lensflare.addElement(new LensflareElement(textureFlare1, 512, 0.6));
        lensflare.addElement(new LensflareElement(textureFlare2, 170, 0.7));
        lensflare.addElement(new LensflareElement(textureFlare2, 120, 0.9));
        sunLight.add(lensflare);
        
        const fillLight = new THREE.DirectionalLight(0xffffff, 1.2);
        fillLight.position.set(-50, 50, -50);
        scene.add(fillLight);

        const rimLight = new THREE.DirectionalLight(0xffffff, 0.8);
        rimLight.position.set(0, 20, -100);
        scene.add(rimLight);

        // Controls setup
        const controls = new PointerLockControls(camera, document.body);
        
        document.addEventListener('click', function() {
            controls.lock();
        });

        // Movement
        let moveForward = false;
        let moveBackward = false;
        let moveLeft = false;
        let moveRight = false;
        let canJump = false;

        const onKeyDown = function(event) {
            switch(event.code) {
                case 'KeyW':
                case 'ArrowUp':
                    moveForward = true;
                    break;
                case 'KeyA':
                case 'ArrowLeft':
                    moveLeft = true;
                    break;
                case 'KeyS':
                case 'ArrowDown':
                    moveBackward = true;
                    break;
                case 'KeyD':
                case 'ArrowRight':
                    moveRight = true;
                    break;
                case 'Space':
                    if (canJump) {
                        verticalVelocity = jumpForce;
                        canJump = false;
                    }
                    break;
            }
        };

        const onKeyUp = function(event) {
            switch(event.code) {
                case 'KeyW':
                case 'ArrowUp':
                    moveForward = false;
                    break;
                case 'KeyA':
                case 'ArrowLeft':
                    moveLeft = false;
                    break;
                case 'KeyS':
                case 'ArrowDown':
                    moveBackward = false;
                    break;
                case 'KeyD':
                case 'ArrowRight':
                    moveRight = false;
                    break;
            }
        };

        document.addEventListener('keydown', onKeyDown);
        document.addEventListener('keyup', onKeyUp);

        // Physics variables
        const gravity = -35;
        let verticalVelocity = 0;
        const playerHeight = 2;
     
        const jumpForce = 14;
        const groundErrorMargin = 0.2; // Added error margin for ground detection
        let isGrounded = false;
        const bounceCoefficient = 0.4;

        // Raycaster for ground detection
        const raycaster = new THREE.Raycaster();
        
        // Modified terrain loading with texture extraction
        const loader = new GLTFLoader();
        let terrain;
        
        // Gun model setup
        let gunModel;
        const gunLoader = new GLTFLoader();
        gunLoader.load('/public/models/laser-gun.glb', (gltf) => {
            // Scale and position the gun relative to camera
            gunModel = gltf.scene;
            gunModel.scale.set(0.3, 0.3, 0.3);
            gunModel.position.set(0.35, -0.23, -0.54);
            gunModel.rotation.y = Math.PI * 1.6;
            gunModel.rotation.z = Math.PI * 0.2;
            gunModel.rotation.x = Math.PI * 0.1 + currentWeaponSway.x;
            gunModel.rotation.y = Math.PI * 1.6 + currentWeaponSway.y;
            gunModel.rotation.z = Math.PI * 0.2 + currentWeaponSway.z;

            // Add the gun to the camera
            camera.add(gunModel);
            scene.add(camera); // Need to add camera to scene for gun to be visible
        });
        
        loader.load('/public/models/pond-sparse.glb', (gltf) => {
            console.log("model loaded! preparing it..");
            terrain = gltf.scene;
            terrain.scale.set(100, 100, 100);
            terrain.rotation.y = Math.PI;

            if (USE_SPARSE) {
              terrain.rotation.x = -Math.PI * 2.15;
            }

            let textureFound = false;
            terrain.traverse((node) => {
                if (node.isMesh) {
                    node.castShadow = true;
                    node.receiveShadow = true;
                    
                    if (node.material) {
                        node.material.roughness = 0.8;
                        node.material.metalness = 0.2;

                        // Extract texture if available
                        if (node.material.map && !textureFound) {
                            extractedTexture = extractAndSaveTexture(node);
                            if (extractedTexture) {
                                downloadButton.disabled = false;
                                textureFound = true;
                            }
                        }
                    }
                }
            });
          
            scene.add(terrain);

            const box = new THREE.Box3().setFromObject(terrain);
            const center = box.getCenter(new THREE.Vector3());
            terrain.position.x -= center.x;
            terrain.position.z -= center.z;
            terrain.position.y = 0;

            raycaster.ray.origin.set(0, 100, 10);
            raycaster.ray.direction.set(0, -1, 0);
            const intersects = raycaster.intersectObjects(scene.children, true);
            if (intersects.length > 0) {
                camera.position.set(0, intersects[0].point.y + 2.5, 10);
            } else {
                camera.position.set(0, 20, 10);
            }
            camera.lookAt(new THREE.Vector3(0, 0, 0));
        }, 
        undefined,
        (error) => {
            console.error('An error happened:', error);
            const geometry = new THREE.PlaneGeometry(100, 100, 20, 20);
            const material = new THREE.MeshStandardMaterial({ 
                color: 0x808080,
                roughness: 0.8,
                metalness: 0.2,
                wireframe: true
            });
            terrain = new THREE.Mesh(geometry, material);
            terrain.castShadow = true;
            terrain.receiveShadow = true;
            scene.add(terrain);
        });

        // Movement speed and physics
        const velocity = new THREE.Vector3();
        const direction = new THREE.Vector3();
        const speed = 0.5;
        const delta = 1/60;
        
        function checkGround() {
            if (!terrain) return { 
                distance: Infinity, 
                normal: new THREE.Vector3(0, 1, 0),
                hasHeadCollision: false 
            };
            
            // Ground check ray
            raycaster.ray.origin.copy(camera.position);
            raycaster.ray.direction.set(0, -1, 0);
            const groundIntersects = raycaster.intersectObjects(scene.children, true);
            
            // Head collision check ray
            raycaster.ray.origin.copy(camera.position);
            raycaster.ray.direction.set(0, 1, 0);
            const headIntersects = raycaster.intersectObjects(scene.children, true);
            
            const hasHeadCollision = headIntersects.length > 0 && headIntersects[0].distance < 1.0;
            
            if (groundIntersects.length > 0) {
                return {
                    distance: groundIntersects[0].distance,
                    normal: groundIntersects[0].face.normal.clone(),
                    hasHeadCollision: hasHeadCollision
                };
            }
            return { 
                distance: Infinity, 
                normal: new THREE.Vector3(0, 1, 0),
                hasHeadCollision: hasHeadCollision 
            };
        }
        function animate() {
            requestAnimationFrame(animate);

            if(controls.isLocked) {
                const groundInfo = checkGround();
                const distanceToGround = groundInfo.distance;
                
                // Calculate current movement speed
                const currentSpeed = Math.sqrt(velocity.x * velocity.x + velocity.z * velocity.z);
                
                // Update weapon sway based on movement
                updateWeaponSway(currentSpeed);
                updateGunPosition();
                
                // Check if we're below terrain or if there's no terrain below us
                raycaster.ray.origin.copy(camera.position);
                raycaster.ray.direction.set(0, -1, 0);
                const belowIntersects = raycaster.intersectObjects(scene.children, true);
                
                // Check if we're below terrain by casting a ray upward
                raycaster.ray.origin.copy(camera.position);
                raycaster.ray.direction.set(0, 1, 0);
                const aboveIntersects = raycaster.intersectObjects(scene.children, true);
                
                // If we're below terrain (ray hits something above us) or if there's no ground below us
                if ((aboveIntersects.length > 0 && aboveIntersects[0].distance < playerHeight) || 
                    belowIntersects.length === 0) {
                    // Find a safe position above terrain
                    raycaster.ray.origin.set(camera.position.x, 200, camera.position.z);
                    raycaster.ray.direction.set(0, -1, 0);
                    const rescueIntersects = raycaster.intersectObjects(scene.children, true);
                    
                    if (rescueIntersects.length > 0) {
                        // Teleport player to safety
                        camera.position.y = rescueIntersects[0].point.y + playerHeight;
                        verticalVelocity = 0;
                        isGrounded = true;
                        canJump = true;
                    } else {
                        // If no safe position found, reset to initial position
                        camera.position.set(0, 20, 10);
                        verticalVelocity = 0;
                    }
                }
                
                // Handle head collisions
                if (groundInfo.hasHeadCollision && verticalVelocity > 0) {
                    verticalVelocity = 0;
                }
                
                const slopeAngle = Math.acos(groundInfo.normal.dot(new THREE.Vector3(0, 1, 0)));
                const maxClimbableAngle = Math.PI / 4;
                
                // Improved ground detection with error margin
                if (distanceToGround > playerHeight + groundErrorMargin) {
                    verticalVelocity += gravity * delta;
                    isGrounded = false;
                } else if (distanceToGround < playerHeight - groundErrorMargin) {
                    if (verticalVelocity < 0) {
                        verticalVelocity = Math.abs(verticalVelocity) * bounceCoefficient;
                        camera.position.y = camera.position.y + (playerHeight - distanceToGround);
                    }
                    isGrounded = true;
                    canJump = true;
                } else {
                    if (Math.abs(verticalVelocity) < 0.1) {
                        verticalVelocity = 0;
                        isGrounded = true;
                        canJump = true;
                    } else {
                        verticalVelocity *= 0.8;
                        isGrounded = false;
                    }
                }
                
                verticalVelocity = Math.max(verticalVelocity, -20);
                camera.position.y += verticalVelocity * delta;

                direction.z = Number(moveForward) - Number(moveBackward);
                direction.x = Number(moveRight) - Number(moveLeft);
                direction.normalize();

                if(moveForward || moveBackward) velocity.z = -direction.z * speed;
                if(moveLeft || moveRight) velocity.x = -direction.x * speed;

                const moveDirection = new THREE.Vector3(-velocity.x, 0, -velocity.z).normalize();
                const slopeDirection = groundInfo.normal.clone().projectOnPlane(new THREE.Vector3(0, 1, 0)).normalize();
                const slopeFactor = 1.0 - (moveDirection.dot(slopeDirection) * (slopeAngle / (Math.PI / 2)));
                
                const slopeSpeedMultiplier = slopeFactor > 0 
                    ? 1.0 - (Math.min(slopeFactor, 1.0) * 0.5)
                    : 1.0 + (Math.min(Math.abs(slopeFactor), 1.0) * 0.3);
                
                const movementSpeed = isGrounded ? speed * slopeSpeedMultiplier : speed * 0.8;
                
                if (moveForward || moveBackward || moveLeft || moveRight) {
                    controls.moveRight(-velocity.x * movementSpeed);
                    controls.moveForward(-velocity.z * movementSpeed);
                } else {
                    controls.moveRight(-velocity.x * movementSpeed);
                    controls.moveForward(-velocity.z * movementSpeed);
                }

                velocity.x *= 0.9;
                velocity.z *= 0.9;
            }

            // Update sky and render
            const time = performance.now() * 0.0001;
            const distance = 400000;
            sun.x = distance * Math.cos(time);
            sun.y = distance * Math.sin(time) * 1.25;
            sun.z = distance * Math.sin(time) * 0.25;

            sky.material.uniforms['sunPosition'].value.copy(sun);
            sunLight.position.copy(sun).normalize().multiplyScalar(500);

            renderer.render(scene, camera);
        }

        function updateWeaponSway(currentSpeed) {
            const now = performance.now();
            if (now - lastSwayUpdate < swayUpdateInterval) return;
            
            lastSwayUpdate = now;
            
            // Calculate sway amount based on movement speed
            const movementFactor = Math.min(currentSpeed / speed, 1);
            const swayAmount = maxSwayAmount * movementFactor;
            
            // Generate random sway targets
            targetWeaponSway.x = (Math.random() * 2 - 1) * swayAmount;
            targetWeaponSway.y = (Math.random() * 2 - 1) * swayAmount;
            targetWeaponSway.z = (Math.random() * 2 - 1) * swayAmount * 0.5;
        }

            
        function updateGunPosition() {
            if (!gunModel) return;
            
            // Interpolate current sway towards target
            currentWeaponSway.x += (targetWeaponSway.x - currentWeaponSway.x) * swayLerpFactor;
            currentWeaponSway.y += (targetWeaponSway.y - currentWeaponSway.y) * swayLerpFactor;
            currentWeaponSway.z += (targetWeaponSway.z - currentWeaponSway.z) * swayLerpFactor;
            
            // Apply sway to gun model's rotation
            gunModel.rotation.x = Math.PI * 0.1 + currentWeaponSway.x;
            gunModel.rotation.y = Math.PI * 1.6 + currentWeaponSway.y;
            gunModel.rotation.z = Math.PI * 0.2 + currentWeaponSway.z;
        }

        // Handle window resize
        window.addEventListener('resize', onWindowResize, false);

        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        }

        animate();
    </script>
</body>
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