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Running
Upload 9 files
Browse files- .gitattributes +3 -0
- index.html +542 -17
- public/models/laser-gun.glb +3 -0
- public/models/pond-large.glb +3 -0
- public/models/pond-sparse.glb +3 -0
- public/textures/lensflare/lensflare0.png +0 -0
- public/textures/lensflare/lensflare0_alpha.png +0 -0
- public/textures/lensflare/lensflare1.png +0 -0
- public/textures/lensflare/lensflare2.png +0 -0
- public/textures/lensflare/lensflare3.png +0 -0
.gitattributes
CHANGED
@@ -33,3 +33,6 @@ saved_model/**/* filter=lfs diff=lfs merge=lfs -text
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*.zip filter=lfs diff=lfs merge=lfs -text
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*.zst filter=lfs diff=lfs merge=lfs -text
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*tfevents* filter=lfs diff=lfs merge=lfs -text
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*.zip filter=lfs diff=lfs merge=lfs -text
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*.zst filter=lfs diff=lfs merge=lfs -text
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*tfevents* filter=lfs diff=lfs merge=lfs -text
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public/models/laser-gun.glb filter=lfs diff=lfs merge=lfs -text
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public/models/pond-large.glb filter=lfs diff=lfs merge=lfs -text
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public/models/pond-sparse.glb filter=lfs diff=lfs merge=lfs -text
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index.html
CHANGED
@@ -1,19 +1,544 @@
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</html>
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<!DOCTYPE html>
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<html>
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<head>
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<title>First Person Terrain Walker with Sky</title>
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<style>
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body { margin: 0; padding: 0; background: black; }
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canvas { display: block; }
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#instructions {
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position: fixed;
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top: 12px;
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left: 12px;
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background: rgba(0,0,0,0.4);
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color: white;
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padding: 10px;
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font-family: Arial, sans-serif;
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border-radius: 8px;
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}
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#downloadTexture {
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display: block;
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margin-top: 10px;
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padding: 5px 10px;
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background: #4CAF50;
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color: white;
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border: none;
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border-radius: 4px;
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cursor: pointer;
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font-family: Arial, sans-serif;
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}
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#downloadTexture:hover {
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background: #45a049;
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}
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#downloadTexture:disabled {
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background: #cccccc;
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cursor: not-allowed;
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}
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</style>
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</head>
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<body>
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<div id="instructions">
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WASD or Arrow Keys - Move<br>
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Space - Jump<br>
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Mouse - Look around<br>
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Click to start<br>
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44 |
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<button id="downloadTexture" disabled>Download Texture</button>
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</div>
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<script type="importmap">
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{
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48 |
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"imports": {
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"three": "https://cdnjs.cloudflare.com/ajax/libs/three.js/0.160.0/three.module.min.js",
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"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/",
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51 |
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"three/examples/": "https://unpkg.com/[email protected]/examples/jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import { PointerLockControls } from 'three/examples/controls/PointerLockControls.js';
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59 |
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import { Sky } from 'three/addons/objects/Sky.js';
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import { Lensflare, LensflareElement } from 'three/addons/objects/Lensflare.js';
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const USE_SPARSE = true;
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63 |
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// Scene setup
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65 |
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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const renderer = new THREE.WebGLRenderer({ antialias: true });
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68 |
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renderer.shadowMap.enabled = true;
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69 |
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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70 |
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renderer.setSize(window.innerWidth, window.innerHeight);
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71 |
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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72 |
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renderer.toneMappingExposure = 0.5;
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73 |
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document.body.appendChild(renderer.domElement);
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74 |
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75 |
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76 |
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// Weapon sway parameters
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let currentWeaponSway = { x: 0, y: 0, z: 0 };
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78 |
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let targetWeaponSway = { x: 0, y: 0, z: 0 };
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79 |
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const maxSwayAmount = 0.03;
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80 |
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const swaySpeed = 0.1;
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81 |
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const swayLerpFactor = 0.1;
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82 |
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let lastSwayUpdate = 0;
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83 |
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const swayUpdateInterval = 150; // milliseconds
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84 |
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85 |
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86 |
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// Download button setup
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87 |
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const downloadButton = document.getElementById('downloadTexture');
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88 |
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let extractedTexture = null;
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89 |
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90 |
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// Function to extract and download texture
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91 |
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function extractAndSaveTexture(mesh) {
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92 |
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if (!mesh.material || !mesh.material.map) {
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console.warn('No texture found on this mesh');
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94 |
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return null;
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95 |
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}
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96 |
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97 |
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const texture = mesh.material.map;
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98 |
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const canvas = document.createElement('canvas');
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99 |
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canvas.width = texture.image.width;
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100 |
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canvas.height = texture.image.height;
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101 |
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const ctx = canvas.getContext('2d');
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103 |
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ctx.drawImage(texture.image, 0, 0);
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104 |
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105 |
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return canvas.toDataURL('image/png');
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106 |
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}
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107 |
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108 |
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// Download button click handler
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109 |
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downloadButton.addEventListener('click', () => {
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110 |
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if (extractedTexture) {
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111 |
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const link = document.createElement('a');
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112 |
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link.href = extractedTexture;
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113 |
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link.download = 'terrain_texture.png';
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114 |
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document.body.appendChild(link);
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115 |
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link.click();
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116 |
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document.body.removeChild(link);
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117 |
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}
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118 |
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});
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119 |
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120 |
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// Sky setup
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121 |
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const sky = new Sky();
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122 |
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sky.scale.setScalar(450000);
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123 |
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scene.add(sky);
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124 |
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125 |
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const skyUniforms = sky.material.uniforms;
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126 |
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skyUniforms['turbidity'].value = 10;
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127 |
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skyUniforms['rayleigh'].value = 3;
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128 |
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skyUniforms['mieCoefficient'].value = 0.005;
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129 |
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skyUniforms['mieDirectionalG'].value = 0.7;
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130 |
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131 |
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const sun = new THREE.Vector3();
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132 |
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const phi = THREE.MathUtils.degToRad(90 - 2);
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133 |
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const theta = THREE.MathUtils.degToRad(180);
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134 |
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sun.setFromSphericalCoords(1, phi, theta);
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135 |
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skyUniforms['sunPosition'].value.copy(sun);
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136 |
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// Lighting Setup
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138 |
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const ambientLight = new THREE.AmbientLight(0xfffdfd, 0.6);
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139 |
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scene.add(ambientLight);
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140 |
+
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141 |
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const sunLight = new THREE.DirectionalLight(0xfffdfd, USE_SPARSE ? 0.9 : 3.0);
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142 |
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sunLight.position.set(50, 500, 50);
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143 |
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sunLight.castShadow = true;
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144 |
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sunLight.shadow.mapSize.width = 4096;
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145 |
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sunLight.shadow.mapSize.height = 4096;
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146 |
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sunLight.shadow.camera.near = 0.1;
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147 |
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sunLight.shadow.camera.far = 2000;
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148 |
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sunLight.shadow.camera.left = -500;
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149 |
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sunLight.shadow.camera.right = 500;
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150 |
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sunLight.shadow.camera.top = 500;
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151 |
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sunLight.shadow.camera.bottom = -500;
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152 |
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sunLight.shadow.bias = -0.0001;
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153 |
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scene.add(sunLight);
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154 |
+
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155 |
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// Add Lensflare
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156 |
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const textureLoader = new THREE.TextureLoader();
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157 |
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const textureFlare0 = textureLoader.load('/public/textures/lensflare/lensflare0_alpha.png');
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158 |
+
const textureFlare1 = textureLoader.load('/public/textures/lensflare/lensflare3.png');
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159 |
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const textureFlare2 = textureLoader.load('/public/textures/lensflare/lensflare3.png');
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160 |
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161 |
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const lensflare = new Lensflare();
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162 |
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lensflare.addElement(new LensflareElement(textureFlare0, 700, 0));
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163 |
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lensflare.addElement(new LensflareElement(textureFlare1, 512, 0.6));
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164 |
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lensflare.addElement(new LensflareElement(textureFlare2, 170, 0.7));
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165 |
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lensflare.addElement(new LensflareElement(textureFlare2, 120, 0.9));
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166 |
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sunLight.add(lensflare);
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167 |
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168 |
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const fillLight = new THREE.DirectionalLight(0xffffff, 1.2);
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169 |
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fillLight.position.set(-50, 50, -50);
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170 |
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scene.add(fillLight);
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171 |
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172 |
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const rimLight = new THREE.DirectionalLight(0xffffff, 0.8);
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173 |
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rimLight.position.set(0, 20, -100);
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174 |
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scene.add(rimLight);
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175 |
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176 |
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// Controls setup
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177 |
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const controls = new PointerLockControls(camera, document.body);
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178 |
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179 |
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document.addEventListener('click', function() {
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180 |
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controls.lock();
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181 |
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});
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182 |
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183 |
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// Movement
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184 |
+
let moveForward = false;
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185 |
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let moveBackward = false;
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186 |
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let moveLeft = false;
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187 |
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let moveRight = false;
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188 |
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let canJump = false;
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189 |
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190 |
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const onKeyDown = function(event) {
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191 |
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switch(event.code) {
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192 |
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case 'KeyW':
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193 |
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case 'ArrowUp':
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194 |
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moveForward = true;
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195 |
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break;
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196 |
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case 'KeyA':
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197 |
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case 'ArrowLeft':
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198 |
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moveLeft = true;
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199 |
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break;
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200 |
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case 'KeyS':
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201 |
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case 'ArrowDown':
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202 |
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moveBackward = true;
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203 |
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break;
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204 |
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case 'KeyD':
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205 |
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case 'ArrowRight':
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206 |
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moveRight = true;
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207 |
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break;
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208 |
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case 'Space':
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209 |
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if (canJump) {
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210 |
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verticalVelocity = jumpForce;
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211 |
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canJump = false;
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212 |
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}
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213 |
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break;
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214 |
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}
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215 |
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};
|
216 |
+
|
217 |
+
const onKeyUp = function(event) {
|
218 |
+
switch(event.code) {
|
219 |
+
case 'KeyW':
|
220 |
+
case 'ArrowUp':
|
221 |
+
moveForward = false;
|
222 |
+
break;
|
223 |
+
case 'KeyA':
|
224 |
+
case 'ArrowLeft':
|
225 |
+
moveLeft = false;
|
226 |
+
break;
|
227 |
+
case 'KeyS':
|
228 |
+
case 'ArrowDown':
|
229 |
+
moveBackward = false;
|
230 |
+
break;
|
231 |
+
case 'KeyD':
|
232 |
+
case 'ArrowRight':
|
233 |
+
moveRight = false;
|
234 |
+
break;
|
235 |
+
}
|
236 |
+
};
|
237 |
+
|
238 |
+
document.addEventListener('keydown', onKeyDown);
|
239 |
+
document.addEventListener('keyup', onKeyUp);
|
240 |
+
|
241 |
+
// Physics variables
|
242 |
+
const gravity = -35;
|
243 |
+
let verticalVelocity = 0;
|
244 |
+
const playerHeight = 2;
|
245 |
+
|
246 |
+
const jumpForce = 14;
|
247 |
+
const groundErrorMargin = 0.2; // Added error margin for ground detection
|
248 |
+
let isGrounded = false;
|
249 |
+
const bounceCoefficient = 0.4;
|
250 |
+
|
251 |
+
// Raycaster for ground detection
|
252 |
+
const raycaster = new THREE.Raycaster();
|
253 |
+
|
254 |
+
// Modified terrain loading with texture extraction
|
255 |
+
const loader = new GLTFLoader();
|
256 |
+
let terrain;
|
257 |
+
|
258 |
+
// Gun model setup
|
259 |
+
let gunModel;
|
260 |
+
const gunLoader = new GLTFLoader();
|
261 |
+
gunLoader.load('/public/models/laser-gun.glb', (gltf) => {
|
262 |
+
// Scale and position the gun relative to camera
|
263 |
+
gunModel = gltf.scene;
|
264 |
+
gunModel.scale.set(0.3, 0.3, 0.3);
|
265 |
+
gunModel.position.set(0.35, -0.23, -0.54);
|
266 |
+
gunModel.rotation.y = Math.PI * 1.6;
|
267 |
+
gunModel.rotation.z = Math.PI * 0.2;
|
268 |
+
gunModel.rotation.x = Math.PI * 0.1 + currentWeaponSway.x;
|
269 |
+
gunModel.rotation.y = Math.PI * 1.6 + currentWeaponSway.y;
|
270 |
+
gunModel.rotation.z = Math.PI * 0.2 + currentWeaponSway.z;
|
271 |
+
|
272 |
+
// Add the gun to the camera
|
273 |
+
camera.add(gunModel);
|
274 |
+
scene.add(camera); // Need to add camera to scene for gun to be visible
|
275 |
+
});
|
276 |
+
|
277 |
+
loader.load('/public/models/pond-sparse.glb', (gltf) => {
|
278 |
+
console.log("model loaded! preparing it..");
|
279 |
+
terrain = gltf.scene;
|
280 |
+
terrain.scale.set(100, 100, 100);
|
281 |
+
terrain.rotation.y = Math.PI;
|
282 |
+
|
283 |
+
if (USE_SPARSE) {
|
284 |
+
terrain.rotation.x = -Math.PI * 2.15;
|
285 |
+
}
|
286 |
+
|
287 |
+
let textureFound = false;
|
288 |
+
terrain.traverse((node) => {
|
289 |
+
if (node.isMesh) {
|
290 |
+
node.castShadow = true;
|
291 |
+
node.receiveShadow = true;
|
292 |
+
|
293 |
+
if (node.material) {
|
294 |
+
node.material.roughness = 0.8;
|
295 |
+
node.material.metalness = 0.2;
|
296 |
+
|
297 |
+
// Extract texture if available
|
298 |
+
if (node.material.map && !textureFound) {
|
299 |
+
extractedTexture = extractAndSaveTexture(node);
|
300 |
+
if (extractedTexture) {
|
301 |
+
downloadButton.disabled = false;
|
302 |
+
textureFound = true;
|
303 |
+
}
|
304 |
+
}
|
305 |
+
}
|
306 |
+
}
|
307 |
+
});
|
308 |
+
|
309 |
+
scene.add(terrain);
|
310 |
+
|
311 |
+
const box = new THREE.Box3().setFromObject(terrain);
|
312 |
+
const center = box.getCenter(new THREE.Vector3());
|
313 |
+
terrain.position.x -= center.x;
|
314 |
+
terrain.position.z -= center.z;
|
315 |
+
terrain.position.y = 0;
|
316 |
+
|
317 |
+
raycaster.ray.origin.set(0, 100, 10);
|
318 |
+
raycaster.ray.direction.set(0, -1, 0);
|
319 |
+
const intersects = raycaster.intersectObjects(scene.children, true);
|
320 |
+
if (intersects.length > 0) {
|
321 |
+
camera.position.set(0, intersects[0].point.y + 2.5, 10);
|
322 |
+
} else {
|
323 |
+
camera.position.set(0, 20, 10);
|
324 |
+
}
|
325 |
+
camera.lookAt(new THREE.Vector3(0, 0, 0));
|
326 |
+
},
|
327 |
+
undefined,
|
328 |
+
(error) => {
|
329 |
+
console.error('An error happened:', error);
|
330 |
+
const geometry = new THREE.PlaneGeometry(100, 100, 20, 20);
|
331 |
+
const material = new THREE.MeshStandardMaterial({
|
332 |
+
color: 0x808080,
|
333 |
+
roughness: 0.8,
|
334 |
+
metalness: 0.2,
|
335 |
+
wireframe: true
|
336 |
+
});
|
337 |
+
terrain = new THREE.Mesh(geometry, material);
|
338 |
+
terrain.castShadow = true;
|
339 |
+
terrain.receiveShadow = true;
|
340 |
+
scene.add(terrain);
|
341 |
+
});
|
342 |
+
|
343 |
+
// Movement speed and physics
|
344 |
+
const velocity = new THREE.Vector3();
|
345 |
+
const direction = new THREE.Vector3();
|
346 |
+
const speed = 0.5;
|
347 |
+
const delta = 1/60;
|
348 |
+
|
349 |
+
function checkGround() {
|
350 |
+
if (!terrain) return {
|
351 |
+
distance: Infinity,
|
352 |
+
normal: new THREE.Vector3(0, 1, 0),
|
353 |
+
hasHeadCollision: false
|
354 |
+
};
|
355 |
+
|
356 |
+
// Ground check ray
|
357 |
+
raycaster.ray.origin.copy(camera.position);
|
358 |
+
raycaster.ray.direction.set(0, -1, 0);
|
359 |
+
const groundIntersects = raycaster.intersectObjects(scene.children, true);
|
360 |
+
|
361 |
+
// Head collision check ray
|
362 |
+
raycaster.ray.origin.copy(camera.position);
|
363 |
+
raycaster.ray.direction.set(0, 1, 0);
|
364 |
+
const headIntersects = raycaster.intersectObjects(scene.children, true);
|
365 |
+
|
366 |
+
const hasHeadCollision = headIntersects.length > 0 && headIntersects[0].distance < 1.0;
|
367 |
+
|
368 |
+
if (groundIntersects.length > 0) {
|
369 |
+
return {
|
370 |
+
distance: groundIntersects[0].distance,
|
371 |
+
normal: groundIntersects[0].face.normal.clone(),
|
372 |
+
hasHeadCollision: hasHeadCollision
|
373 |
+
};
|
374 |
+
}
|
375 |
+
return {
|
376 |
+
distance: Infinity,
|
377 |
+
normal: new THREE.Vector3(0, 1, 0),
|
378 |
+
hasHeadCollision: hasHeadCollision
|
379 |
+
};
|
380 |
+
}
|
381 |
+
function animate() {
|
382 |
+
requestAnimationFrame(animate);
|
383 |
+
|
384 |
+
if(controls.isLocked) {
|
385 |
+
const groundInfo = checkGround();
|
386 |
+
const distanceToGround = groundInfo.distance;
|
387 |
+
|
388 |
+
// Calculate current movement speed
|
389 |
+
const currentSpeed = Math.sqrt(velocity.x * velocity.x + velocity.z * velocity.z);
|
390 |
+
|
391 |
+
// Update weapon sway based on movement
|
392 |
+
updateWeaponSway(currentSpeed);
|
393 |
+
updateGunPosition();
|
394 |
+
|
395 |
+
// Check if we're below terrain or if there's no terrain below us
|
396 |
+
raycaster.ray.origin.copy(camera.position);
|
397 |
+
raycaster.ray.direction.set(0, -1, 0);
|
398 |
+
const belowIntersects = raycaster.intersectObjects(scene.children, true);
|
399 |
+
|
400 |
+
// Check if we're below terrain by casting a ray upward
|
401 |
+
raycaster.ray.origin.copy(camera.position);
|
402 |
+
raycaster.ray.direction.set(0, 1, 0);
|
403 |
+
const aboveIntersects = raycaster.intersectObjects(scene.children, true);
|
404 |
+
|
405 |
+
// If we're below terrain (ray hits something above us) or if there's no ground below us
|
406 |
+
if ((aboveIntersects.length > 0 && aboveIntersects[0].distance < playerHeight) ||
|
407 |
+
belowIntersects.length === 0) {
|
408 |
+
// Find a safe position above terrain
|
409 |
+
raycaster.ray.origin.set(camera.position.x, 200, camera.position.z);
|
410 |
+
raycaster.ray.direction.set(0, -1, 0);
|
411 |
+
const rescueIntersects = raycaster.intersectObjects(scene.children, true);
|
412 |
+
|
413 |
+
if (rescueIntersects.length > 0) {
|
414 |
+
// Teleport player to safety
|
415 |
+
camera.position.y = rescueIntersects[0].point.y + playerHeight;
|
416 |
+
verticalVelocity = 0;
|
417 |
+
isGrounded = true;
|
418 |
+
canJump = true;
|
419 |
+
} else {
|
420 |
+
// If no safe position found, reset to initial position
|
421 |
+
camera.position.set(0, 20, 10);
|
422 |
+
verticalVelocity = 0;
|
423 |
+
}
|
424 |
+
}
|
425 |
+
|
426 |
+
// Handle head collisions
|
427 |
+
if (groundInfo.hasHeadCollision && verticalVelocity > 0) {
|
428 |
+
verticalVelocity = 0;
|
429 |
+
}
|
430 |
+
|
431 |
+
const slopeAngle = Math.acos(groundInfo.normal.dot(new THREE.Vector3(0, 1, 0)));
|
432 |
+
const maxClimbableAngle = Math.PI / 4;
|
433 |
+
|
434 |
+
// Improved ground detection with error margin
|
435 |
+
if (distanceToGround > playerHeight + groundErrorMargin) {
|
436 |
+
verticalVelocity += gravity * delta;
|
437 |
+
isGrounded = false;
|
438 |
+
} else if (distanceToGround < playerHeight - groundErrorMargin) {
|
439 |
+
if (verticalVelocity < 0) {
|
440 |
+
verticalVelocity = Math.abs(verticalVelocity) * bounceCoefficient;
|
441 |
+
camera.position.y = camera.position.y + (playerHeight - distanceToGround);
|
442 |
+
}
|
443 |
+
isGrounded = true;
|
444 |
+
canJump = true;
|
445 |
+
} else {
|
446 |
+
if (Math.abs(verticalVelocity) < 0.1) {
|
447 |
+
verticalVelocity = 0;
|
448 |
+
isGrounded = true;
|
449 |
+
canJump = true;
|
450 |
+
} else {
|
451 |
+
verticalVelocity *= 0.8;
|
452 |
+
isGrounded = false;
|
453 |
+
}
|
454 |
+
}
|
455 |
+
|
456 |
+
verticalVelocity = Math.max(verticalVelocity, -20);
|
457 |
+
camera.position.y += verticalVelocity * delta;
|
458 |
+
|
459 |
+
direction.z = Number(moveForward) - Number(moveBackward);
|
460 |
+
direction.x = Number(moveRight) - Number(moveLeft);
|
461 |
+
direction.normalize();
|
462 |
+
|
463 |
+
if(moveForward || moveBackward) velocity.z = -direction.z * speed;
|
464 |
+
if(moveLeft || moveRight) velocity.x = -direction.x * speed;
|
465 |
+
|
466 |
+
const moveDirection = new THREE.Vector3(-velocity.x, 0, -velocity.z).normalize();
|
467 |
+
const slopeDirection = groundInfo.normal.clone().projectOnPlane(new THREE.Vector3(0, 1, 0)).normalize();
|
468 |
+
const slopeFactor = 1.0 - (moveDirection.dot(slopeDirection) * (slopeAngle / (Math.PI / 2)));
|
469 |
+
|
470 |
+
const slopeSpeedMultiplier = slopeFactor > 0
|
471 |
+
? 1.0 - (Math.min(slopeFactor, 1.0) * 0.5)
|
472 |
+
: 1.0 + (Math.min(Math.abs(slopeFactor), 1.0) * 0.3);
|
473 |
+
|
474 |
+
const movementSpeed = isGrounded ? speed * slopeSpeedMultiplier : speed * 0.8;
|
475 |
+
|
476 |
+
if (moveForward || moveBackward || moveLeft || moveRight) {
|
477 |
+
controls.moveRight(-velocity.x * movementSpeed);
|
478 |
+
controls.moveForward(-velocity.z * movementSpeed);
|
479 |
+
} else {
|
480 |
+
controls.moveRight(-velocity.x * movementSpeed);
|
481 |
+
controls.moveForward(-velocity.z * movementSpeed);
|
482 |
+
}
|
483 |
+
|
484 |
+
velocity.x *= 0.9;
|
485 |
+
velocity.z *= 0.9;
|
486 |
+
}
|
487 |
+
|
488 |
+
// Update sky and render
|
489 |
+
const time = performance.now() * 0.0001;
|
490 |
+
const distance = 400000;
|
491 |
+
sun.x = distance * Math.cos(time);
|
492 |
+
sun.y = distance * Math.sin(time) * 1.25;
|
493 |
+
sun.z = distance * Math.sin(time) * 0.25;
|
494 |
+
|
495 |
+
sky.material.uniforms['sunPosition'].value.copy(sun);
|
496 |
+
sunLight.position.copy(sun).normalize().multiplyScalar(500);
|
497 |
+
|
498 |
+
renderer.render(scene, camera);
|
499 |
+
}
|
500 |
+
|
501 |
+
function updateWeaponSway(currentSpeed) {
|
502 |
+
const now = performance.now();
|
503 |
+
if (now - lastSwayUpdate < swayUpdateInterval) return;
|
504 |
+
|
505 |
+
lastSwayUpdate = now;
|
506 |
+
|
507 |
+
// Calculate sway amount based on movement speed
|
508 |
+
const movementFactor = Math.min(currentSpeed / speed, 1);
|
509 |
+
const swayAmount = maxSwayAmount * movementFactor;
|
510 |
+
|
511 |
+
// Generate random sway targets
|
512 |
+
targetWeaponSway.x = (Math.random() * 2 - 1) * swayAmount;
|
513 |
+
targetWeaponSway.y = (Math.random() * 2 - 1) * swayAmount;
|
514 |
+
targetWeaponSway.z = (Math.random() * 2 - 1) * swayAmount * 0.5;
|
515 |
+
}
|
516 |
+
|
517 |
+
|
518 |
+
function updateGunPosition() {
|
519 |
+
if (!gunModel) return;
|
520 |
+
|
521 |
+
// Interpolate current sway towards target
|
522 |
+
currentWeaponSway.x += (targetWeaponSway.x - currentWeaponSway.x) * swayLerpFactor;
|
523 |
+
currentWeaponSway.y += (targetWeaponSway.y - currentWeaponSway.y) * swayLerpFactor;
|
524 |
+
currentWeaponSway.z += (targetWeaponSway.z - currentWeaponSway.z) * swayLerpFactor;
|
525 |
+
|
526 |
+
// Apply sway to gun model's rotation
|
527 |
+
gunModel.rotation.x = Math.PI * 0.1 + currentWeaponSway.x;
|
528 |
+
gunModel.rotation.y = Math.PI * 1.6 + currentWeaponSway.y;
|
529 |
+
gunModel.rotation.z = Math.PI * 0.2 + currentWeaponSway.z;
|
530 |
+
}
|
531 |
+
|
532 |
+
// Handle window resize
|
533 |
+
window.addEventListener('resize', onWindowResize, false);
|
534 |
+
|
535 |
+
function onWindowResize() {
|
536 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
537 |
+
camera.updateProjectionMatrix();
|
538 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
539 |
+
}
|
540 |
+
|
541 |
+
animate();
|
542 |
+
</script>
|
543 |
+
</body>
|
544 |
</html>
|
public/models/laser-gun.glb
ADDED
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
1 |
+
version https://git-lfs.github.com/spec/v1
|
2 |
+
oid sha256:40f9660eaadd257df6316ce3bd5bef1fc44164e7366f01dee4d359cd734309d0
|
3 |
+
size 1730372
|
public/models/pond-large.glb
ADDED
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
1 |
+
version https://git-lfs.github.com/spec/v1
|
2 |
+
oid sha256:c55bdd74b3b53813f9e720a10ab54986b033399e5ffb1eb7dfb67ae4f2876987
|
3 |
+
size 6399760
|
public/models/pond-sparse.glb
ADDED
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
1 |
+
version https://git-lfs.github.com/spec/v1
|
2 |
+
oid sha256:eec8fabfb89b315e5817fcc9551cfb9b96ef17958dae385276069a10e17eca79
|
3 |
+
size 1238904
|
public/textures/lensflare/lensflare0.png
ADDED
![]() |
public/textures/lensflare/lensflare0_alpha.png
ADDED
![]() |
public/textures/lensflare/lensflare1.png
ADDED
![]() |
public/textures/lensflare/lensflare2.png
ADDED
![]() |
public/textures/lensflare/lensflare3.png
ADDED
![]() |