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import React, { useEffect, useRef, useState } from 'react'
import { useThree, useFrame } from 'react-three-fiber'
import {
Geometry,
Event,
Group,
PerspectiveCamera,
Vector3,
Raycaster,
Mesh,
CircleGeometry,
} from 'three'
import WorldCollisions from './models/WorldCollisions'
import useStore from '../store'
import { MeshBasicMaterial } from 'three/src/materials/MeshBasicMaterial'
const SPEED = 1
const HEIGHT = 1.5
const CIRCLE_RADIUS = 1.0
const CIRCLE_SEGMENTS = 8
const keys: Record<string, string> = {
KeyW: 'forward',
KeyS: 'backward',
KeyA: 'left',
KeyD: 'right',
ArrowUp: 'forward',
ArrowDown: 'backward',
ArrowLeft: 'left',
ArrowRight: 'right',
ShiftLeft: 'run',
Space: 'jump',
}
const moveFieldByKey = (key: string) => keys[key]
function FirstPersonCamera(props: JSX.IntrinsicElements['perspectiveCamera']) {
const ref = useRef<PerspectiveCamera>()
const { setDefaultCamera } = useThree()
// Make the camera known to the system
useEffect(() => {
if (ref.current) setDefaultCamera(ref.current)
}, [ref.current])
// Update it every frame
useFrame(() => ref.current?.updateMatrixWorld())
return <perspectiveCamera ref={ref} {...props} />
}
const usePlayerControls = () => {
const [movement, setMovement] = useState({
forward: false,
backward: false,
left: false,
right: false,
run: false,
jump: false,
})
useEffect(() => {
const handleKeyDown = (e: Event) => {
setMovement((m) => ({ ...m, [moveFieldByKey(e.code)]: true }))
}
const handleKeyUp = (e: Event) => {
setMovement((m) => ({ ...m, [moveFieldByKey(e.code)]: false }))
}
document.addEventListener('keydown', handleKeyDown)
document.addEventListener('keyup', handleKeyUp)
return () => {
document.removeEventListener('keydown', handleKeyDown)
document.removeEventListener('keyup', handleKeyUp)
}
}, [])
return movement
}
// TODO Improve physics in player
const Player = () => {
const socket = useStore((state) => state.socket)
const pointerLocked = useStore((state) => state.pointerLocked)
const { forward, backward, left, right, run } = usePlayerControls()
const { camera } = useThree()
const groupRef = useRef<Group>()
const collisionsRef = useRef<Mesh<CircleGeometry, MeshBasicMaterial>>(null)
const velocity = useRef<Vector3>(new Vector3())
const direction = useRef<Vector3>(new Vector3())
const worldOrigin = useRef<Vector3>(new Vector3())
const currentPositionClone = useRef<Vector3>(new Vector3())
const bottomRaycaster = useRef(
new Raycaster(new Vector3(), new Vector3(0, -1, 0), 0, HEIGHT + 0.5),
)
const collisionCircle = useRef<Mesh>()
const collisionCircleGeometry = new CircleGeometry(CIRCLE_RADIUS, CIRCLE_SEGMENTS)
collisionCircleGeometry.rotateX(Math.PI / 2)
const collisionCircleMaterial = new MeshBasicMaterial({
color: 0xff0000,
wireframe: true,
})
const wallRaycasters = useRef<Raycaster[]>(
Array(CIRCLE_SEGMENTS)
.fill(undefined)
.map((_, i) => {
const vert = collisionCircleGeometry.vertices[i + 1].clone()
const direction = vert.sub(collisionCircleGeometry.vertices[0]).normalize()
return new Raycaster(new Vector3(), direction, 0, CIRCLE_RADIUS)
}),
)
useEffect(() => {
const socketEmitTransformInterval = setInterval(() => {
if (socket && groupRef.current && camera) {
const cameraRotation = camera.rotation.toArray()
socket.emit('transform', {
position: [
groupRef.current?.position.x,
groupRef.current?.position.y,
groupRef.current?.position.z,
],
rotation: [cameraRotation[0], cameraRotation[1], cameraRotation[2]],
})
}
}, 50)
return () => {
clearInterval(socketEmitTransformInterval)
}
}, [])
const moveForward = (distance: number) => {
if (groupRef.current) {
worldOrigin.current.setFromMatrixColumn(camera.matrix, 0)
worldOrigin.current.crossVectors(camera.up, worldOrigin.current)
groupRef.current.position.addScaledVector(worldOrigin.current, distance)
}
}
const moveRight = (distance: number) => {
if (groupRef.current) {
worldOrigin.current.setFromMatrixColumn(camera.matrix, 0)
groupRef.current.position.addScaledVector(worldOrigin.current, distance)
}
}
useFrame((_, delta) => {
if (!groupRef.current || !collisionsRef.current || !collisionCircle.current) return
if (pointerLocked) {
// Slowdown
velocity.current.x -= velocity.current.x * 10.0 * delta
velocity.current.z -= velocity.current.z * 10.0 * delta
// Fall
bottomRaycaster.current.ray.origin.copy(groupRef.current.position)
let intersections = []
intersections = bottomRaycaster.current.intersectObject(
collisionsRef.current,
false,
)
if (intersections.length < 1) {
velocity.current.y -= 9.8 * 10 * delta
} else {
velocity.current.y = 0
groupRef.current.position.y = intersections[0].point.y + HEIGHT
}
// Direction
direction.current.z = Number(forward) - Number(backward)
direction.current.x = Number(left) - Number(right)
direction.current.normalize()
// Running
const speed = run ? 1.5 : 1
// Move
if (forward || backward)
velocity.current.z -= direction.current.z * SPEED * delta * speed
if (left || right) velocity.current.x -= direction.current.x * SPEED * delta * speed
// Wall collisions
const collisionCircleGeometry = collisionCircle.current.geometry as Geometry
if (collisionCircleGeometry.vertices) {
for (let i = 0; i < CIRCLE_SEGMENTS; i++) {
wallRaycasters.current[i].ray.origin.copy(groupRef.current.position)
let wallIntersections = []
wallIntersections = wallRaycasters.current[i].intersectObject(
collisionsRef.current,
false,
)
if (
wallIntersections.length > 0 &&
wallIntersections[0].distance < CIRCLE_RADIUS
) {
const distance = CIRCLE_RADIUS - wallIntersections[0].distance
currentPositionClone.current.copy(groupRef.current.position)
const direction = wallIntersections[0].point
.sub(currentPositionClone.current)
.normalize()
.multiplyScalar(distance)
groupRef.current.position.sub(direction)
}
}
}
// Apply speed
moveForward(-velocity.current.x * speed)
moveRight(-velocity.current.z * speed)
groupRef.current.position.y += velocity.current.y * delta
}
// TODO enable jump if cheating
//if (jump && Math.abs(parseFloat(velocity.current[1].toFixed(2))) < 0.05)
// api.velocity.set(velocity.current[0], 10, velocity.current[2])
})
return (
<>
<group ref={groupRef} position={[0, 5, 0]} rotation={[0, -Math.PI / 2, 0]}>
<FirstPersonCamera rotation={[0, Math.PI / 2, 0]} />
<mesh
ref={collisionCircle}
position={[0, -HEIGHT / 2, 0]}
geometry={collisionCircleGeometry}
material={collisionCircleMaterial}
visible={false}
/>
</group>
<WorldCollisions ref={collisionsRef} visible={false} />
</>
)
}
export default Player