mirror of
https://github.com/Floriansylvain/generic-threejs-game.git
synced 2026-08-19 11:43:18 +02:00
clean: complete optimization of player movements
This commit is contained in:
+14
-50
@@ -2,21 +2,15 @@ import "./App.css";
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import { Canvas } from "@react-three/fiber";
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import { KeyboardControls } from "@react-three/drei";
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import { MutableRefObject, useEffect, useRef, useState } from "react";
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import { Vector2, Vector3 } from "three";
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import { Cubes } from "./components/Cubes";
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import { useEffect, useRef, useState } from "react";
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import { Vector3 } from "three";
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import { Player } from "./components/Player";
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import {
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Bloom,
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ChromaticAberration,
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EffectComposer,
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Vignette,
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} from "@react-three/postprocessing";
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import { BlendFunction } from "postprocessing";
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import { Bloom, EffectComposer, Vignette } from "@react-three/postprocessing";
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import { Cubes } from "./components/Cubes";
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const CUBES_QT = 10;
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function App() {
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const CUBES_QT = 10;
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const container = useRef<HTMLCanvasElement>(null);
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useEffect(() => {
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@@ -37,7 +31,7 @@ function App() {
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className="container"
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onClick={() => container.current?.requestPointerLock()}
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>
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<Canvas className="canvas" ref={container} shadows>
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<Canvas className="canvas" ref={container} shadows camera={{ fov: 50 }}>
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<Cubes cubesPosition={cubes}></Cubes>
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<mesh
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@@ -46,8 +40,11 @@ function App() {
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receiveShadow
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castShadow
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>
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<planeGeometry attach={"geometry"} args={[100, 100]}></planeGeometry>
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<meshLambertMaterial color={"green"}></meshLambertMaterial>
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<planeGeometry attach={"geometry"} args={[50, 50]}></planeGeometry>
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<meshStandardMaterial
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toneMapped={false}
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color={"green"}
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></meshStandardMaterial>
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</mesh>
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<KeyboardControls
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@@ -60,11 +57,7 @@ function App() {
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{ keys: ["ShiftLeft"], name: "sprint" },
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]}
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>
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<Player
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container={
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container as unknown as MutableRefObject<HTMLCanvasElement>
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}
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></Player>
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<Player></Player>
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</KeyboardControls>
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<ambientLight intensity={Math.PI / 2} />
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@@ -74,37 +67,8 @@ function App() {
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{/* <gridHelper args={[100, 100]}></gridHelper> */}
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{/* <axesHelper args={[100]}></axesHelper> */}
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<EffectComposer enableNormalPass>
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<Bloom
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luminanceThreshold={0.3}
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luminanceSmoothing={1.2}
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height={300}
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/>
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<Bloom mipmapBlur luminanceThreshold={0.4} />
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<Vignette eskil={false} offset={0.2} darkness={0.8} />
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{/* <SSAO
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blendFunction={BlendFunction.MULTIPLY}
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samples={30}
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rings={4}
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distanceThreshold={1.0}
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distanceFalloff={0.0}
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rangeThreshold={0.5}
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rangeFalloff={0.1}
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luminanceInfluence={0.9}
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radius={20}
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bias={0.5}
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worldDistanceFalloff={0.5}
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worldDistanceThreshold={0.5}
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worldProximityFalloff={0.5}
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worldProximityThreshold={0.5}
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intensity={30}
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></SSAO> */}
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<ChromaticAberration
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modulationOffset={0.02}
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radialModulation={true}
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offset={new Vector2(0.002, 0.002)}
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blendFunction={BlendFunction.NORMAL}
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/>
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{/* <SSR thickness={1} intensity={0.1}></SSR> */}
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</EffectComposer>
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</Canvas>
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</main>
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@@ -38,7 +38,10 @@ export function Cubes(props: { cubesPosition: Vector3[] }) {
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scale={[1, 1, 1]}
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>
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<boxGeometry attach={"geometry"}></boxGeometry>
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<meshLambertMaterial color={"hotpink"}></meshLambertMaterial>
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<meshLambertMaterial
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color={"hotpink"}
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toneMapped={false}
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></meshLambertMaterial>
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</mesh>
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);
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});
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+155
-95
@@ -1,12 +1,6 @@
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import { useAnimations, useGLTF, useKeyboardControls } from "@react-three/drei";
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import { useFrame, useThree } from "@react-three/fiber";
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import {
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MutableRefObject,
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useCallback,
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useEffect,
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useRef,
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useState,
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} from "react";
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import { useEffect, useRef } from "react";
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import {
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DirectionalLight,
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Euler,
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@@ -15,6 +9,7 @@ import {
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Vector2,
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Vector3,
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} from "three";
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import { AnimationState } from "../models/Animations";
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export interface KeyPressed {
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moveForward: boolean;
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@@ -27,110 +22,175 @@ export interface KeyPressed {
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const PLAYER_SPEED = 4.75;
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const SHADOW_DRAW_DISTANCE = 30;
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const MOUSE_X_SENSITIVITY = 0.002;
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const MOUSE_Y_SENSITIVITY = 0.001;
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const ANIM_SPEED = 0.2;
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const CAMERA_RADIUS = 2;
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const CAMERA_HEIGHT = 1.5;
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export function Player(props: {
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container: MutableRefObject<HTMLCanvasElement>;
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}): JSX.Element {
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export function Player(): JSX.Element {
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const model = useGLTF("/Adventurer.glb");
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const animations = useAnimations(model.animations, model.scene);
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// const walk = animations.actions["CharacterArmature|Walk"];
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const run = animations.actions["CharacterArmature|Run"];
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const idle = animations.actions["CharacterArmature|Idle"];
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const anims = useAnimations(model.animations, model.scene);
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const [, getKeys] = useKeyboardControls();
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const [isWalking, setIsWalking] = useState(false);
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const [pivotX, setPivotX] = useState(0);
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const [pivotY, setPivotY] = useState(0);
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const [mouseRef, setMouseRef] = useState(new Vector2());
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const lightRef = useRef<DirectionalLight>(null);
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const camera = useThree((state) => state.camera);
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const radius = 2;
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const yOffset = 1.5;
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const pivot = new Vector2();
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const moveVector = new Vector3();
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const moveEuler = new Euler();
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const targetRotation = new Quaternion();
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const targetRotationEuler = new Euler();
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const cameraRotationEuler = new Euler();
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const rotationQuaternion = new Quaternion();
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const rotationEuler = new Euler();
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const animsState: AnimationState[] = [
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{ name: "CharacterArmature|Idle", isPlaying: true },
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{ name: "CharacterArmature|Run", isPlaying: false },
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{ name: "CharacterArmature|Run_Back", isPlaying: false },
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];
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const lastAnimState = {} as AnimationState;
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const setAnimState = (name: string, isPlaying: boolean): void => {
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const anim = animsState.find((anim) => anim.name === name);
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if (!anim) return;
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anim.isPlaying = isPlaying;
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};
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const getAnimState = (name: string): AnimationState => {
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const anim = animsState.find((anim) => anim.name === name);
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if (!anim) return { name: "", isPlaying: false };
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return anim;
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};
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const onMouseMove = (mouseEvent: MouseEvent): void => {
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pivot.x = pivot.x - mouseEvent.movementX * MOUSE_X_SENSITIVITY;
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pivot.y = Math.min(
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Math.max(pivot.y + mouseEvent.movementY * MOUSE_Y_SENSITIVITY, -0.4),
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1.2
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);
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};
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const someKeyPressed = (): boolean =>
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Object.values(getKeys()).some((key) => key);
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function setMoveVector(delta: number): void {
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moveVector.set(0, 0, 0);
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const keys = getKeys();
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if (keys.moveLeft) moveVector.x += 1;
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if (keys.moveRight) moveVector.x -= 1;
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if (keys.moveForward) moveVector.z += 1;
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if (keys.moveBackward) moveVector.z -= 1;
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moveVector.applyEuler(moveEuler.set(0, pivot.x - Math.PI, 0));
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moveVector.multiplyScalar(PLAYER_SPEED * delta);
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}
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function setAnimationsState(): void {
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const keys = getKeys();
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const isMovingSideways = keys.moveLeft || keys.moveRight;
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const isMovingForward = keys.moveForward;
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const isMovingBackward = keys.moveBackward;
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const isIdle = !isMovingSideways && !isMovingForward && !isMovingBackward;
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if (isMovingForward || (isMovingSideways && !isMovingBackward)) {
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setAnimState("CharacterArmature|Idle", false);
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setAnimState("CharacterArmature|Run", true);
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setAnimState("CharacterArmature|Run_Back", false);
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} else if (isMovingBackward) {
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setAnimState("CharacterArmature|Idle", false);
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setAnimState("CharacterArmature|Run", false);
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setAnimState("CharacterArmature|Run_Back", true);
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} else if (isIdle) {
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setAnimState("CharacterArmature|Idle", true);
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setAnimState("CharacterArmature|Run", false);
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setAnimState("CharacterArmature|Run_Back", false);
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}
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}
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function setPlayerHeadRotationX(): void {
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model.nodes?.Head.rotateX(pivot.y);
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}
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function calculateTargetRotation(): void {
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targetRotationEuler.y = pivot.x + Math.atan2(moveVector.x, moveVector.z);
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targetRotation.setFromEuler(targetRotationEuler);
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}
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function calculateCameraRotation(): void {
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cameraRotationEuler.setFromQuaternion(camera.quaternion, "YXZ");
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rotationEuler.set(0, -cameraRotationEuler.y, 0);
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}
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function applyCameraRotationToTargetRotation(): void {
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rotationQuaternion.setFromEuler(rotationEuler);
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targetRotation.multiplyQuaternions(targetRotation, rotationQuaternion);
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}
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function rotateBackwards(): void {
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rotationEuler.set(0, Math.PI, 0);
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rotationQuaternion.setFromEuler(rotationEuler);
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targetRotation.multiplyQuaternions(targetRotation, rotationQuaternion);
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}
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function interpolatePlayerQuaternionToTargetRotation(): void {
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model.scene.quaternion.slerp(targetRotation, 0.2);
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}
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function setPlayerPosition(): void {
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model.scene.position.add(moveVector);
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calculateTargetRotation();
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calculateCameraRotation();
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applyCameraRotationToTargetRotation();
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if (getAnimState("CharacterArmature|Run_Back").isPlaying) {
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rotateBackwards();
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}
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interpolatePlayerQuaternionToTargetRotation();
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}
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function setCameraPosition(): void {
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const player = model.scene;
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camera.position.set(
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CAMERA_RADIUS * Math.sin(pivot.x) * Math.cos(pivot.y) + player.position.x,
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CAMERA_RADIUS * Math.sin(pivot.y) + player.position.y + CAMERA_HEIGHT,
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CAMERA_RADIUS * Math.cos(pivot.x) * Math.cos(pivot.y) + player.position.z
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);
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camera.lookAt(
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player.position.x,
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player.position.y + CAMERA_HEIGHT,
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player.position.z
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);
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}
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function setPlayerAnimations(): void {
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animsState.forEach((anim) => {
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if (lastAnimState.name !== anim.name && anim.isPlaying) {
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anims.actions[lastAnimState.name]?.fadeOut(ANIM_SPEED);
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anims.actions[anim.name]?.reset().fadeIn(ANIM_SPEED).play();
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lastAnimState.name = anim.name;
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}
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});
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}
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useFrame((_, delta) => {
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setMoveVector(delta);
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setAnimationsState();
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setPlayerHeadRotationX();
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if (someKeyPressed()) setPlayerPosition();
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setCameraPosition();
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setPlayerAnimations();
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});
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useEffect(() => {
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idle?.play();
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model.scene.traverse((child) => {
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if (child instanceof Mesh) {
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child.castShadow = true;
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child.receiveShadow = true;
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}
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});
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window.addEventListener("mousemove", onMouseMove);
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return () => window.removeEventListener("mousemove", onMouseMove);
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});
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const moveVector = new Vector3();
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const moveEuler = new Euler();
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const targetRotation = new Quaternion();
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const rotationEuler = new Euler();
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useFrame((_, delta) => {
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const player = model.scene.position;
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moveVector.set(0, 0, 0);
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if (getKeys().moveForward) moveVector.z += 1;
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if (getKeys().moveBackward) moveVector.z -= 1;
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if (getKeys().moveLeft) moveVector.x += 1;
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if (getKeys().moveRight) moveVector.x -= 1;
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moveVector.applyEuler(moveEuler.set(0, pivotX - Math.PI, 0));
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moveVector.multiplyScalar(PLAYER_SPEED * delta);
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model.nodes?.Head.rotateX(pivotY - model.nodes?.Head.rotation.x);
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if (Object.values(getKeys()).some((key) => key)) {
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player.add(moveVector);
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targetRotation.setFromEuler(rotationEuler.set(0, pivotX - Math.PI, 0));
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model.scene.quaternion.slerp(targetRotation, 0.2);
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}
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camera.position.x = radius * Math.sin(pivotX) * Math.cos(pivotY) + player.x;
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camera.position.y = radius * Math.sin(pivotY) + player.y + yOffset;
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camera.position.z = radius * Math.cos(pivotX) * Math.cos(pivotY) + player.z;
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camera.lookAt(player.x, player.y + yOffset, player.z);
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});
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const onMouseMove = useCallback((event: MouseEvent) => {
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setMouseRef(new Vector2(event.movementX, event.movementY));
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}, []);
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useEffect(() => {
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props.container.current?.addEventListener("mousemove", onMouseMove);
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return () => {
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props.container.current?.removeEventListener("mousemove", onMouseMove);
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};
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}, [onMouseMove, props.container]);
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useEffect(() => {
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const MOUSE_X_SENSITIVITY = 0.005;
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const MOUSE_Y_SENSITIVITY = 0.003;
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setPivotX((pivotX) => pivotX - mouseRef.x * MOUSE_X_SENSITIVITY);
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setPivotY((pivotY) =>
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Math.min(Math.max(pivotY + mouseRef.y * MOUSE_Y_SENSITIVITY, -0.2), 1.2)
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);
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}, [mouseRef]);
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useEffect(() => {
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const ANIM_SPEED = 0.2;
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if (isWalking) {
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idle?.fadeOut(ANIM_SPEED);
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run?.reset().fadeIn(ANIM_SPEED).play();
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} else {
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run?.fadeOut(ANIM_SPEED);
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idle?.reset().fadeIn(ANIM_SPEED).play();
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}
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return () => {
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run?.fadeOut(ANIM_SPEED);
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idle?.fadeOut(ANIM_SPEED);
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};
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}, [isWalking, idle, run]);
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return (
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<>
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<primitive
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@@ -0,0 +1,4 @@
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export interface AnimationState {
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name: string;
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isPlaying: boolean;
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}
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Reference in New Issue
Block a user