mirror of
https://github.com/Floriansylvain/generic-threejs-game.git
synced 2026-08-19 11:43:18 +02:00
clean: removed player useState
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+16
-14
@@ -44,7 +44,6 @@ export function Player(props: {
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const [pivotX, setPivotX] = useState(0);
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const [pivotY, setPivotY] = useState(0);
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const [player, setPlayer] = useState<Vector3>(new Vector3(0, 0, 0));
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const [mouseRef, setMouseRef] = useState(new Vector2());
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const lightRef = useRef<DirectionalLight>(null);
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@@ -66,6 +65,8 @@ export function Player(props: {
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useFrame((_, delta) => {
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const move = new Vector3();
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const player = model.scene.position;
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// TODO Replace getKeys with the subscription system
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if (getKeys().moveForward) move.z += 1;
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if (getKeys().moveBackward) move.z -= 1;
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@@ -87,17 +88,9 @@ export function Player(props: {
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camera.lookAt(adujstedPos);
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if (Object.values(getKeys()).some((key) => key)) {
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setPlayer(player.clone().add(move));
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setIsWalking(true);
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player.add(move);
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const targetRotation = new Quaternion();
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targetRotation.setFromEuler(
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new Euler(
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0,
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pivotX + degToRad((Math.atan2(move.x, move.z) * 180) / Math.PI),
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0
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)
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);
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const cameraRotation = new Euler().setFromQuaternion(
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camera.quaternion,
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@@ -105,12 +98,14 @@ export function Player(props: {
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);
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targetRotation.multiplyQuaternions(
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targetRotation,
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new Quaternion().setFromEuler(new Euler(0, -cameraRotation.y, 0))
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new Quaternion().setFromEuler(
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new Euler(0, cameraRotation.y - Math.PI, 0)
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)
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);
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model.scene.quaternion.slerp(targetRotation, 0.2);
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} else {
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setIsWalking(false);
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//a
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}
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});
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@@ -153,12 +148,19 @@ export function Player(props: {
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return (
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<>
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<primitive object={model.scene} position={player}></primitive>
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<primitive
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object={model.scene}
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position={model.scene.position}
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></primitive>
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<directionalLight
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ref={lightRef}
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target={model.scene}
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castShadow
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position={[player.x + 100, 100, player.z + 100]}
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position={[
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model.scene.position.x + 100,
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100,
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model.scene.position.z + 100,
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]}
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shadow-mapSize={[2048, 2048]}
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intensity={6}
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>
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