var Perso = function() { var self=this; self.move_speed= 1.0; self.is_moving=false; this.load= function() { var self=this; return new Promise(function(ok, reject) { var loader = new THREE.JSONLoader(); console.log('loading meshes perso.js'); loader.load( "blender/perso.json", function(geometry, mat) { self.perso_geo = geometry; console.log('loaded perso.js', self.perso_geo); self.perso_mat = mat; ok(); }); }); }; this.build = function(options, game) { this.game = game; console.log('creating perso', this.perso_geo); this.options=options; this.create(); }; this.create =function() { var self=this; this.container = new THREE.Object3D(); this.game.scene.add(this.container); // Cube simulating perso, for collision detection var cube_material = new THREE.MeshBasicMaterial( { color: 0x0000ff, wireframe:true } ); var cube_geo = new THREE.CubeGeometry(6, 6, 6) this.container_mesh = new THREE.Mesh(cube_geo, cube_material); this.container.add(this.container_mesh); material = new THREE.MeshLambertMaterial( { color: 0xffffff } ); material.skinning = true; material.morphTargets = true; this.mesh = new THREE.SkinnedMesh( self.perso_geo, material); this.mesh.scale.x=30; this.mesh.scale.y=30; this.mesh.scale.z=30; this.container.add(this.mesh); this.mesh.castShadow=true; this.mesh.receiveShadow=true; this.mesh.position.x = this.options.x; this.mesh.position.y = 0; this.mesh.position.z = this.options.z; this.mixer = new THREE.AnimationMixer( this.mesh ); console.log('perso geo ',self.perso_geo); this.bounceClip = self.perso_geo.animations[0]; this.move_action = this.mixer.clipAction(this.bounceClip, null ).setDuration(0.5); }; this.getRayPos= function(event) { var raycaster = new THREE.Raycaster(); var mouse = new THREE.Vector2(); mouse.x = ( event.clientX / this.game.renderer.domElement.width ) * 2 - 1; mouse.y = - ( event.clientY / this.game.renderer.domElement.height ) * 2 + 1; raycaster.setFromCamera( mouse, this.game.camera ); var intersects = raycaster.intersectObjects( [this.game.level.ground], false ); if ( intersects.length > 0 ) { return intersects[0].point; } return null; } this.lookAtEvent= function(event) { var pos = this.getRayPos(event); if(pos) { this.lookAt(pos); } } this.lookAt= function(pos) { if(this.container) { this.container.lookAt(pos); } } this.moveToEvent= function(event) { var pos = this.getRayPos(event); if(pos) { this.lookAt(pos); this.moveTo(pos); } } this.moveTo= function(pos) { var current_pos = this.container.position; // Last part of moving if(current_pos.equals(pos)) { return; } this.is_moving=true; // A: bottom right rectangle // B: start // C: destination var distance_ab = Math.abs(current_pos.x - pos.x); var distance_ac = Math.abs(current_pos.z - pos.z); var total = distance_ab + distance_ac; var ratio_x = (total-distance_ac) / total; var ratio_z = (total-distance_ab) / total; move_step_x = this.move_speed * ratio_x; move_step_z = this.move_speed * ratio_z; this.move_step_vector = new THREE.Vector2(); this.move_step_vector.x = current_pos.x>pos.x ? (- move_step_x) : move_step_x; this.move_step_vector.z = current_pos.z>pos.z ? (- move_step_z) : move_step_z; // Actually moving... this.move_destination = pos; this.move_action.play(); this.move_weight_destination = 1; this.move_idx=0; }; this.is_in_collision= function() { }; this.move_step= function() { if(this.is_moving) { this.move_idx++; var moving=0; var originPoint = this.container.position.clone(); if(Math.abs(this.container.position.x - this.move_destination.x) > this.move_speed || Math.abs(this.container.position.z - this.move_destination.z) > this.move_speed) { var originPoint = this.container.position.clone(); originPoint.add(this.move_step_vector); var collision=false; for (var vertexIndex = 0; vertexIndex < this.container_mesh.geometry.vertices.length; vertexIndex++) { var localVertex = this.container_mesh.geometry.vertices[vertexIndex].clone(); var globalVertex = localVertex.applyMatrix4( this.container_mesh.matrix ); var directionVector = globalVertex.sub( this.container_mesh.position ); var ray = new THREE.Raycaster( originPoint, directionVector.clone().normalize() ); var collisionResults = ray.intersectObjects( this.options.obstacles ); if ( collisionResults.length > 0 && collisionResults[0].distance < directionVector.length() ) collision=true; } if(!collision) { moving++; this.container.position.add(this.move_step_vector); } } else { this.container.position.setX(this.move_destination.x); this.container.position.setZ(this.move_destination.z); } if(!moving) { this.move_weight_destination = 0; this.is_moving=false; this.move_destination=null; } } else { this.move_action.stop(); } }; this.move_weight = function() { if(this.move_weight_destination!==null) { if(!this.move_action) { return; } var c = this.move_action.getEffectiveWeight(); if(c>this.move_weight_destination) { this.move_action.setEffectiveWeight(c-0.1); } else if(c