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Bounding boxes #69

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Jun 27, 2024
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167 changes: 162 additions & 5 deletions app/components/FirstPersonControls.tsx
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@ import { useThree, useFrame } from '@react-three/fiber';
import * as THREE from 'three';

export const FirstPersonControls = (speed) => {
const { camera } = useThree();
const { camera, scene } = useThree();
const moveForward = useRef(false);
const moveBackward = useRef(false);
const moveLeft = useRef(false);
Expand All @@ -15,6 +15,35 @@ export const FirstPersonControls = (speed) => {
const left = new THREE.Vector3();
const forward = new THREE.Vector3();

// Desired height above the ground
const cameraHeight = 1.8;

// temporary location for rooms, TODO: move this outside of the controller
const rooms = [
{
minX: -50, maxX: 50, minY: 0, maxY: 20, minZ: -50, maxZ: 50,
slopes: [],
objects: [
{ minX: 10, maxX: 15, minY: 0, maxY: 15, minZ: 10, maxZ: 15 }
]
},
{
minX: 50, maxX: 60, minY: 0, maxY: 10, minZ: 0, maxZ: 10,
slopes: [
{ angle: Math.PI / 2, position: { x: 10, y: 5, z: 5 }, width: 5, length: 10 },
{ angle: Math.PI / 3, position: { x: 0, y: 0, z: 0 }, width: 10, length: 50 },
{ angle: Math.PI / 3, position: { x: 10, y: 5, z: 5 }, width: 5, length: 50 }

],
objects: []
},
{
minX: 60, maxX: 160, minY: 0, maxY: 20, minZ: -50, maxZ: 50,
slopes: [],
objects: []
},
];

useEffect(() => {
const onKeyDown = (event) => {
switch (event.code) {
Expand Down Expand Up @@ -79,15 +108,80 @@ export const FirstPersonControls = (speed) => {
window.addEventListener('keydown', onKeyDown);
window.addEventListener('keyup', onKeyUp);

// Add transparent boxes to visualize rooms and slopes
rooms.forEach(room => {
const roomGeometry = new THREE.BoxGeometry(
room.maxX - room.minX,
room.maxY - room.minY,
room.maxZ - room.minZ
);
const roomMaterial = new THREE.MeshBasicMaterial({
color: 0x00ff00,
transparent: true,
opacity: 0.25,
wireframe: true
});
const roomBox = new THREE.Mesh(roomGeometry, roomMaterial);
roomBox.position.set(
(room.minX + room.maxX) / 2,
(room.minY + room.maxY) / 2,
(room.minZ + room.maxZ) / 2
);
scene.add(roomBox);

room.objects.forEach(object => {

const objectGeometry = new THREE.BoxGeometry(
object.maxX - object.minX,
object.maxY - object.minY,
object.maxZ - object.minZ
);
const objectMaterial = new THREE.MeshBasicMaterial({
color: 0xff0000,
transparent: true,
opacity: 0.25,
wireframe: true
});
const objectBox = new THREE.Mesh(objectGeometry, objectMaterial);
objectBox.position.set(
(room.minX + object.minX - room.maxX + object.maxX) / 2,
(room.minY + object.minY - room.maxY + object.maxY) / 2,
(room.minZ + object.minZ - room.maxZ + object.maxZ) / 2
);
objectBox.name = `object-${room.minX}-${room.maxX}-${room.minZ}-${room.maxZ}`;
scene.add(objectBox);
});

// Add slopes to the scene
room.slopes.forEach((slope, index) => {
const slopeGeometry = new THREE.PlaneGeometry(slope.width, slope.length);
const slopeMaterial = new THREE.MeshBasicMaterial({
color: 0xcccccc,
side: THREE.DoubleSide,
wireframe: true
});
const slopeMesh = new THREE.Mesh(slopeGeometry, slopeMaterial);
slopeMesh.rotation.x = -slope.angle;
slopeMesh.position.set(
room.minX + (room.maxX - room.minX) / 2 + slope.position.x,
(room.minY + room.maxY) / 2 + slope.position.y,
room.minZ + (room.maxZ - room.minZ) / 2 + slope.position.z
);
slopeMesh.name = `slope-${room.minX}-${room.maxX}-${room.minZ}-${room.maxZ}-${index}`;
scene.add(slopeMesh);
});

});

return () => {
window.removeEventListener('keydown', onKeyDown);
window.removeEventListener('keyup', onKeyUp);
};
}, []);
}, [rooms, scene]);

useFrame((_, delta) => {
// change this if you want to move faster / slower
const movementSpeed = speed.speed ?? 300;

// Get the camera's forward and left direction
camera.getWorldDirection(forward);
forward.y = 0;
Expand All @@ -109,10 +203,73 @@ export const FirstPersonControls = (speed) => {
velocity.addScaledVector(direction, movementSpeed * delta);
}

camera.position.addScaledVector(velocity, delta);
let newPosition = camera.position.clone().addScaledVector(velocity, delta);

// find the room the user is currently in
let currentRoom = rooms.find(room =>
camera.position.x >= room.minX && camera.position.x <= room.maxX &&
camera.position.y >= room.minY && camera.position.y <= room.maxY &&
camera.position.z >= room.minZ && camera.position.z <= room.maxZ
);

// find the room the user might be going into
const nextRoom = rooms.find(room =>
newPosition.x >= room.minX && newPosition.x <= room.maxX &&
newPosition.y >= room.minY && newPosition.y <= room.maxY &&
newPosition.z >= room.minZ && newPosition.z <= room.maxZ
);

// Boundary checks for objects in the room
const object = currentRoom.objects.find(object =>
newPosition.x >= currentRoom.minX + object.minX && newPosition.x <= currentRoom.minX + object.minX + (object.maxX - object.minX) &&
newPosition.y >= currentRoom.minY + object.minY - 10 && newPosition.y <= currentRoom.minY + object.minY - 10 + (object.maxY - object.minY) &&
newPosition.z >= currentRoom.minZ + object.minZ && newPosition.z <= currentRoom.minZ + object.minZ + (object.maxZ - object.minZ)
);

if (object) {
newPosition = camera.position;
}

// detect if user is going into another room
if (currentRoom && nextRoom && currentRoom !== nextRoom) {
currentRoom = nextRoom;
}

if (currentRoom && !object) {
// Boundary checks for the current room
newPosition.x = Math.max(currentRoom.minX, Math.min(currentRoom.maxX, newPosition.x));
newPosition.z = Math.max(currentRoom.minZ, Math.min(currentRoom.maxZ, newPosition.z));

// Calculate ground height using a raycaster and specific slopes
const raycaster = new THREE.Raycaster(newPosition.clone().setY(100), new THREE.Vector3(0, -1, 0));
let groundHeight = currentRoom.minY;
let foundGround = false;

for (let i = 0; i < currentRoom.slopes.length; i++) {
const slopeObject = scene.getObjectByName(`slope-${currentRoom.minX}-${currentRoom.maxX}-${currentRoom.minZ}-${currentRoom.maxZ}-${i}`);
if (slopeObject) {
const intersects = raycaster.intersectObject(slopeObject, true);
if (intersects.length > 0) {
groundHeight = Math.max(groundHeight, intersects[0].point.y);
foundGround = true;
}
}
}

if (!foundGround) {
groundHeight = currentRoom.minY;
}

newPosition.y = groundHeight + cameraHeight;

// Clamp Y position to the room boundaries
newPosition.y = Math.max(currentRoom.minY + cameraHeight, Math.min(currentRoom.maxY, newPosition.y));
}

camera.position.copy(newPosition);

velocity.multiplyScalar(1 - 10.0 * delta);
});

return null;
};