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script.js
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script.js
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import './style.css';
import * as THREE from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import * as dat from 'dat.gui';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js';
import { Raycaster, Vector2 } from 'three';
let pupil, eyering, eyecover;
let targetX = 0;
let targetY = 0;
let xpos, ypos;
let time, mixer1, mixer2, closeLidAction, coverEyeAction;
var mouse, raycaster;
let mousePresent = true;
let xstep = 0;
let ystep = 0;
// Debug
const gui = new dat.GUI()
// Canvas
const canvas = document.querySelector('canvas.webgl');
// Scene
const scene = new THREE.Scene();
// Objects
const geometry = new THREE.CircleBufferGeometry( .63, 32, 0, 6.28 );
// Materials
const material = new THREE.MeshStandardMaterial();
material.color = new THREE.Color(0xff0000);
// Mesh
// Create the circle that detects when clicking on the eye
const eyeCollision = new THREE.Mesh(geometry,material);
eyeCollision.position.x = 0;
eyeCollision.position.y = 3;
eyeCollision.position.z = 1;
eyeCollision.visible = false;
scene.add(eyeCollision);
// Helper to toggle the visibility of the circle for debug purposes
const help = gui.addFolder('Eye Collision')
help.add(eyeCollision, 'visible')
// Lights
// Create three spotlights for the front, top, and bottom of the model
// Front
const spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(0, 2, 20);
spotLight.castShadow = false;
spotLight.intensity = 1.5;
scene.add(spotLight);
// Top
const spotLight2 = new THREE.SpotLight(0xffffff);
spotLight2.position.set(0, 20, 0);
spotLight2.rotateX(90);
spotLight2.castShadow = false;
spotLight2.intensity = 1.5;
scene.add(spotLight2);
// Bottom
const spotLight3 = new THREE.SpotLight(0xffffff);
spotLight3.position.set(0, -20, 0);
spotLight3.rotateX(-90);
spotLight3.castShadow = false;
spotLight3.intensity = 1.5;
scene.add(spotLight3);
/**
* Sizes
*/
const sizes = {
width: window.innerWidth,
height: window.innerHeight
}
// Listener for window resizing
window.addEventListener('resize', () =>
{
// Update sizes
sizes.width = window.innerWidth
sizes.height = window.innerHeight
// Update camera
camera.aspect = sizes.width / sizes.height
camera.updateProjectionMatrix()
// Update renderer
renderer.setSize(sizes.width, sizes.height)
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
})
// Loading
// Loader for the logo.glb file
const assetLoader = new GLTFLoader();
// DracoLoader for it as well
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath( '/examples/js/libs/draco/' );
assetLoader.setDRACOLoader(dracoLoader);
// Load the 3D object file
assetLoader.load(
"/objectLoad/logo.glb",
function ( glb ) {
const model = glb.scene;
// Find the important components and assign them to variables
model.traverse(function(element){
if (element.name == "Pupil"){
element.renderOrder = 2;
pupil = element;
targetX = element.position.x;
targetY = element.position.y;
}
if (element.name == "EyeRing") {
element.renderOrder = 2;
eyering = element;
}
// Removing colorWrite and changing the render order for the eyecover
// makes it invisible, while being able to hid objects behind it
if (element.name == "EyeCover") {
element.material.colorWrite = false;
element.renderOrder = 1;
eyecover = element;
}
}
);
scene.add(model);
// Initialize mixers for the blinking animation
mixer1 = new THREE.AnimationMixer(model);
mixer2 = new THREE.AnimationMixer(model);
const clips = glb.animations;
// EyelidAction and EyeCoverAction were given their names in the blender project file
const closeLid = THREE.AnimationClip.findByName(clips, 'EyelidAction');
const coverEye = THREE.AnimationClip.findByName(clips, 'EyeCoverAction');
closeLidAction = mixer1.clipAction(closeLid);
coverEyeAction = mixer2.clipAction(coverEye);
closeLidAction.setLoop(THREE.LoopOnce, 0);
coverEyeAction.setLoop(THREE.LoopOnce, 0);
},
function (xhr) {
console.log( (xhr.loaded / xhr.total * 100) + '% loaded');
},
function (error) {
console.log('an error happened');
}
);
/**
* Camera
*/
// Base camera
const camera = new THREE.PerspectiveCamera(75, sizes.width / sizes.height, 0.1, 100);
camera.position.x = 0;
camera.position.y = 3;
camera.position.z = 8;
scene.add(camera);
// Raycasting
// Declare the raycaster and vector to point from the mouse onto the scene
mouse = new THREE.Vector2();
raycaster = new THREE.Raycaster();
/**
* Renderer
*/
const renderer = new THREE.WebGLRenderer({
canvas: canvas
});
renderer.setSize(sizes.width, sizes.height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
/**
* Animate
*/
// Declare event listeners for following the mouse and reacting to clicking
document.addEventListener('mousemove', onMouseMove);
document.addEventListener('mousedown', onClick);
document.addEventListener('mouseout', onIdle);
// Variables to store mouse position relative to the screen center
let mouseX = 0;
let mouseY = 0;
// Variables to store the half-screen size
let windowHalfX = window.innerWidth / 2;
let windowHalfY = window.innerHeight / 2;
// Function to be ran for mouse move listener
// Updates the known mouse position and vector
function onMouseMove(event) {
mousePresent = true;
mouseX = (event.clientX - windowHalfX);
mouseY = (event.clientY - windowHalfY);
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
// Function to be ran for mouse click listener
// Updates the raycaster and chacks if the eyeCollision circle is being clicked
// If so it plays the blinking animations once
function onClick(event) {
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(scene.children);
for (let i = 0; i < intersects.length; i++) {
if (intersects[i].object == eyeCollision) {
if (closeLidAction && coverEyeAction) {
closeLidAction.stop();
coverEyeAction.stop();
closeLidAction.play();
coverEyeAction.play();
}
}
}
}
// Function to be ran for mouse out listener
// It stores values for the distance to travel each frame when resetEye() is called
function onIdle(event) {
mousePresent = false;
xstep = Math.abs(pupil.position.x - targetX) / 10;
ystep = Math.abs(pupil.position.y - targetY) / 10;
}
// A function to ease the pupil back to the screen's center
function resetEye() {
if (pupil.position.x > targetX + xstep) {
pupil.position.x -= xstep;
}
else if (pupil.position.x > targetX) {
pupil.position.x = targetX;
}
if (pupil.position.x < targetX - xstep) {
pupil.position.x += xstep;
}
else if (pupil.position.x < targetX) {
pupil.position.x = targetX;
}
if (pupil.position.y > targetY + ystep) {
pupil.position.y -= ystep;
}
else if (pupil.position.y > targetY) {
pupil.position.y = targetY;
}
if (pupil.position.y < targetY - ystep) {
pupil.position.y += ystep;
}
else if (pupil.position.y < targetY) {
pupil.position.y = targetY;
}
}
const clock = new THREE.Clock()
const tick = () =>
{
//const elapsedTime = clock.getElapsedTime()
// If the pupil is loaded, move it to follow the mouse
if (pupil && mousePresent) {
if (mouseX > 640) {
xpos = targetX + (4 / 15);
} else if (mouseX < -640) {
xpos = targetX - (4 / 15);
} else {
xpos = targetX + (mouseX / 2400);
}
if (mouseY > 300) {
ypos = targetY - (3 / 10);
} else if (mouseY < -300) {
ypos = targetY + (3 / 10);
} else {
ypos = targetY - (mouseY / 1000);
}
pupil.position.x = xpos;
pupil.position.y = ypos;
// If the mouse leaves the scene, reset the pupil to the center
} else if (pupil && !mousePresent) {
resetEye();
}
// Update the window half-size in case the window was resized
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
// If the mixers are declared, update the animations as needed
if (mixer1 && mixer2) {
time = clock.getDelta()
mixer1.update(time);
mixer2.update(time);
}
// Render
renderer.render(scene, camera)
// Call tick again on the next frame
window.requestAnimationFrame(tick)
}
tick()