-
Notifications
You must be signed in to change notification settings - Fork 0
/
animal.js
204 lines (188 loc) · 6.3 KB
/
animal.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
import * as THREE from './three.module.js';
import {getNextMeshId} from './util.js';
const capsuleUpQuaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 0, 1), Math.PI / 2);
const animalShader = {
vertexShader: `\
precision highp float;
precision highp int;
#define PI 3.1415926535897932384626433832795
attribute vec3 color;
attribute vec3 head;
attribute vec4 leg;
uniform vec4 headRotation;
uniform float walkFactor;
uniform float walkCycle;
uniform float hitFactor;
varying vec3 vColor;
vec4 quat_from_axis_angle(vec3 axis, float angle)
{
vec4 qr;
float half_angle = angle * 0.5;
float s = sin(half_angle);
qr.x = axis.x * s;
qr.y = axis.y * s;
qr.z = axis.z * s;
qr.w = cos(half_angle);
return qr;
}
vec3 multiply_vq(vec3 v, vec4 q) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
vec3 rotate_vertex_position(vec3 position, vec3 axis, float angle)
{
vec4 q = quat_from_axis_angle(axis, angle);
return multiply_vq(position, q);
}
void main() {
vec3 p = position;
p.y += sin(hitFactor*PI);
if (head.y != 0.) {
// p = vec3(0.);
p -= head.xyz;
p += multiply_vq(head, headRotation);
}
if (leg.y != 0.) {
p -= leg.xyz;
p += rotate_vertex_position(leg.xyz, vec3(leg.w, 0., 0.), sin(walkCycle*PI*2.)*PI/2.*walkFactor);
}
gl_Position = projectionMatrix * modelViewMatrix * vec4(p, 1.0);
vColor = color;
}
`,
fragmentShader: `\
precision highp float;
precision highp int;
uniform float hitFactor;
varying vec3 vColor;
/* float pixelDepth = 16.;
vec3 pixelize(vec3 c) {
return vec3(
floor(c.r*pixelDepth)/pixelDepth,
floor(c.g*pixelDepth)/pixelDepth,
floor(c.b*pixelDepth)/pixelDepth
);
} */
void main() {
// gl_FragColor = vec4(pixelize(vColor), 1.0);
gl_FragColor = vec4(vColor, 1.0);
if (hitFactor > 0.) {
gl_FragColor.rgb += vec3(${new THREE.Color(0xef5350).toArray().map(n => n.toFixed(8)).join(', ')});
}
}
`,
};
export const makeAnimalFactory = geometryWorker => (position, hash, onRemove) => {
const geometry = new THREE.BufferGeometry();
const material = new THREE.ShaderMaterial({
uniforms: {
headRotation: {
type: 'v4',
value: new THREE.Quaternion(),
needsUpdate: true,
},
walkFactor: {
type: 'f',
value: 1,
needsUpdate: true,
},
walkCycle: {
type: 'f',
value: 0,
needsUpdate: true,
},
hitFactor: {
type: 'f',
value: 0,
needsUpdate: true,
},
},
vertexShader: animalShader.vertexShader,
fragmentShader: animalShader.fragmentShader,
});
const animal = new THREE.Mesh(geometry, material);
animal.position.copy(position);
animal.visible = false;
animal.frustumCulled = false;
const meshId = getNextMeshId();
const physxGeometry = geometryWorker.registerCapsuleGeometry(meshId, position, capsuleUpQuaternion, 0.5, 1);
animal.isAnimalMesh = true;
animal.meshId = meshId;
animal.lookAt = () => {};
animal.update = () => {};
animal.isHeadAnimating = () => false;
animal.hit = () => {};
animal.destroy = () => {
geometryWorker.unregisterGeometry(physxGeometry);
};
(async () => {
const animalSpec = await geometryWorker.requestAnimalGeometry(hash);
geometry.setAttribute('position', new THREE.BufferAttribute(animalSpec.positions, 3));
geometry.setAttribute('color', new THREE.BufferAttribute(animalSpec.colors, 3, true));
geometry.setIndex(new THREE.BufferAttribute(animalSpec.indices, 1));
geometry.setAttribute('head', new THREE.BufferAttribute(animalSpec.heads, 3));
geometry.setAttribute('leg', new THREE.BufferAttribute(animalSpec.legs, 4));
const headPivot = new THREE.Vector3().fromArray(animalSpec.headPivot);
// const aabb = new THREE.Box3(new THREE.Vector3().fromArray(animalSpec.aabb, 0), new THREE.Vector3().fromArray(animalSpec.aabb, 3));
let headAnimation = null;
animal.lookAt = p => {
const startTime = Date.now();
const endTime = startTime + 300;
const startQuaternion = material.uniforms.headRotation.value.clone();
const endQuaternion = new THREE.Quaternion().setFromRotationMatrix(
new THREE.Matrix4().lookAt(
headPivot.clone().applyMatrix4(animal.matrixWorld),
p,
new THREE.Vector3(0, 1, 0),
),
);
headAnimation = {
update() {
const now = Date.now();
const factor = (now - startTime) / (endTime - startTime);
if (factor < 1) {
material.uniforms.headRotation.value.copy(startQuaternion).slerp(endQuaternion, factor);
} else {
material.uniforms.headRotation.value.copy(endQuaternion);
headAnimation = null;
}
material.uniforms.headRotation.needsUpdate = true;
},
};
};
let hp = 100;
let hitAnimation = null;
animal.hit = dmg => {
hp = Math.max(hp - dmg, 0);
if (hp > 0) {
const startTime = Date.now();
const endTime = startTime + 300;
hitAnimation = {
update() {
const now = Date.now();
material.uniforms.hitFactor.value = (now - startTime) / (endTime - startTime);
if (material.uniforms.hitFactor.value >= 1) {
material.uniforms.hitFactor.value = 0;
hitAnimation = null;
}
material.uniforms.hitFactor.needsUpdate = true;
},
};
} else {
onRemove();
}
};
animal.update = () => {
headAnimation && headAnimation.update();
hitAnimation && hitAnimation.update();
// animal.material.uniforms.headRotation.value.setFromEuler(localEuler.set(-0.2, 0.2, 0, 'YXZ'));
// animal.material.uniforms.headRotation.needsUpdate = true;
// animal.material.uniforms.walkFactor.value = 1;
// animal.material.uniforms.walkFactor.needsUpdate = true;
material.uniforms.walkCycle.value = (Date.now() % 2000) / 2000;
material.uniforms.walkCycle.needsUpdate = true;
};
animal.isHeadAnimating = () => !!headAnimation;
animal.visible = true;
})();
return animal;
};