Code viewer for World: Port of flying birds (clo...

// Cloned by David L on 30 Nov 2022 from World "Port of flying birds  (clone by Liam)" by Liam 
// Please leave this clone trail here.
 


// Port of flying birds from discoverthreejs.com
// "Final code from Ch 1.7 of Discover three.js" 
// https://codesandbox.io/s/github/looeee/discoverthree.com-examples/tree/master/1-first-steps/7-load-models?from-embed
 

var MOVESPEED = 3;
var GRAVITY = 6;
var FogDistance = 3000;
var FOV = 90;
const startRadius       = 150;                  // distance from centre we start the camera at
const maxRadius         = startRadius * 20;     // maximum distance from camera we render things 

// can load skybox of other user:
 const SKYBOX_ARRAY = [										 
                "/uploads/starter/dawnmountain-xpos.png",
                "/uploads/starter/dawnmountain-xneg.png",
                "/uploads/starter/dawnmountain-ypos.png",
                "/uploads/starter/dawnmountain-yneg.png",
                "/uploads/starter/dawnmountain-zpos.png",
                "/uploads/starter/dawnmountain-zneg.png"
                ];


const mixers = [];
const clock = new THREE.Clock();

// AB customisations
// Select text and "Code Help" to see what these mean:

ABHandler.MAXCAMERAPOS      = maxRadius;
ABWorld.drawCameraControls  = false;  
AB.drawRunControls          = false;    



	
	AB.world.newRun = function()
	{
	    //      ABWorld.renderer = new THREE.WebGLRenderer ( { antialias: true } );     
	    // custom renderer args - uncomment if need this - otherwise init3d makes the renderer 
	    
        var color    = new THREE.Color ();                          // renderer color is not used - there is a skybox
	    ABWorld.init3d ( startRadius, maxRadius, color );            
	    
	    initLights();    
	    loadModels(); 
	    
	    // skybox: 
        ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY );
	};



	AB.world.nextStep = function()		 
	{
	    const delta = clock.getDelta();
        mixers.forEach( ( mixer ) => { mixer.update( delta ); } );
	};

function loadModels() 
{
  const loader = new THREE.GLTFLoader();

  const onLoad = ( gltf, position ) => 
  {
    const model = gltf.scene.children[ 0 ];
    model.position.copy( position );

    const animation = gltf.animations[ 0 ];

    const mixer = new THREE.AnimationMixer( model );
    mixers.push( mixer );

    const action = mixer.clipAction( animation );
    action.play();

    ABWorld.scene.add( model );
  };

  const VegetaPosition      = new THREE.Vector3 ( 0,     0,   50 );
  const flamingoPosition    = new THREE.Vector3 ( 150,   0, -200 );
  const storkPosition       = new THREE.Vector3 ( 0,   -50, -200 );

 // can load 3D models of other user:
  loader.load ( '/uploads/liam/steve.glb',   glb => onLoad ( glb, VegetaPosition )   );
  loader.load ( '/uploads/liam/sevewalk.glb', gltf => onLoad ( gltf, flamingoPosition ) );
  loader.load ( '/uploads/humphrys/sevewalk.glb',    gltf => onLoad ( gltf, storkPosition )    );
  
}



function initLights() 
// the lights are needed to show up models
{
  const ambientLight = new THREE.AmbientLight( 0xffffff, 1 );
  ABWorld.scene.add( ambientLight );

  const frontLight = new THREE.DirectionalLight( 0xffffff, 1 );
  frontLight.position.set( 10, 10, 10 );

  const backLight = new THREE.DirectionalLight( 0xffffff, 1 );
  backLight.position.set( -10, 10, -10 );

  ABWorld.scene.add( frontLight, backLight );
}

AB.clockTick       = 1; // Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps        = 65545;	// Length of run: Maximum length of run in steps. Default 1000.
AB.screenshotStep  = 50;   // For automatic generation of World images. Take screenshot on this step. (All resources should have finished loading.) Default 50.
AB.drawRunControls = true;
threeworld.drawCameraControls = false;

 const MUSICFILE = '';
 const FOOTSTEPS = '/uploads/goobert/minecraft-footsteps.mp3';
 AB.backgroundMusic ( MUSICFILE );
	
const floorTextureFile = "/uploads/goobert/grass2.png"

var MOVESPEED = 3;
var GRAVITY = 6;
var FogDistance = 3000;
var FOV = 90;

//  Defines the THREE.PointerLockControls class, source at https://threejs.org/

THREE.PointerLockControls = function ( camera ) {

	var scope = this;

// 	camera.rotation.set( 0, 0, 0 );

	var pitchObject = new THREE.Object3D();
	pitchObject.add( camera );

	var yawObject = new THREE.Object3D();
	yawObject.position.y = 10;
	yawObject.add( pitchObject );

	var PI_2 = Math.PI / 2;

	var onMouseMove = function ( event ) {

		if ( scope.enabled === false ) return;

		var movementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
		var movementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;

		yawObject.rotation.y -= movementX * 0.002;
		pitchObject.rotation.x -= movementY * 0.002;

		pitchObject.rotation.x = Math.max( - PI_2, Math.min( PI_2, pitchObject.rotation.x ) );
	};

	this.dispose = function () {

		document.removeEventListener( 'mousemove', onMouseMove, false );
	};

	document.addEventListener( 'mousemove', onMouseMove, false );

	this.enabled = false;

	this.getObject = function () {

		return yawObject;

	};

	this.getDirection = function () {

		// assumes the camera itself is not rotated

		var direction = new THREE.Vector3( 0, 0, 0 );
		var rotation = new THREE.Euler( 0, 0, 0 );

	}();

};
//==============================================================================

function loadModels() 
{
  const loader = new THREE.GLTFLoader();

  const onLoad = ( gltf, position ) => 
  {
    const model = gltf.scene.children[ 0 ];
    model.position.copy( position );

    const animation = gltf.animations[ 0 ];

    const mixer = new THREE.AnimationMixer( model );
    mixers.push( mixer );

    const action = mixer.clipAction( animation );
    action.play();

    ABWorld.scene.add( model );
  };

  const VegetaPosition      = new THREE.Vector3 ( 0,     100,   50 );
  const flamingoPosition    = new THREE.Vector3 ( 150,   0, -200 );
  const storkPosition       = new THREE.Vector3 ( 0,   -50, -200 );

 // can load 3D models of other user:
  loader.load ( '/uploads/liam/steve.glb',   glb => onLoad ( glb, VegetaPosition )   );
  loader.load ( '/uploads/liam/sevewalk.glb', gltf => onLoad ( gltf, flamingoPosition ) );
  loader.load ( '/uploads/humphrys/sevewalk.glb',    gltf => onLoad ( gltf, storkPosition )    );
  
}

function World() {

    var camera, controls;
	var objects = [];
	var raycaster; 
    var moveForward = false;
	var moveBackward = false;
	var moveLeft = false;
	var moveRight = false;
	var canJump = false;
	var prevTime = performance.now();
	var velocity = new THREE.Vector3();
	var direction = new THREE.Vector3();
	var vertex = new THREE.Vector3();
	var color = new THREE.Color();
	
	this.newRun = function()
	{
	   // loadModels();
	   // loadStayModels();
        // this handles key presses
        var onKeyDown = function ( event ) {

	    	switch ( event.keyCode ) {

				case 38: // up
				case 87: // w
					moveForward = true;
				// 	AB.backgroundMusic ( FOOTSTEPS );
					break;
                
                case 38: // up
                case 16: // shift
                    MOVESPEED = 7; // 
                    break;

				case 37: // left
				case 65: // a
					moveLeft = true; break;

				case 40: // down
				case 83: // s
					moveBackward = true;
					break;

				case 39: // right
				case 68: // d
					moveRight = true;
					break;

				case 32: // space
					if ( canJump === true ) velocity.y += 350;
					canJump = false;
					break;

			}

		};

		var onKeyUp = function ( event ) {

			switch( event.keyCode ) {

				case 38: // up
				case 87: // w
					moveForward = false;
					break;

                case 38: // up
                case 16: // shift
                    MOVESPEED = 3; // 
                    break;
                
				case 37: // left
				case 65: // a
					moveLeft = false;
					break;

				case 40: // down
				case 83: // s
					moveBackward = false;
                    break;

				case 39: // right
				case 68: // d
					moveRight = false;
					break;

			}

		};

	    camera = new THREE.PerspectiveCamera( FOV );
        threeworld.camera = camera;
	    threeworld.init3d ( 0,0, 0x7ec0ee  );

	    var light = new THREE.HemisphereLight( 0xeeeeff, 0x777788, 0.75 );
		light.position.set( 0.5, 1, 0.75 );
		threeworld.scene.add( light );

		threeworld.scene.fog = new THREE.Fog( 0xffffff, 0, FogDistance );

        controls = new THREE.PointerLockControls( camera );
        threeworld.scene.add( controls.getObject() );
    
        // event listener for key presses
		document.addEventListener( 'keyup', onKeyUp, false );
		document.addEventListener( 'keydown', onKeyDown, false );
		
		raycaster = new THREE.Raycaster( new THREE.Vector3(), new THREE.Vector3( 0, - 1, 0 ), 0, 10 );


    
    
	    $("#user_span1").html("Use <b>WASD</b> or <b>Arrows</b> to move and <b>shift</b> to run any direction.");
	    
	   // var blocker = $("#user_span2");
	    $("#user_span2").html("<p><b>Click screen to enable mouse controls</b></p>");

    //The following handles pointer locking when clicking the window
    // handles the pointer locking (game return feature) when clicking back onto the game.
	    var havePointerLock = 'pointerLockElement' in document || 'mozPointerLockElement' in document || 'webkitPointerLockElement' in document;
        console.log(havePointerLock);
        if ( havePointerLock ) {

			var element = document.body;

			var pointerlockchange = function ( event ) {

				if ( document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element ) {

					controls.enabled = true;
					$("#user_span2").html("");

				} else
				{
					controls.enabled = false;
					$("#user_span2").html("<p><b>Click onto the game to return playing.</b></p>");

				}

			};

			var pointerlockerror = function ( event ) {

				console.error("pointerlockerror");

			};

			// Hook pointer lock state change events
			document.addEventListener( 'pointerlockchange', pointerlockchange, false );
			document.addEventListener( 'mozpointerlockchange', pointerlockchange, false );
			document.addEventListener( 'webkitpointerlockchange', pointerlockchange, false );

			document.addEventListener( 'pointerlockerror', pointerlockerror, false );
			document.addEventListener( 'mozpointerlockerror', pointerlockerror, false );
			document.addEventListener( 'webkitpointerlockerror', pointerlockerror, false );

			document.addEventListener( 'click', function ( event ) {

				// Ask the browser to lock the pointer
				element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;
				element.requestPointerLock();

			}, false );

		} else {

			$("#user_span1").html('<p>Your browser doesn\'t seem to support Pointer Lock API</p>');

		}


	//The following draws a simple scene
	
		//floor
	    var WorldSize = 10000;
	    var BlockSize = 50;

	    var floorGeometry = new THREE.PlaneBufferGeometry( WorldSize, WorldSize );
        floorGeometry.rotateX( - Math.PI / 2 );

        // loading the floor texture
        var floorTexture = new THREE.ImageUtils.loadTexture ( floorTextureFile );
        floorTexture.minFilter = THREE.LinearFilter;
        floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping;

        // world floor texture size and location
        floorTexture.offset.set( 0, 0 );
        floorTexture.repeat.set( WorldSize / BlockSize, WorldSize / BlockSize );
        var floor = new THREE.Mesh(floorGeometry, new THREE.MeshBasicMaterial({map : floorTexture}));
        floor.position.set(0,-500,0);
        threeworld.scene.add(floor);
	};


	this.nextStep = function()		 
	{

        
        //======================================================================
        // This will handle moving the player and the camera
        //======================================================================
			raycaster.ray.origin.copy( controls.getObject().position );
			raycaster.ray.origin.y -= 10;

			var intersections = raycaster.intersectObjects( objects );

			var onObject = intersections.length > 0;

			var time = performance.now();
			var delta = ( time - prevTime ) / 1000;

			velocity.x -= velocity.x * 10.0 * delta;
	    	velocity.z -= velocity.z * 10.0 * delta;

			velocity.y -= GRAVITY;


			direction.z = Number( moveForward ) - Number( moveBackward );
			direction.x = Number( moveLeft ) - Number( moveRight );
			direction.normalize(); // this ensures consistent movements in all directions

			if ( moveForward || moveBackward ) velocity.z -= direction.z * 400.0 * MOVESPEED * delta;
			
			if ( moveLeft || moveRight ) velocity.x -= direction.x * 400.0 * MOVESPEED * delta;

			if ( onObject === true ) {

				velocity.y = Math.max( 0, velocity.y );
				canJump = true;

			}

			controls.getObject().translateX( velocity.x * delta );
			controls.getObject().translateY( velocity.y * delta );
			controls.getObject().translateZ( velocity.z * delta );

			if ( controls.getObject().position.y < 10 ) {

				velocity.y = 0;
				controls.getObject().position.y = 10;

				canJump = true;

			}

			prevTime = time;

	};

}

const REQUESTWORLDSTATE = 0;
const SENDWORLDSTATE = 1;
var joined = false;

// when you join a World:
var data = [ REQUESTWORLDSTATE , null ];
AB.socketOut ( data );    // broadcast to existing clients 

// AB.socketUserlist = function ( array ) { ... };
// define function for incoming messages 
AB.socketIn = function ( data )   // data = array [ messagetype, payload ]
// AB.socketUserlist = function ( array )
{
  if ( ( joined ) && ( data[0] == REQUESTWORLDSTATE ) ) 
  {
     // tell the other client what the world state is
     data = [ SENDWORLDSTATE, worldstate ];
     AB.socketOut ( data );
 }

  else if ( ( ! joined ) && ( data[0] == SENDWORLDSTATE ) ) 
  {
    var worldstate = data[1];
    // set my world to match  worldstate    
    joined = true;
    // note with more than 2 players: even if multiple clients respond with the world state, I will only process once, since now joined = true 
  }
};


// background music 
// can load music of other user:

 const MUSICFILE = '/uploads/test/StarCommander1.wav';
 AB.backgroundMusic ( MUSICFILE );