Code viewer for World: Day/Night cycle

// Cloned by Mathias Bazin on 20 Jun 2018 from World "First Person Night" by Mathias Bazin 
// Please leave this clone trail here.
 


// Cloned by Mathias Bazin on 19 Jun 2018 from World "First Person Controls" by Mathias Bazin 
// Please leave this clone trail here.
 


// Customise AB run parameters (optional).
// The following parameters can be customised. (They have default values.)

AB.clockTick       = 20;    

	// 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  = 300;   
  
	// For automatic generation of World images.
	// Take screenshot on this step. (All resources should have finished loading.) Default 50.


	
AB.drawRunControls = false;
threeworld.drawCameraControls = false;


	
const MOVESPEED = 3;

const boxtexturefile = "/uploads/mathias/wood.png"
const floorTextureFile = "/uploads/mathias/grassLowPoly1.png"
const skytexturefile = "/uploads/mathias/nightSky2.jpg"

const SKYDISTANCE = 10000;
const NBSTARS = 100;

//==============================================================================
//  Define 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, - 1 );
		var rotation = new THREE.Euler( 0, 0, 0, 'YXZ' );

		return function ( v ) {

			rotation.set( pitchObject.rotation.x, yawObject.rotation.y, 0 );

			v.copy( direction ).applyEuler( rotation );

			return v;

		};

	}();

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


 
// --- some useful random functions  -------------------------------------------


function randomfloatAtoB ( A, B )                        
{
 return ( A + ( Math.random() * (B-A) ) );
}

function randomintAtoB ( A, B )                  
{
 return  ( Math.round ( randomfloatAtoB ( A, B ) ) );
}
  
function randomBoolean()                         
{
 if ( Math.random() < 0.5 ) { return false; }
 else { return true; }
}

function randomPick ( a, b )
{
 if ( randomBoolean() ) 
  return a;
 else
  return b;
}



/**
 * A linear interpolator for hexadecimal colors
 * @param {Int} a
 * @param {Int} b
 * @param {Number} amount
 * @example
 * // returns 0x7F7F7F
 * lerpColor(0x000000, 0xffffff, 0.5)
 * @returns {Int}
 */
function lerpColor(a, b, amount) { 

    var ah = a;
        ar = ah >> 16, ag = ah >> 8 & 0xff, ab = ah & 0xff,
        bh = b;
        br = bh >> 16, bg = bh >> 8 & 0xff, bb = bh & 0xff,
        rr = ar + amount * (br - ar),
        rg = ag + amount * (bg - ag),
        rb = ab + amount * (bb - ab);

    return  ((1 << 24) + (rr << 16) + (rg << 8) + rb | 0);
}

/**/
function map(n, start1, stop1, start2, stop2) 
{
    return ((n-start1)/(stop1-start1))*(stop2-start2)+start2;
}


function World() { 

    var camera, controls;

	var objects = [];

	var raycaster;
	
	var controlsEnabled = true;

    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();
	var sun;
	
	var Sun = function()
	{
	    this.angle = 0;
	    this.object =  new THREE.DirectionalLight(0xffffff, 2);
        this.object.position.set(0, Math.cos(this.angle)*SKYDISTANCE, Math.sin(this.angle)*SKYDISTANCE);
        this.object.castShadow = true;
        this.stars = [];
        this.starMaterial = new THREE.MeshBasicMaterial({color : "white"}) ;
        this.starMaterial.transparent = true;
        this.starMaterial.opacity = 0;
        
        threeworld.scene.add(this.object);
        // let pointLightHelper = new THREE.PointLightHelper( this.object, 1000 );
        // threeworld.scene.add( pointLightHelper );
        let sunball = new THREE.Mesh( new THREE.SphereGeometry(1000,32,32), new THREE.MeshBasicMaterial({color : "yellow"}) );
        this.object.add( sunball );
        
        for (let i = 0; i<NBSTARS; i++)
        {
            let radius = randomfloatAtoB ( 40, 60 );
            let star = new THREE.Mesh( new THREE.SphereGeometry(radius,8,8), this.starMaterial);
            let s = randomfloatAtoB ( 0, Math.PI*2 );
            let t = randomfloatAtoB ( 0, Math.PI/2 );
            star.position.set(SKYDISTANCE*Math.cos(s)*Math.sin(t), SKYDISTANCE*Math.cos(t), SKYDISTANCE*Math.sin(s)*Math.sin(t));
            this.stars.push(star);
            threeworld.scene.add(star);
        }
        
        this.animate = function()
        {
            this.angle+=0.005;
            //normalize angle between -PI and PI
            while (this.angle <= -Math.PI) this.angle += Math.PI*2;
            while (this.angle > Math.PI) this.angle -= Math.PI*2;

		    this.object.position.set(0, Math.cos(this.angle)*SKYDISTANCE, Math.sin(this.angle)*SKYDISTANCE);
		    this.object.intensity = this.getSunIntensity();
		    threeworld.scene.background = new THREE.Color(this.getSkyColor());
		    this.setStarsOpacity();
        }
        
        this.setStarsOpacity = function()
        {
            if (this.angle > Math.PI/2  &&  this.angle < Math.PI*3/4)
            {
                this.starMaterial.opacity = map(this.angle, Math.PI/2, Math.PI*3/4, 0, 0.8);
            }
            else if (this.angle > -Math.PI*3/4  &&  this.angle < -Math.PI/2)
            {
                this.starMaterial.opacity = map(this.angle, -Math.PI*3/4, -Math.PI/2, 0.8, 0);
            }
        }
        
        this.getSkyColor = function()
        {
            
            if (this.angle > -Math.PI*3/8  &&  this.angle < Math.PI*3/8)
            {
                // console.log("day");
                return 0x7ec0ee;
            }
            else if (this.angle > Math.PI*3/8  &&  this.angle < Math.PI/2)
            {
                // console.log("Sunset 1");
                return lerpColor(0x7ec0ee, 0xfd5e53, map(this.angle, Math.PI*3/8,Math.PI/2,0,1));
            }
            else if (this.angle > Math.PI/2  &&  this.angle < Math.PI*3/4)
            {
                // console.log("Sunset 2");
                return lerpColor(0xfd5e53, 0x0c3166, map(this.angle, Math.PI/2,Math.PI*3/4,0,1));
            }
            else if (this.angle > Math.PI*3/4  ||  this.angle < -Math.PI*3/4)
            {
                // console.log("night");
                return 0x0c3166;
            }
            else if (this.angle > -Math.PI*3/4  &&  this.angle < -Math.PI/2)
            {
                // console.log("Sunrise 1");
                return lerpColor(0x0c3166, 0xfd5e53, map(this.angle, -Math.PI*3/4,-Math.PI/2,0,1));
            }
            else if (this.angle > -Math.PI/2  &&  this.angle < -Math.PI*3/8)
            {
                // console.log("Sunrise 2");
                return lerpColor(0xfd5e53, 0x7ec0ee, map(this.angle, -Math.PI/2, -Math.PI*3/8, 0, 1));
            }
        }
        
         this.getSunIntensity = function()
        {
            
            if (this.angle > -Math.PI*3/8  &&  this.angle < Math.PI*3/8)
            {
                return 2;
            }
            else if (this.angle > Math.PI*3/8  &&  this.angle < Math.PI/2)
            {
                return map(this.angle, Math.PI*3/8,Math.PI/2,2,1);
            }
            else if (this.angle > Math.PI/2  &&  this.angle < Math.PI*3/4)
            {
                return map(this.angle, Math.PI/2,Math.PI*3/4,1,0);
            }
            else if (this.angle > Math.PI*3/4  ||  this.angle < -Math.PI*3/4)
            {
                return 0;
            }
            else if (this.angle > -Math.PI*3/4  &&  this.angle < -Math.PI/2)
            {
                return map(this.angle, -Math.PI*3/4,-Math.PI/2,0,1);
            }
            else if (this.angle > -Math.PI/2  &&  this.angle < -Math.PI*3/8)
            {
                return map(this.angle, -Math.PI/2, -Math.PI*3/8, 1, 2);
            }
        }
	}
	
	var Bird = function(x,y,z)
	{
	    
	    this.object = models[0].clone();
        this.height = randomintAtoB(0,50);
        this.isRising = randomBoolean();
        
        this.object.position.x = x;
        this.object.position.y = y;
        this.object.position.z = z;
        
        threeworld.scene.add(this.object);
        
        this.animate = function()
        {
            // console.log("height : ", this.height);
            if(this.height > 50) this.isRising = false;
            else if (this.height < 0) this.isRising = true;
            
            if (this.isRising) 
            {
                this.height += 2;
                this.object.position.y += 2;
            }
            else 
            {
                this.height -= 0.2;
                this.object.position.y -= 0.2;
            }
        }
	}
	
	
	
	this.newRun = function()
	{
	    
	    camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 100000 );
        threeworld.camera = camera;
	    threeworld.init3d ( 0,0, 0x7ec0ee ); 
	    
	    threeworld.renderer.shadowMap.enabled = true;
        threeworld.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
	    
	    var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 0.2 );
        threeworld.scene.add( light );
		
        controls = new THREE.PointerLockControls( camera );
        threeworld.scene.add( controls.getObject() );
        
        
        var onKeyDown = function ( event ) {
            
	    	switch ( event.keyCode ) {

				case 38: // up
				case 87: // w
					moveForward = true;
					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 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;

			}

		};

		document.addEventListener( 'keydown', onKeyDown, false );
		document.addEventListener( 'keyup', onKeyUp, false );
		
		raycaster = new THREE.Raycaster( new THREE.Vector3(), new THREE.Vector3( 0, - 1, 0 ), 0, 10 );


        //Scene
        

        
	    //floor
	    
	    var floorGeometry = new THREE.PlaneBufferGeometry( 6000, 6000, 200, 200 );
        floorGeometry.rotateX( - Math.PI / 2 );
        var floorTexture = new THREE.ImageUtils.loadTexture ( floorTextureFile );
        floorTexture.minFilter = THREE.LinearFilter;
        floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping;
        floorTexture.offset.set( 0, 0 );
        floorTexture.repeat.set( 100, 100 );
        var floor = new THREE.Mesh(floorGeometry, new THREE.MeshLambertMaterial({map : floorTexture}));
        floor.position.set(0,-20,0);
        floor.receiveShadow = true;
        floor.castShadow = true;
        threeworld.scene.add(floor);

        //Background (sky)
        
        // var loader = new THREE.TextureLoader();
        // loader.load( skytexturefile, function ( texture ) {

        //     var geometry = new THREE.SphereGeometry( 30000, 32, 32 );
        //     var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: 0.5 } );
        //     var mesh = new THREE.Mesh( geometry, material );
        //     mesh.material.side = THREE.BackSide;
            
        //     threeworld.scene.add( mesh );
            

        // } );


        
        //Objects
        
        //box
        var boxGeometry = new THREE.BoxBufferGeometry( 20, 60, 20 );
        var boxTexture = new THREE.ImageUtils.loadTexture ( boxtexturefile );
        var boxMaterial = new THREE.MeshLambertMaterial ( { map: boxTexture } );   
        var box = new THREE.Mesh ( boxGeometry, boxMaterial);
        box.castShadow = true;
        box.receiveShadow = true;
        box.metalness = 0.0;
        box.position.set(-60,0,-150);
        box.name = "Box";
        
        threeworld.scene.add(box);
        objects.push(box);
        
        
        //Sun
        sun = new Sun();
        
	    $("#user_span1").html(" Use WASD or Arrows to move, mouse to look around and space to jump.");
	    
	    var blocker = $("#user_span2");
	    blocker.html("<p><b>Click screen to enable mouse controls</b></p>");

	    
	    //lock pointer
	    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 ) {

					controlsEnabled = true;
					controls.enabled = true;
					blocker.html("");

				} else
				    
				{
					controls.enabled = false;
					blocker.html("<p><b>Click screen to enable mouse controls</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>');

		}
		
	

	};


	this.nextStep = function()		 
	{
	    
// 	    console.log("camera pos : ", camera.getWorldPosition().x, camera.getWorldPosition().y, camera.getWorldPosition().z);
// 		for (let o of objects)
// 		{
// 		    console.log(o.name, " pos :", o.getWorldPosition().x,o.getWorldPosition().y,o.getWorldPosition().z);
// 		}

		
		sun.animate();

		previousPosition = controls.getObject().position;
		
		if ( controlsEnabled === true ) {

			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 -= 9.8 * 100.0 * delta; // 100.0 = mass

			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;

			}
            
            // console.log("velocity ", velocity.x, " ", velocity.z)
            
			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;
			
			if (previousPosition.distanceTo(controls.getObject().position) > 30)
			{
			    console.error("Teleport occured");
			}

		}
	
	};


	this.endRun = function()
	{
	};

}