Code viewer for World: Model World


// ==== Starter World =================================================================================================
// This code is designed for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// To include a working run of this program on another site, see the "Embed code" links provided on Ancient Brain.
// ====================================================================================================================




// Demo of moving 3d models
// Movement is on a semi-visible grid of squares 
// Cannot go through cubes. Have to go around them. 
// See "Move With" camera 





// ===================================================================================================================
// === Start of tweaker's box ======================================================================================== 
// ===================================================================================================================

// The easiest things to modify are in this box.
// You should be able to change things in this box without being a JavaScript programmer.
// Go ahead and change some of these. What's the worst that could happen?


AB.clockTick       = 150;    

	// Speed of run: Step every n milliseconds. Default 100.
	
AB.maxSteps        = 1000;    

	// Length of run: Maximum length of run in steps. Default 1000.

AB.screenshotStep  = 50;   
  
	// Take screenshot on this step. (All resources should have finished loading.) Default 50.



//---- global constants: -------------------------------------------------------


	const OBJ_SKELETON 	= '/uploads/starter/skelet.obj' ;
 
// skeleton credit
// formerly here:
// http://tf3dm.com/3d-model/skeleton-with-organs-91102.html


	const OBJPATH = "/uploads/starter/";	// path of OBJ and MTL (Peter Parker model)
	const OBJNAME = "Peter_Parker.obj";
	const MTLNAME = "Peter_Parker.mtl";

// Peter Parker credit
// formerly here:
// https://free3d.com/3d-model/spider-man-4998.html


// multiply model sizes by some amount:

		const SCALE_HERO 		= 70;
 
// random size skeleton with each run: 
    	const SCALE_SKELETON 	= AB.randomFloatAtoB ( 1, 6 );
//		const SCALE_SKELETON 	= 4;

 
 const TEXTURE_MAZE 	= '/uploads/starter/latin.jpg' ;
 const TEXTURE_SKELETON = '/uploads/starter/ghost.3.png' ;

// credits:
// https://commons.wikimedia.org/wiki/Category:Skull_and_crossbone_icons


 const MUSIC_BACK  		= '/uploads/starter/SuspenseStrings.mp3' ;

		// music credit
		// http://www.dl-sounds.com/royalty-free/suspense-strings/

const gridsize = 30;						// number of squares along side of world	   
const squaresize = 100;						// size of square in pixels
const MAXPOS = gridsize * squaresize;		// length of one side in pixels 
	
const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 15 );


const SKYCOLOR 		= 0xffffcc;				// a number, not a string 
const LIGHTCOLOR 	= 0xffffff ;


const startRadiusConst	 	= MAXPOS * 0.8 ;		// distance from centre to start the camera at
const maxRadiusConst 		= MAXPOS * 5 ;		// maximum distance from camera we will render things  

	
	// camera on "Move With" should move up/down in y axis as we re-scale objects
	// to place the follow camera just above the agent, something like: 
	const FOLLOW_Y = SCALE_HERO * 4 ;
	
	// to point the camera at skeleton's face, something like: 
	const LOOKAT_Y = SCALE_SKELETON * 40;
	


//--- change ABWorld defaults: -------------------------------

ABHandler.MAXCAMERAPOS 	= maxRadiusConst ;

ABHandler.GROUNDZERO		= true;						// "ground" exists at altitude zero


//--- skybox: -------------------------------

// urban photographic skyboxes, credit:
// http://opengameart.org/content/urban-skyboxes

 const SKYBOX_ARRAY = [										 
                "/uploads/starter/posx.jpg",
                "/uploads/starter/negx.jpg",
                "/uploads/starter/posy.jpg",
                "/uploads/starter/negy.jpg",
                "/uploads/starter/posz.jpg",
                "/uploads/starter/negz.jpg"
                ];
				

// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================


// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.









//--- Mind can pick one of these actions -----------------

const ACTION_LEFT 			= 0;		   
const ACTION_RIGHT 			= 1;
const ACTION_UP 			= 2;		 
const ACTION_DOWN 			= 3;
const ACTION_STAYSTILL 		= 4;


// contents of a grid square

const GRID_BLANK 	= 0;
const GRID_WALL 	= 1;
const GRID_MAZE 	= 2;
 


 

var GRID 	= new Array(gridsize);			// can query GRID about whether squares are occupied, will in fact be initialised as a 2D array   
var theagent, theenemy;		  

var agentRotation = 0;
var enemyRotation = 0;		  // with 3D models, current rotation away from default orientation

var maze_texture, skeleton_texture; 


// enemy and agent position on squares
var ei, ej, ai, aj;

var badsteps;
var goodsteps;


	
	
function loadResources()		// asynchronous file loads - call initScene() when all finished 
{

// load skeleton - OBJ that we will paint with a texture 
	
	var loader = new THREE.OBJLoader ( new THREE.LoadingManager() );
	
	loader.load ( OBJ_SKELETON, function ( object )
	{
		theenemy = object;		
		if ( asynchFinished() )	initScene();		 
	});


// load Peter Parker model - OBJ plus MTL (plus TGA files) 


// old code:
//	THREE.Loader.Handlers.add ( /.tga$/i, new THREE.TGALoader() );
// now gives warning:
//  Handlers.add() has been removed. Use LoadingManager.addHandler() instead.
// example:
//  manager.addHandler( /\.tga$/i, new TGALoader() );

THREE.DefaultLoadingManager.addHandler ( /\.tga$/i, new THREE.TGALoader() );

	var m = new THREE.MTLLoader();
	m.setResourcePath ( OBJPATH );
	m.setPath         ( OBJPATH );
	
	m.load ( MTLNAME, function ( materials ) 
	{
		materials.preload();
		var o = new THREE.OBJLoader();
		o.setMaterials ( materials );
		o.setPath ( OBJPATH );
		
		o.load ( OBJNAME, function ( object ) 
		{
			theagent = object;
			if ( asynchFinished() )	initScene();		 
		});
	});
	
	
 // load textures 
	
	var loader2 = new THREE.TextureLoader();
	var loader3 = new THREE.TextureLoader();
	
	loader2.load ( TEXTURE_MAZE, function ( thetexture )  
	{
		thetexture.minFilter  = THREE.LinearFilter;
		maze_texture = thetexture;
		if ( asynchFinished() )	initScene();		 
	});

	loader3.load ( TEXTURE_SKELETON, function ( thetexture )  
	{
		thetexture.minFilter  = THREE.LinearFilter;
		skeleton_texture = thetexture;
		if ( asynchFinished() )	initScene();		 
	});
	
}


function asynchFinished()		 // all file loads returned 
{
	if ( maze_texture && skeleton_texture && theenemy && theagent )   return true; 
	else return false;
}	
	
 
	

//--- grid system -------------------------------------------------------------------------------
// my numbering is 0 to gridsize-1

	
function occupied ( i, j )		// is this square occupied
{
 if ( ( ei == i ) && ( ej == j ) ) return true;		// variable objects 
 if ( ( ai == i ) && ( aj == j ) ) return true;

 if ( GRID[i][j] == GRID_WALL ) return true;		// fixed objects	 
 if ( GRID[i][j] == GRID_MAZE ) return true;		 
	 
 return false;
}

 
// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
// logically, coordinates are: y=0, x and z all positive (no negative)    
// logically my dimensions are all positive 0 to MAXPOS
// to centre everything on origin, subtract (MAXPOS/2) from all dimensions 

function translate ( i, j )			
{
	var v = new THREE.Vector3();
	
	v.y = 0;	
	v.x = ( i * squaresize ) - ( MAXPOS/2 );   		 
	v.z = ( j * squaresize ) - ( MAXPOS/2 );   	
	
	return v;
}




	
function initScene()		// all file loads have returned 
{
	 var i,j, shape, thecube;
	 
	// set up GRID as 2D array
	 
	 for ( i = 0; i < gridsize ; i++ ) 
		GRID[i] = new Array(gridsize);		 
	

	// set up invisible walls so cannot move into them (occupied) 
	 
	 for ( i = 0; i < gridsize ; i++ ) 
	  for ( j = 0; j < gridsize ; j++ ) 
		if ( ( i==0 ) || ( i==gridsize-1 ) || ( j==0 ) || ( j==gridsize-1 ) )
			GRID[i][j] = GRID_WALL;		 
		else 
   			GRID[i][j] = GRID_BLANK;

		
   // set up maze 
   
    for ( var c=1 ; c <= NOBOXES ; c++ )
	{
		i = AB.randomIntAtoB(2,gridsize-3);		// inner squares are 1 to gridsize-2
		j = AB.randomIntAtoB(2,gridsize-3);
 			
		GRID[i][j] = GRID_MAZE ;
		
		shape    = new THREE.BoxGeometry ( squaresize, squaresize, squaresize );			 
		thecube  = new THREE.Mesh( shape );
		thecube.material = new THREE.MeshBasicMaterial( { map: maze_texture } );		  

		thecube.position.copy ( translate(i,j) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
		ABWorld.scene.add(thecube);		
	}
	 	 
		 
		 
 // add enemy model 
 // start in random location
 
	 do
	 {
	  i = AB.randomIntAtoB(1,gridsize-2);
	  j = AB.randomIntAtoB(1,gridsize-2);
	 }
	 while ( occupied(i,j) );  	  // search for empty square 

	 ei = i;
	 ej = j;

	// paint the enemy:
	theenemy.traverse ( function ( child ) 
	{
		if ( child instanceof THREE.Mesh ) 
			child.material.map = skeleton_texture ;
	});
	
	theenemy.scale.multiplyScalar ( SCALE_SKELETON );    	// scale it   
	ABWorld.scene.add( theenemy ); 
	drawEnemy();
	
	

 // add agent model 	
 // start in random location
 
	 do
	 {
	  i = AB.randomIntAtoB(1,gridsize-2);
	  j = AB.randomIntAtoB(1,gridsize-2);
	 }
	 while ( occupied(i,j) );  	  // search for empty square 

	 ai = i;
	 aj = j;
	
	theagent.scale.multiplyScalar ( SCALE_HERO );    	  	// scale it 
	ABWorld.scene.add( theagent ); 
 	drawAgent();
	
	 
 // finally skybox 
 
  	 ABWorld.scene.background = new THREE.CubeTextureLoader().load ( SKYBOX_ARRAY,	function() 
	 { 
		ABWorld.render(); 
		AB.removeLoading();
		AB.runReady = true; 		
	 });
  	
}




// --- draw moving objects -----------------------------------

function drawEnemy()		// given ei, ej, draw it 
{
	theenemy.position.copy ( translate(ei,ej) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
	theenemy.position.y = ( - squaresize / 2 );   			// adjusted so model feet line up with bottom of cubes - cubes centre on y=0
	 
	ABWorld.lookat.copy ( theenemy.position );			// if camera moving, look back at where the enemy is  
	ABWorld.lookat.y = LOOKAT_Y ;     					// adjusted  
}


function drawAgent()		// given ai, aj, draw it 
{
	theagent.position.copy ( translate(ai,aj) ); 		  	// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates 
	theagent.position.y = ( - squaresize / 2 );   			// adjusted 

	ABWorld.follow.copy ( theagent.position );			// follow vector = agent position (for camera following agent)
	ABWorld.follow.y = FOLLOW_Y ;    					// adjusted  
}

 
 

// --- take actions -----------------------------------

function enemyGetAction()		// do it like a Mind 
{
	if ( AB.randomBoolean() )	// look at i 
	{
	 if ( ei < ai ) 	return (   ACTION_RIGHT 	); 
	 if ( ei > ai ) 	return (   ACTION_LEFT 		); 
 	 return ( ACTION_STAYSTILL );
	}
	else 						// look at j 
	{
     if ( ej < aj ) 	return (   ACTION_UP  	); 
	 if ( ej > aj ) 	return (   ACTION_DOWN  ); 
  	 return ( ACTION_STAYSTILL );
	}
}
 

function moveLogicalEnemy()
{ 
 var a = enemyGetAction();
 var i = ei;
 var j = ej;		 

      if ( a == ACTION_LEFT ) 	{ i--;    }
 else if ( a == ACTION_RIGHT ) 	{ i++;    }
 else if ( a == ACTION_UP ) 	{ j++;    }
 else if ( a == ACTION_DOWN ) 	{ j--;    }

 if ( ! occupied(i,j) ) 
 {
	      if ( a == ACTION_LEFT ) 	{  rotateEnemyTowards ( 3 * (Math.PI / 2) ); }
	 else if ( a == ACTION_RIGHT ) 	{  rotateEnemyTowards ( 1 * (Math.PI / 2) ); }
	 else if ( a == ACTION_UP ) 	{  rotateEnemyTowards ( 0 * (Math.PI / 2) ); }
	 else if ( a == ACTION_DOWN ) 	{  rotateEnemyTowards ( 2 * (Math.PI / 2) ); }
  
  ei = i;
  ej = j;
 }
}


function moveLogicalAgent( a )			// this is called by the infrastructure that gets action a from the Mind 
{ 
 var i = ai;
 var j = aj;		 

      if ( a == ACTION_LEFT ) 	{ i--;    }
 else if ( a == ACTION_RIGHT ) 	{ i++;    }
 else if ( a == ACTION_UP ) 	{ j++;    }
 else if ( a == ACTION_DOWN ) 	{ j--;    }

 if ( ! occupied(i,j) ) 
 {
	// if going to actually move, then turn body towards move
	// rotate by some amount of radians from the normal position 
	// in degrees: +0, +90, +180, +270

	      if ( a == ACTION_LEFT ) 	{  rotateAgentTowards ( 3 * (Math.PI / 2) ); }
	 else if ( a == ACTION_RIGHT ) 	{  rotateAgentTowards ( 1 * (Math.PI / 2) ); }
	 else if ( a == ACTION_UP ) 	{  rotateAgentTowards ( 0 * (Math.PI / 2) ); }
	 else if ( a == ACTION_DOWN ) 	{  rotateAgentTowards ( 2 * (Math.PI / 2) ); }
  
  ai = i;
  aj = j;
 }
}




// --- rotate functions -----------------------------------


// Rotate enemy towards agent 
// This rotates half-way per step:

function rotateEnemyTowards ( newRotation )		
{
 if ( enemyRotation == newRotation ) return;
 
 // else 
 var x = ( enemyRotation + newRotation ) / 2; 
 theenemy.rotation.set ( 0, x, 0 );
 enemyRotation = x;	
}



/*

// Alternative experiments - multiple interim rotations 

const INTERIMROT = 10;		// number of interim rotations drawn when model turns round

// all rotations positive 0 to 2 PI 


function rotateEnemyTowards ( newRotation )		
// rotate enemy from current value of "enemyRotation" towards "newRotation" - with interim renders
{
 if ( enemyRotation == newRotation ) return;

 // else 
 var delta = ( Math.abs ( enemyRotation - newRotation ) ) / INTERIMROT;
 // console.log ( "rotate from " + enemyRotation + " to " + newRotation + " in steps " + delta );
 var x;
 
 for ( var i = 1; i <= INTERIMROT; i++ ) 
 {
  if ( enemyRotation < newRotation ) x = enemyRotation + (delta * i);
                                else x = enemyRotation - (delta * i);
  theenemy.rotation.set ( 0, x, 0 );
  // console.log ( "interim " + x );
   
    ABWorld.render();
 }
 
 // console.log ( "end "   );
 theenemy.rotation.set ( 0, newRotation, 0 );
 enemyRotation = newRotation;					// new value 
}

*/



function rotateAgentTowards ( newRotation )		
{
 if ( agentRotation == newRotation ) return;
 
 // else 
 var x = ( agentRotation + newRotation ) / 2; 
 theagent.rotation.set ( 0, x, 0 );
 agentRotation = x;	
}



// --- score: -----------------------------------

function badstep()			// is the enemy within one square of the agent
{
 if ( ( Math.abs(ei - ai) < 2 ) && ( Math.abs(ej - aj) < 2 ) ) return true;
 else return false;
}

 
function   updateStatus()		 
{
 var score = AB.world.getScore();
 AB.msg ( " Step: " + AB.step + " out of " + AB.maxSteps + ". Score: " + score ); 
}





AB.world.newRun = function() 
{
	AB.loadingScreen();

	AB.runReady = false;  

	badsteps = 0;		
	goodsteps = 0;

	ABWorld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 

	loadResources();		// aynch file loads		
							// calls initScene() when it returns 

	// light
 	var ambient = new THREE.AmbientLight();
    ABWorld.scene.add( ambient );
		
	var thelight = new THREE.DirectionalLight ( LIGHTCOLOR, 3 );
	thelight.position.set ( startRadiusConst, startRadiusConst, startRadiusConst );
	ABWorld.scene.add(thelight);
};



AB.world.getState = function()
{
  var x = [ ai, aj, ei, ej ];
  return ( x );  
};


AB.world.takeAction = function ( a )
{
   moveLogicalAgent(a);
  
   if ( ( AB.step % 2 ) == 0 )		// slow the enemy down to every nth step
     moveLogicalEnemy();

  if ( badstep() )   badsteps++;
  else  			 goodsteps++;

   drawAgent();
   drawEnemy();
   updateStatus();
};



AB.world.getScore = function()
{
 return goodsteps;
};


 



 AB.backgroundMusic ( MUSIC_BACK );