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signal to mesh group code nov16
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signal to mesh group code nov16
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/*
* Kwame Kyei-Boateng (209083205)
*
* Type 'npm run dev' into the terminal below to run the code.
*
* This code demonstrates WASD locomotion, simple Collision detection, and multiple camera views.
* It allows for freedom in movement within the world and viewing of the world.
* Adapted from Nik Lever's code example - https://github.com/NikLever/THREE.js-Tips-Tricks-Techniques/blob/master/ttt-2.2/complete/script.js
* The world contains synth trees that generate a synth sound when the avatar nears
* Positioning of trees adapted from https://github.com/NikLever/THREE.js-Tips-Tricks-Techniques/blob/master/ttt-1.4/complete/script.js
*
* To move, click:
* W: forward
* A: turn left
* S: backward
* D: turn right
* Q: shift left
* E: shift right
*
* Click the camera button at the bottom right corner to switch camera views.
*/
import * as THREE from "https://cdn.skypack.dev/three/build/three.module.js";
import { PointerLockControls } from "https://cdn.skypack.dev/three/examples/jsm/controls/PointerLockControls.js";
import openSimplexNoise from "https://cdn.skypack.dev/open-simplex-noise";
console.clear();
/////// shiftr connect /////////
let outsider = 0;
let outsider2 = 0;
const client = mqtt.connect("wss://poetryai:[email protected]","wss://kaviproto:[email protected]", {
clientId: 'DIGM5520'
});
/*const client2 = mqtt.connect('wss://kaviproto:[email protected]', {
clientId: 'DIGM5520biosig'
});
*/
client.on('connect', function() {
console.log('connected!');
client.subscribe('Wind', outsider);
});
client.on('message', function(topic, message) {
outsider = parseFloat(message);
outsider2 = parseFloat(message);
console.log ("float: Wind", outsider);
});
client.on('message2', function(topic, message) {
outsider2 = parseFloat(message);
console.log ("float: bpm", outsider2);
});
/*////////////////////////////////////////*/
/*
* Base
*/
// Canvas
const canvas = document.querySelector("canvas.webgl");
// Scene
const scene = new THREE.Scene();
scene.background = new THREE.Color(0xcccccc);
scene.fog = new THREE.FogExp2(0xcccccc, 0.02);
// Canvas dimensions
const sizes = {
width: window.innerWidth,
height: window.innerHeight,
aspect: window.innerWidth / window.innerHeight
};
// Update scene when window resized
window.addEventListener(
"resize",
() => {
// Update dimensions
sizes.width = window.innerWidth;
sizes.height = window.innerHeight;
sizes.aspect = sizes.width / sizes.height;
// Update camera
camera.aspect = sizes.aspect;
camera.updateProjectionMatrix();
// Update renderer
renderer.setSize(sizes.width, sizes.height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
},
false
);
// Fullscreen on window double click
window.addEventListener("dblclick", () => {
const fullscreenElement =
document.fullscreenElement || document.webkitFullscreenElement;
if (!fullscreenElement) {
if (canvas.requestFullscreen) canvas.requestFullscreen();
else if (canvas.webkitRequestFullscreen) canvas.webkitRequestFullscreen();
} else {
if (document.exitFullscreen) document.exitFullscreen();
else if (document.webkitExitFullscreen) document.webkitExitFullscreen();
}
});
/*
* Objects
*/
// ! Base icosahedron mesh
const bubbleGeometry = new THREE.IcosahedronGeometry(1, 5); // radius, detail (radius changes dynamically in Render function)
let nPos = [];
let v3 = new THREE.Vector3();
let pos = bubbleGeometry.attributes.position;
for (let x = 0; x < pos.count; x++) {
v3.fromBufferAttribute(pos, x).normalize();
nPos.push(v3.clone());
}
// save custom user data about the Object3D
// in this case, save the position attributes into the npos array
bubbleGeometry.userData.nPos = nPos;
const bubbleMtrl = new THREE.MeshPhongMaterial({
wireframe: true
});
// Plane & Trees
// Tree Geometry
const foliageGeo = new THREE.BufferGeometry();
const count = 100; // number of triangles
const positionsArray = new Float32Array(count * 3 * 3); // each traingle will have 3 points each with 3 elements (x,y,z)
for (let j = 0; j < count * 3 * 3; j++) {
positionsArray[j] = Math.random() * 6 - 3; // position each point between -3 and 3 units
}
const positionsAttribute = new THREE.BufferAttribute(positionsArray, 3);
foliageGeo.setAttribute("position", positionsAttribute); // Combine the positions with the geometry
const trunkGeo = new THREE.CylinderGeometry(0.5, 0.5, 4, 10);
// Tree Materials
const foliageMtrl = new THREE.MeshBasicMaterial({
color: 0xff0000,
wireframe: true
});
const trunkMtrl = new THREE.MeshBasicMaterial({
color: 0x00ff00,
wireframe: false
});
const woods = new THREE.Group();
scene.add(woods);
// Make Plane
const planeGeometry = new THREE.PlaneBufferGeometry(200, 200, 5, 5);
// Get position and normal arrays of plane geometry
const planePosition = planeGeometry.getAttribute("position");
const planeNormal = planeGeometry.getAttribute("normal");
const planeMaterial = new THREE.MeshLambertMaterial({
color: "hsl(0, 0%, 70%)"
});
const plane = new THREE.Mesh(planeGeometry, planeMaterial);
const foliage = [];
const trunks = [];
const trees = [];
const blobs = [];
const obstructions = []; // Array of obstructions for collision detection
// Go through the position array of the plane and place trees
for (let i = 0; i < planePosition.array.length; i += 3) {
// Create the mesh for the tree (foliage and trunk) and position it
const foliageMesh = new THREE.Mesh(foliageGeo, foliageMtrl);
const trunkMesh = new THREE.Mesh(trunkGeo, trunkMtrl);
const bubbleMesh = new THREE.Mesh(bubbleGeometry, bubbleMtrl);
foliageMesh.position.y += 2;
trunkMesh.position.y -= 3;
bubbleMesh.position.y = 3;
// add a frequency property to the trunk of the tree (used for synth made during collision detection)
trunkMesh.userData.frequency = getRandomInt(300, 1700);
foliage.push(foliageMesh);
trunks.push(trunkMesh);
blobs.push(bubbleMesh);
const tree = new THREE.Group();
tree.add(foliageMesh, trunkMesh, bubbleMesh);
// Create position and normal vectors for the tree based on the plane position
const treePosition = new THREE.Vector3(
planePosition.array[i],
planePosition.array[i + 1],
planePosition.array[i + 2]
);
const treeNormal = new THREE.Vector3(
planeNormal.array[i],
planeNormal.array[i + 1],
planeNormal.array[i + 2]
);
// Add the position and normal vectors to the tree
tree.position.copy(treePosition);
const target = treePosition.clone().add(treeNormal.multiplyScalar(10.0));
tree.lookAt(target);
// Rotate the tree and position it to allign with the plane
tree.rotation.x = Math.PI / 2;
tree.position.z += 5;
trees.push(tree);
obstructions.push(trunkMesh);
woods.add(tree);
}
plane.receiveShadow = true;
plane.rotation.x = -Math.PI / 2;
woods.rotation.x = -Math.PI / 2;
scene.add(plane);
const grid = new THREE.GridHelper(
200,
80,
"hsl(0, 0%, 50%)",
"hsl(0, 0%, 70%)"
);
scene.add(grid);
// ! WARP BUBBLE
// ! add noise elements
let noise = openSimplexNoise.makeNoise4D(Date.now());
const clock = new THREE.Clock();
let bubbleSpec = {
speed: 1.0,
radius: 5.0,
detail: 2.0
};
function renderBubble() {
let t = clock.getElapsedTime() * bubbleSpec.speed;
// loop over every nPos element in the array
// p is the vertex position
// idx is the vertex index position
bubbleGeometry.userData.nPos.forEach((p, idx) => {
let ns = noise(p.x, p.y, p.z, t);
v3.copy(p).multiplyScalar(bubbleSpec.radius).addScaledVector(p, ns);
pos.setXYZ(idx, v3.x, v3.y, v3.z);
});
bubbleGeometry.computeVertexNormals();
pos.needsUpdate = true;
}
// Avatar
const avatar = new THREE.Group();
scene.add(avatar);
// Avatar Body
const bodyGeometry = new THREE.CylinderBufferGeometry(0.5, 0.2, 1.5, 20);
const bodymaterial = new THREE.MeshStandardMaterial({
color: 0x0074d9
});
const body = new THREE.Mesh(bodyGeometry, bodymaterial);
body.position.y = 0.8;
body.scale.z = 0.5;
body.castShadow = true;
avatar.add(body);
// Avatar Head
const headGeometry = new THREE.SphereBufferGeometry(0.3, 20, 15);
const head = new THREE.Mesh(headGeometry, bodymaterial);
head.position.y = 2.0;
head.castShadow = true;
avatar.add(head);
/*
* Light
*/
const ambient = new THREE.HemisphereLight(0xcccccc, 0x080820);
scene.add(ambient);
// Directional light needed to cast shadow
const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(1, 10, 6);
// Keep the direction of the light from changing
const lightOffset = light.position.clone();
light.castShadow = true;
// Keep avatar within boundary of shadow casting
const size = 3;
light.shadow.camera.left = -size;
light.shadow.camera.bottom = -size;
light.shadow.camera.right = size;
light.shadow.camera.top = size;
light.shadow.camera.near = 1;
light.shadow.camera.far = 50;
// have light target avatar so that shadow is always visible
light.target = avatar;
scene.add(light);
/*
* Camera
*/
const camera = new THREE.PerspectiveCamera(60, sizes.aspect, 0.1, 1000);
camera.position.set(0, 4, 7);
camera.lookAt(0, 1.5, 0);
const cameras = []; // Array of cameras
// Camera that follows avatar from behind
const followCam = new THREE.Object3D();
followCam.position.set(0, 4, 7);
avatar.add(followCam);
cameras.push(followCam);
// Camera that views avatar from the front
const frontCam = new THREE.Object3D();
frontCam.position.set(0, 3, -8);
avatar.add(frontCam);
cameras.push(frontCam);
// Camera that follows avatar from above
const overheadCam = new THREE.Object3D();
overheadCam.position.set(0, 20, 20);
avatar.add(overheadCam);
cameras.push(overheadCam);
// When camera button is clicked, camera view changes
const btn = document.getElementById("camera-btn");
btn.addEventListener("click", changeCamera);
let cameraIndex = 0; // active camera
// Iterate over the array of different camera views
function changeCamera() {
cameraIndex++;
if (cameraIndex > cameras.length) cameraIndex = 0;
}
// First person camera view
const controls = new PointerLockControls(camera, canvas);
/*
* Sound
*/
let listener = new THREE.AudioListener();
camera.add(listener);
function makeSynth() {
return new Tone.Synth({
oscillator: {
type: "fattriangle"
},
envelope: {
attack: 2,
decay: 0.1,
sustain: 0.5,
release: 100
}
});
}
let sound = new THREE.PositionalAudio(listener);
Tone.setContext(sound.context);
let synth = makeSynth();
sound.setNodeSource(synth);
/*
* Controls
*/
// Avatar
// Add keyboard functions for avatar as events to the document
function addKeyboardControl() {
document.addEventListener("keydown", keyDown);
document.addEventListener("keyup", keyUp);
}
addKeyboardControl();
// Add 1 unit of movement to avatar object's move property when key is pressed
// 'e' = key pressed
function keyDown(e) {
let forward =
avatar.userData !== undefined && avatar.userData.move !== undefined
? avatar.userData.move.forward
: 0;
let turn =
avatar.userData != undefined && avatar.userData.move !== undefined
? avatar.userData.move.turn
: 0;
let right =
avatar.userData != undefined && avatar.userData.move !== undefined
? avatar.userData.move.right
: 0;
let backward =
avatar.userData !== undefined && avatar.userData.move !== undefined
? avatar.userData.move.backward
: 0;
let left =
avatar.userData != undefined && avatar.userData.move !== undefined
? avatar.userData.move.left
: 0;
/*
* W: forward
* A: rotate left
* S: backward
* D: rotate right
* Q: shift left
* E: shift right
*/
switch (e.keyCode) {
case 87: //W
forward = -1;
break;
case 83: //S
backward = 1;
break;
case 65: //A
turn = 1;
break;
case 68: //D
turn = -1;
break;
case 81: //Q
left = -1;
break;
case 69: //E
right = 1;
break;
}
avatarControl(forward, turn, right, backward, left);
}
// When key is released, set unit of movement for avatar object's move property to 0
// 'e' = key pressed
function keyUp(e) {
let forward =
avatar.userData !== undefined && avatar.userData.move !== undefined
? avatar.userData.move.forward
: 0;
let turn =
avatar.userData != undefined && avatar.userData.move !== undefined
? avatar.userData.move.turn
: 0;
let right =
avatar.userData != undefined && avatar.userData.move !== undefined
? avatar.userData.move.right
: 0;
let backward =
avatar.userData !== undefined && avatar.userData.move !== undefined
? avatar.userData.move.backward
: 0;
let left =
avatar.userData !== undefined && avatar.userData.move !== undefined
? avatar.userData.move.left
: 0;
switch (e.keyCode) {
case 87: //W
forward = 0;
break;
case 83: //S
backward = 0;
break;
case 65: //A
turn = 0;
break;
case 68: //D
turn = 0;
break;
case 81: //Q
left = 0;
break;
case 69: //E
right = 0;
break;
}
avatarControl(forward, turn, right, backward, left);
}
// Apply the units needed to move the avatar object based on its move property
// 'forward', 'turn', and 'shift' are the numerical units for movement
function avatarControl(forward, turn, right, backward, left) {
const pos = avatar.position.clone();
pos.y += 0.8;
let dirB = new THREE.Vector3();
let dirR = new THREE.Vector3();
let dirF = new THREE.Vector3();
let dirL = new THREE.Vector3();
// Get avatar's z-axis translated to world space
avatar.getWorldDirection(dirB);
avatar.getWorldDirection(dirR);
avatar.getWorldDirection(dirF);
avatar.getWorldDirection(dirL);
dirR.applyAxisAngle(new THREE.Vector3(0, 1, 0), Math.PI / 2); // rotate direction for right movement
dirF.applyAxisAngle(new THREE.Vector3(0, 1, 0), Math.PI); // rotate direction for forward movement
dirL.applyAxisAngle(new THREE.Vector3(0, 1, 0), -(Math.PI / 2)); // rotate direction for left movement
// Check if avatar is intersecting with other objects
let raycasterBackward = new THREE.Raycaster(pos, dirB);
let raycasterRight = new THREE.Raycaster(pos, dirR);
let raycasterForward = new THREE.Raycaster(pos, dirF);
let raycasterLeft = new THREE.Raycaster(pos, dirL);
avatar.userData.blockedBackward = false;
avatar.userData.blockedRight = false;
avatar.userData.blockedForward = false;
avatar.userData.blockedLeft = false;
// If there is at least one obstruction take the nearest which will be first in the array of obstructions
// Check if this obstruction's distance property from the avatar is less than 2 units
if (obstructions !== undefined) {
// Backward obstruction
const intersectBackward = raycasterBackward.intersectObjects(obstructions);
if (intersectBackward.length > 0 && intersectBackward[0].distance < 2) {
avatar.userData.blockedBackward = intersectBackward[0].distance < 2;
// console.log('hitB');
synth.triggerAttackRelease(
intersectBackward[0].object.userData.frequency,
"2n"
);
intersectBackward[0].object.add(sound);
}
// Right obstruction
const intersectRight = raycasterRight.intersectObjects(obstructions);
if (intersectRight.length > 0 && intersectRight[0].distance < 2) {
avatar.userData.blockedRight = intersectRight[0].distance < 2;
// console.log('hitR');
synth.triggerAttackRelease(
intersectRight[0].object.userData.frequency,
"2n"
);
intersectRight[0].object.add(sound);
}
// Forward obstruction
const intersectForward = raycasterForward.intersectObjects(obstructions);
if (intersectForward.length > 0 && intersectForward[0].distance < 2) {
avatar.userData.blockedForward = intersectForward[0].distance < 2;
// console.log('hitF');
synth.triggerAttackRelease(
intersectForward[0].object.userData.frequency,
"2n"
);
intersectForward[0].object.add(sound);
}
// Left obstruction
const intersectLeft = raycasterLeft.intersectObjects(obstructions);
if (intersectLeft.length > 0 && intersectLeft[0].distance < 2) {
avatar.userData.blockedLeft = intersectLeft[0].distance < 2;
// console.log('hitL');
synth.triggerAttackRelease(
intersectLeft[0].object.userData.frequency,
"2n"
);
intersectLeft[0].object.add(sound);
}
}
// Apply units for moving forward or backward, rotating and moving left or right to the avatar object's move property
if (forward == 0 && turn == 0 && right == 0 && backward == 0 && left == 0) {
delete avatar.userData.move;
} else {
if (avatar.userData === undefined) avatar.userData = {};
avatar.userData.move = {
forward,
turn,
right,
backward,
left
};
}
}
function getRandomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min) + min);
}
/*
* Renderer
*/
// Render the scene
const renderer = new THREE.WebGLRenderer({
canvas: canvas,
antialias: true
});
// Render shadows
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.setSize(sizes.width, sizes.height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
/*
* Animate
*/
const speed = 5;
const animate = () => {
const dt = clock.getDelta();
// Update avatar position
if (avatar.userData !== undefined && avatar.userData.move !== undefined) {
// move forward if no obstruction in path
if (!avatar.userData.blockedForward) {
avatar.translateZ(avatar.userData.move.forward * dt * speed);
}
// move backward if no obstruction in path
if (!avatar.userData.blockedBackward) {
avatar.translateZ(avatar.userData.move.backward * dt * speed);
}
// shift right if no obstruction in path
if (!avatar.userData.blockedRight) {
avatar.translateX(avatar.userData.move.right * dt * speed);
}
// shift left if no obstruction in path
if (!avatar.userData.blockedLeft) {
avatar.translateX(avatar.userData.move.left * dt * speed);
}
// rotate left or right
avatar.rotateY(avatar.userData.move.turn * dt * 1.5);
}
// Update light so that shadow doesn't leave avatar
light.position.copy(avatar.position).add(lightOffset);
// Update cameras, lerping towards the camera's target depending on the current camera index in the cameras array
if (cameraIndex !== cameras.length) {
if (controls.isLocked) controls.disconnect();
const target = cameras[cameraIndex].getWorldPosition(new THREE.Vector3());
camera.position.lerp(target, 0.05);
const pos = avatar.position.clone();
pos.y += 3;
// front, behind or overhead view
if (camera.position.distanceTo(target) > 0.1 || cameraIndex < 2)
camera.lookAt(pos);
// first person view
} else {
if (!controls.isLocked) controls.lock();
camera.position.copy(avatar.position);
camera.position.y = 1.7;
}
// Update renderer
renderer.render(scene, camera);
renderBubble();
// Call animate again on the next frame
window.requestAnimationFrame(animate);
};
animate();