feat: App-Gerüst mit Spieler auf Testfläche
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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import { ACESFilmicToneMapping, AmbientLight, DirectionalLight, Mesh, MeshStandardMaterial,
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PerspectiveCamera, PlaneGeometry, Scene, Timer, Vector3, WebGLRenderer } from "three";
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import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
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import { playerController } from "three-player-controller";
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const container = document.querySelector("#container");
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const scene = new Scene();
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const renderer = new WebGLRenderer({ antialias: true });
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renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
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renderer.setSize(container.clientWidth, container.clientHeight);
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renderer.toneMapping = ACESFilmicToneMapping;
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renderer.shadowMap.enabled = true;
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container.appendChild(renderer.domElement);
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const camera = new PerspectiveCamera(55, container.clientWidth / container.clientHeight, 0.1, 2500);
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scene.add(new AmbientLight(0xffffff, 1.5));
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const sun = new DirectionalLight(0xffffff, 2);
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sun.position.set(60, 120, 40);
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sun.castShadow = true;
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scene.add(sun);
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const ground = new Mesh(new PlaneGeometry(400, 400), new MeshStandardMaterial({ color: 0x9aa88a }));
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ground.rotation.x = -Math.PI / 2;
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ground.receiveShadow = true;
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scene.add(ground);
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const gltf = await new GLTFLoader().loadAsync("./models/ual.glb");
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const player = new playerController();
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await player.init({
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scene, camera,
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colliders: [{ motion: "static", shape: { kind: "mesh", source: ground } }],
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initPos: new Vector3(0, 2, 0),
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playerModelConfig: {
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model: gltf.scene, animations: gltf.animations, scale: 0.005,
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idleAnim: "Idle_Loop", walkAnim: "Walk_Loop", runAnim: "Sprint_Loop",
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jumpAnim: ["Jump_Start", "Jump_Loop", "Jump_Land"],
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headBoneName: "Head", rotateY: -Math.PI / 2, speed: 100, runSpeed: 600,
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},
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});
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const timer = new Timer();
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timer.connect(document);
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renderer.setAnimationLoop((t) => {
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timer.update(t);
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player.update(Math.min(timer.getDelta(), 1 / 40));
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renderer.render(scene, camera);
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});
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addEventListener("resize", () => {
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renderer.setSize(container.clientWidth, container.clientHeight);
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camera.aspect = container.clientWidth / container.clientHeight;
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camera.updateProjectionMatrix();
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});
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export const TILE_PX = 256;
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export const WORLD_HALF = 16384; // gtadb-Weltgrenze in Metern
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export const CHUNK_SIZE = 250;
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export const SLICE = { x0: -1000, x1: 2000, y0: -500, y1: 2500 };
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export const CHUNKS_PER_SIDE = (SLICE.x1 - SLICE.x0) / CHUNK_SIZE; // 12
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export const worldToThree = (X, Y) => ({ x: X, z: -Y });
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export const threeToWorld = (x, z) => ({ X: x, Y: -z });
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export function tileForWorld(X, Y) {
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return {
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row: Math.floor((WORLD_HALF - Y) / TILE_PX),
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col: Math.floor((X + WORLD_HALF) / TILE_PX),
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};
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}
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export function chunkForWorld(X, Y) {
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return {
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i: Math.floor((X - SLICE.x0) / CHUNK_SIZE),
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j: Math.floor((SLICE.y1 - Y) / CHUNK_SIZE),
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};
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}
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/** Nordwest-Ecke eines Chunks in Weltkoordinaten. */
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export function chunkOrigin(i, j) {
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return { X: SLICE.x0 + i * CHUNK_SIZE, Y: SLICE.y1 - j * CHUNK_SIZE };
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}
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