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make all lights move in stats-world

world-fix
Trent Larson 2 years ago
parent
commit
faa7959929
  1. 71
      src/components/World/World.js

71
src/components/World/World.js

@ -1,7 +1,7 @@
// from https://medium.com/nicasource/building-an-interactive-web-portfolio-with-vue-three-js-part-three-implementing-three-js-452cb375ef80
import axios from "axios";
import { SpotLight, SpotLightHelper } from "three";
import { SpotLight } from "three";
import * as TWEEN from "@tweenjs/tween.js";
import { createCamera } from "./components/camera.js";
@ -24,10 +24,16 @@ const PLATFORM_BORDER = 10;
const PLATFORM_EDGE_FOR_UNKNOWNS = 10;
const BASE32 = "0123456789ABCDEFGHJKMNPQRSTVWXYZ";
function createLight() {
const light = new SpotLight(0xffffff, 100, 0, Math.PI / 8, 0.5, 0);
// eslint-disable-next-line @typescript-eslint/no-empty-function
light.tick = () => {};
return light;
}
class World {
constructor(container) {
this.update = this.update.bind(this);
this.renderLight = this.renderLight.bind(this);
// Instances of camera, scene, and renderer
this.camera = createCamera();
@ -35,9 +41,9 @@ class World {
this.renderer = createRenderer();
this.light = null;
this.helper = null;
this.lights = [];
// Initializate Loop
// Initializae Loop
this.loop = new Loop(this.camera, this.scene, this.renderer);
container.append(this.renderer.domElement);
@ -69,7 +75,6 @@ class World {
this.loadClaims();
requestAnimationFrame(this.update);
requestAnimationFrame(this.renderLight);
// Responsive handler
const resizer = new Resizer(container, this.camera, this.renderer);
@ -80,6 +85,10 @@ class World {
update(time) {
TWEEN.update(time);
this.lights.forEach((light) => {
light.updateMatrixWorld();
light.target.updateMatrixWorld();
});
requestAnimationFrame(this.update);
}
@ -107,13 +116,20 @@ class World {
z
);
this.light = new SpotLight(0xffffff, 100, 0, Math.PI / 32, 0.5, 0);
this.light.position.set(x, 20, z);
this.light.target.position.set(x, 0, z);
this.scene.add(this.light);
this.helper = new SpotLightHelper(this.light);
this.scene.add(this.helper);
const light = createLight();
light.position.set(x, 20, z);
light.target.position.set(x, 0, z);
this.loop.updatables.push(light);
this.scene.add(light);
this.scene.add(light.target);
new TWEEN.Tween(light.position)
.to({ y: 5 }, 1000)
.start()
.onComplete(() => {
this.scene.remove(light);
light.dispose();
});
this.lights = [...this.lights, light];
});
console.log("done adding cube");
} else {
@ -136,37 +152,6 @@ class World {
}
}
renderLight(time) {
time *= 0.001; // convert time to seconds
if (!this.light && Math.round(time) % 2 === 0) {
//const xPos = Math.random() * 100;
//const yPos = Math.random() * 100;
this.light = new SpotLight(0xffffff, 100, 0, Math.PI / 32, 0.5, 0);
this.light.position.set(0, 20, 0);
this.light.target.position.set(-5, 0, 0);
this.scene.add(this.light);
//this.scene.add(this.light.target);
this.helper = new SpotLightHelper(this.light);
this.scene.add(this.helper);
console.log("added light");
} else if (Math.round(time) % 2 != 0 && this.light) {
this.scene.remove(this.light);
this.light.dispose();
this.light = null;
this.scene.remove(this.helper);
this.helper.dispose();
this.helper = null;
console.log("disposed light");
}
this.renderer.render(this.scene, this.camera);
requestAnimationFrame(this.renderLight);
}
render() {
// draw a single frame
this.renderer.render(this.scene, this.camera);

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