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kitchen-simulator

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It is a kitchen simulator (self-contained micro-frontend).

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'use strict'; import _classCallCheck from "@babel/runtime/helpers/esm/classCallCheck"; import _createClass from "@babel/runtime/helpers/esm/createClass"; import _possibleConstructorReturn from "@babel/runtime/helpers/esm/possibleConstructorReturn"; import _getPrototypeOf from "@babel/runtime/helpers/esm/getPrototypeOf"; import _inherits from "@babel/runtime/helpers/esm/inherits"; function _callSuper(t, o, e) { return o = _getPrototypeOf(o), _possibleConstructorReturn(t, _isNativeReflectConstruct() ? Reflect.construct(o, e || [], _getPrototypeOf(t).constructor) : o.apply(t, e)); } function _isNativeReflectConstruct() { try { var t = !Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); } catch (t) {} return (_isNativeReflectConstruct = function _isNativeReflectConstruct() { return !!t; })(); } import React from 'react'; import PropTypes from 'prop-types'; import ReactDOM from 'react-dom'; import * as Three from 'three'; import { parseData, updateScene } from "./scene-creator"; import { disposeScene } from "./three-memory-cleaner"; import diff from 'immutablediff'; import { initPointerLock } from "./pointer-lock-navigation"; import { firstPersonOnKeyDown, firstPersonOnKeyUp } from "./libs/first-person-controls"; import * as SharedStyle from "../../shared-style"; var Viewer3DFirstPerson = /*#__PURE__*/function (_React$Component) { function Viewer3DFirstPerson(props) { var _this; _classCallCheck(this, Viewer3DFirstPerson); _this = _callSuper(this, Viewer3DFirstPerson, [props]); _this.width = props.width; _this.height = props.height; _this.stopRendering = false; _this.renderer = window.__threeRenderer || new Three.WebGLRenderer({ preserveDrawingBuffer: true }); window.__threeRenderer = _this.renderer; return _this; } _inherits(Viewer3DFirstPerson, _React$Component); return _createClass(Viewer3DFirstPerson, [{ key: "componentDidMount", value: function componentDidMount() { var _this2 = this; /** Variables for movement control **/ var prevTime = performance.now(); var velocity = new Three.Vector3(); var direction = new Three.Vector3(); var moveForward = false; var moveBackward = false; var moveLeft = false; var moveRight = false; var canJump = false; var catalog = this.context.catalog; var actions = { areaActions: this.context.areaActions, holesActions: this.context.holesActions, itemsActions: this.context.itemsActions, linesActions: this.context.linesActions, projectActions: this.context.projectActions }; var state = this.props.state; var data = state.scene; var canvasWrapper = ReactDOM.findDOMNode(this.refs.canvasWrapper); var scene3D = new Three.Scene(); // As I need to show the pointer above all scene objects, I use this workaround http://stackoverflow.com/a/13309722 var sceneOnTop = new Three.Scene(); //RENDERER this.renderer.setClearColor(new Three.Color(SharedStyle.COLORS.white)); this.renderer.setSize(this.width, this.height); // LOAD DATA this.planData = parseData(data, actions, catalog); scene3D.add(this.planData.plan); // CAMERA var aspectRatio = this.width / this.height; var camera = new Three.OrthographicCamera(width / -4, width / 4, height / 4, height / -4, 1, 1000); sceneOnTop.add(camera); // The pointer is on the camera so I show it above all // Set position for the camera camera.position.set(0, 0, 0); camera.up = new Three.Vector3(0, 1, 0); // HELPER AXIS // let axisHelper = new Three.AxisHelper(100); // scene3D.add(axisHelper); // LIGHT var light = new Three.AmbientLight(0xafafaf); // soft white light scene3D.add(light); // Add another light var pointLight = new Three.PointLight(SharedStyle.COLORS.white, 0.4, 1000); pointLight.position.set(0, 0, 0); scene3D.add(pointLight); // POINTER LOCK document.body.requestPointerLock = document.body.requestPointerLock || document.body.mozRequestPointerLock || document.body.webkitRequestPointerLock; document.body.requestPointerLock(); var _initPointerLock = initPointerLock(camera, this.renderer.domElement), controls = _initPointerLock.controls, pointerlockChangeEvent = _initPointerLock.pointerlockChangeEvent, requestPointerLockEvent = _initPointerLock.requestPointerLockEvent; this.controls = controls; this.pointerlockChangeListener = pointerlockChangeEvent; this.requestPointerLockEvent = requestPointerLockEvent; /* Set user initial position */ var humanHeight = 170; // 170 cm var yInitialPosition = this.planData.boundingBox.min.y + (this.planData.boundingBox.min.y - this.planData.boundingBox.max.y) / 2 + humanHeight; this.controls.getObject().position.set(-50, yInitialPosition, -100); sceneOnTop.add(this.controls.getObject()); // Add the pointer lock controls to the scene that will be rendered on top // Add move controls on the page this.keyDownEvent = function (event) { var moveResult = firstPersonOnKeyDown(event, moveForward, moveLeft, moveBackward, moveRight, canJump, velocity); moveForward = moveResult.moveForward; moveLeft = moveResult.moveLeft; moveBackward = moveResult.moveBackward; moveRight = moveResult.moveRight; canJump = moveResult.canJump; }; this.keyUpEvent = function (event) { var moveResult = firstPersonOnKeyUp(event, moveForward, moveLeft, moveBackward, moveRight, canJump); moveForward = moveResult.moveForward; moveLeft = moveResult.moveLeft; moveBackward = moveResult.moveBackward; moveRight = moveResult.moveRight; canJump = moveResult.canJump; }; document.addEventListener('keydown', this.keyDownEvent); document.addEventListener('keyup', this.keyUpEvent); // Add a pointer to the scene var pointer = new Three.Object3D(); pointer.name = 'pointer'; var pointerMaterial = new Three.MeshBasicMaterial({ depthTest: false, depthWrite: false, color: SharedStyle.COLORS.black }); var pointerGeometry1 = new Three.BufferGeometry(); var vertice = [-10, 0, 0, 10, 0, 0]; pointerGeometry1.setAttribute('position', new Three.BufferAttribute(new Float32Array(vertice), 3)); var linePointer1 = new Three.Line(pointerGeometry1, pointerMaterial); linePointer1.position.z -= 100; var pointerGeometry2 = new Three.BufferGeometry(); vertice = [0, 10, 0, 0, -10, 0]; pointerGeometry2.setAttribute('position', new Three.BufferAttribute(new Float32Array(vertice), 3)); var linePointer2 = new Three.Line(pointerGeometry2, pointerMaterial); linePointer2.renderDepth = 1e20; linePointer2.position.z -= 100; var pointerGeometry3 = new Three.BufferGeometry(); vertice = [-1, 1, 0, 1, 1, 0, 1, -1, 0, -1, -1, 0, -1, 1, 0]; pointerGeometry3.setAttribute('position', new Three.BufferAttribute(new Float32Array(vertice), 3)); var linePointer3 = new Three.Line(pointerGeometry3, pointerMaterial); linePointer3.position.z -= 100; pointer.add(linePointer1); pointer.add(linePointer2); pointer.add(linePointer3); camera.add(pointer); // Add the pointer to the camera // OBJECT PICKING var toIntersect = [this.planData.plan]; var mouseVector = new Three.Vector2(0, 0); var raycaster = new Three.Raycaster(); this.firstPersonMouseDown = function (event) { // First of all I check if controls are enabled if (_this2.controls.enabled) { event.preventDefault(); /* Per avere la direzione da assegnare al raycaster, chiamo il metodo getDirection di PointerLockControls, * che restituisce una funzione che a sua volta prende un vettore, vi scrive i valori degli oggetti * pitch e yaw e lo restituisce */ raycaster.setFromCamera(mouseVector, camera); var intersects = raycaster.intersectObjects(toIntersect, true); if (intersects.length > 0 && !isNaN(intersects[0].distance)) { intersects[0].object.interact && intersects[0].object.interact(); } else { _this2.context.projectActions.unselectAll(); } } }; document.addEventListener('mousedown', this.firstPersonMouseDown, false); this.renderer.domElement.style.display = 'block'; // add the output of the renderer to the html element canvasWrapper.appendChild(this.renderer.domElement); this.renderer.autoClear = false; var _render = function render() { if (!_this2.stopRendering) { yInitialPosition = _this2.planData.boundingBox.min.y + humanHeight; var multiplier = 5; var time = performance.now(); var delta = (time - prevTime) / 1000 * multiplier; velocity.x -= velocity.x * 10.0 * delta; velocity.z -= velocity.z * 10.0 * delta; velocity.y -= 9.8 * 100.0 * delta / multiplier; // 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 * delta; if (moveLeft || moveRight) velocity.x -= direction.x * 400.0 * delta; _this2.controls.getObject().translateX(velocity.x * delta); _this2.controls.getObject().translateY(velocity.y * delta); _this2.controls.getObject().translateZ(velocity.z * delta); if (_this2.controls.getObject().position.y < yInitialPosition) { velocity.y = 0; _this2.controls.getObject().position.y = yInitialPosition; canJump = true; } prevTime = time; // Set light position var controlObjectPosition = _this2.controls.getObject().position; pointLight.position.set(controlObjectPosition.x, controlObjectPosition.y, controlObjectPosition.z); for (var elemID in _this2.planData.sceneGraph.LODs) { _this2.planData.sceneGraph.LODs[elemID].update(camera); } _this2.renderer.clear(); // clear buffers _this2.renderer.render(scene3D, camera); // render scene 1 _this2.renderer.clearDepth(); // clear depth buffer _this2.renderer.render(sceneOnTop, camera); // render scene 2 requestAnimationFrame(_render); } }; _render(); this.camera = camera; this.scene3D = scene3D; this.sceneOnTop = sceneOnTop; // this.planData = planData; } }, { key: "componentWillUnmount", value: function componentWillUnmount() { this.stopRendering = true; this.renderer.autoClear = true; document.removeEventListener('mousedown', this.firstPersonMouseDown); document.removeEventListener('keydown', this.keyDownEvent); document.removeEventListener('keyup', this.keyUpEvent); document.removeEventListener('pointerlockchange', this.pointerlockChangeEvent); document.removeEventListener('mozpointerlockchange', this.pointerlockChangeEvent); document.removeEventListener('webkitpointerlockchange', this.pointerlockChangeEvent); this.renderer.domElement.removeEventListener('click', this.requestPointerLockEvent); disposeScene(this.scene3D); this.scene3D.remove(this.planData.plan); this.scene3D = null; this.planData = null; this.renderer.renderLists.dispose(); } }, { key: "componentWillReceiveProps", value: function componentWillReceiveProps(nextProps) { var width = nextProps.width, height = nextProps.height; var camera = this.camera, renderer = this.renderer, scene3D = this.scene3D, sceneOnTop = this.sceneOnTop, planData = this.planData; var actions = { areaActions: this.context.areaActions, holesActions: this.context.holesActions, itemsActions: this.context.itemsActions, linesActions: this.context.linesActions, projectActions: this.context.projectActions }; this.width = width; this.height = height; camera.aspect = width / height; camera.updateProjectionMatrix(); if (nextProps.scene !== this.props.state.scene) { var changedValues = diff(this.props.state.scene, nextProps.state.scene); updateScene(planData, nextProps.state.scene, this.props.state.scene, changedValues.toJS(), actions, this.context.catalog); } renderer.setSize(width, height); renderer.clear(); // clear buffers renderer.render(scene3D, camera); // render scene 1 renderer.clearDepth(); // clear depth buffer renderer.render(sceneOnTop, camera); // render scene 2 } }, { key: "render", value: function render() { return /*#__PURE__*/React.createElement('div', { ref: 'canvasWrapper' }); } }]); }(React.Component); export { Viewer3DFirstPerson as default }; Viewer3DFirstPerson.propTypes = { state: PropTypes.object.isRequired, width: PropTypes.number.isRequired, height: PropTypes.number.isRequired }; Viewer3DFirstPerson.contextTypes = { areaActions: PropTypes.object.isRequired, holesActions: PropTypes.object.isRequired, itemsActions: PropTypes.object.isRequired, linesActions: PropTypes.object.isRequired, projectActions: PropTypes.object.isRequired, catalog: PropTypes.object };