import * as THREE from 'three'; import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js'; import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; // 1. SCENA E CAMERA const scene = new THREE.Scene(); scene.background = new THREE.Color(0x87ceeb); const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); const renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); window.addEventListener('resize', function () { renderer.setSize(window.innerWidth, window.innerHeight) }) // 2. LUCI E AMBIENTE scene.add(new THREE.AmbientLight(0xffffff, 1)); const island = new THREE.Mesh(new THREE.CircleGeometry(20, 32), new THREE.MeshStandardMaterial({ color: 0x4df556 })); // #4df555 island.rotation.x = -Math.PI / 2; scene.add(island); // 3. CONTROLLI function lock() { document.getElementById('start').style.display = 'none'; document.getElementById('punti').style.display = 'block'; document.getElementById('tempo').style.display = 'block'; document.getElementById('crosshair').style.display = 'block'; } function unlock() { const startDiv = document.getElementById('start'); startDiv.style.display = 'flex'; // Forza il layout Flexbox // Nascondi l'HUD document.getElementById('punti').style.display = 'none'; document.getElementById('tempo').style.display = 'none'; document.getElementById('crosshair').style.display = 'none'; } const controls = new PointerLockControls(camera, document.body); document.getElementById('start').addEventListener('click', () => controls.lock()); controls.addEventListener('lock', lock); controls.addEventListener('unlock', unlock); // 4. GESTIONE OGGETTI DI SCENA (20 rifiuti + 6 alberi) const trashArray = []; let score = 0; const loader = new GLTFLoader(); loader.load('models/rifiuto.glb', (gltf) => { const mesh = gltf.scene.getObjectByName("Trash_Pile_03_GEO"); mesh.geometry.center(); // Centra l'oggetto per collisioni precise for (let i = 0; i < 20; i++) { const clone = mesh.clone(); scene.add(clone); trashArray.push(clone); spawn(clone, 0.2); } }); loader.load('models/tree.glb', (gltf) => { const mesh = gltf.scene; mesh.scale.set(4, 4, 4); console.log(mesh); function spawn(obj, radius, minDistance) { const points = []; const attempts = 1000; // Numero massimo di tentativi per trovare un punto valido for (let i = 0; i < attempts; i++) { let angle = Math.random() * 2 * Math.PI; let dist = Math.random() * radius; let x = dist * Math.cos(angle); let z = dist * Math.sin(angle); let valid = true; for (let j = 0; j < points.length; j++) { const dx = x - points[j].x; const dz = z - points[j].z; const distance = Math.sqrt(dx * dx + dz * dz); if (distance < minDistance) { valid = false; break; } } if (valid) { points.push({ x: x, z: z }); } } // Spawna gli alberi nei punti generati for (let i = 0; i < points.length; i++) { const clone = obj.clone(); clone.position.set(points[i].x, -0.3, points[i].z); clone.rotation.y = Math.random() * Math.PI * 2; // Rotazione tra 0 e 360 gradi scene.add(clone); } } spawn(mesh, 18, 8); // Raggio 18, distanza minima 5 }); console.log(scene) function spawn(obj) { const a = Math.random() * Math.PI * 2; const r = Math.random() * 18; obj.position.set(Math.cos(a) * r, 0.1, Math.sin(a) * r); } // 5. MOVIMENTO E COLLISIONI const keys = {}; document.onkeydown = (e) => keys[e.code] = true; document.onkeyup = (e) => keys[e.code] = false; function animate() { requestAnimationFrame(animate); if (controls.isLocked) { if (keys['KeyW']) controls.moveForward(0.15); if (keys['KeyS']) controls.moveForward(-0.15); if (keys['KeyA']) controls.moveRight(-0.15); if (keys['KeyD']) controls.moveRight(0.15); camera.position.y = 1.6; // Controllo collisioni const pPos = camera.position.clone(); pPos.y -= 1.0; trashArray.forEach(t => { if (new THREE.Box3().setFromObject(t).expandByScalar(0.3).containsPoint(pPos)) { score++; document.getElementById('score').innerText = score; spawn(t); } }); } renderer.render(scene, camera); } animate();