feat: initialize project with core dependencies and game entry point
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224
node_modules/three/examples/jsm/interactive/InteractiveGroup.js
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node_modules/three/examples/jsm/interactive/InteractiveGroup.js
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import {
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Group,
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Raycaster,
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Vector2
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} from 'three';
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const _pointer = new Vector2();
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const _event = { type: '', data: _pointer };
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// The XR events that are mapped to "standard" pointer events.
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const _events = {
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'move': 'mousemove',
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'select': 'click',
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'selectstart': 'mousedown',
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'selectend': 'mouseup'
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};
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const _raycaster = new Raycaster();
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/**
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* This class can be used to group 3D objects in an interactive group.
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* The group itself can listen to Pointer, Mouse or XR controller events to
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* detect selections of descendant 3D objects. If a 3D object is selected,
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* the respective event is going to dispatched to it.
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*
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* ```js
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* const group = new InteractiveGroup();
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* group.listenToPointerEvents( renderer, camera );
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* group.listenToXRControllerEvents( controller1 );
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* group.listenToXRControllerEvents( controller2 );
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* scene.add( group );
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*
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* // now add objects that should be interactive
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* group.add( mesh1, mesh2, mesh3 );
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* ```
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* @augments Group
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* @three_import import { InteractiveGroup } from 'three/addons/interactive/InteractiveGroup.js';
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*/
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class InteractiveGroup extends Group {
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constructor() {
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super();
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/**
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* The internal raycaster.
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*
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* @type {Raycaster}
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*/
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this.raycaster = new Raycaster();
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/**
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* The internal raycaster.
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*
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* @type {?HTMLElement}
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* @default null
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*/
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this.element = null;
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/**
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* The camera used for raycasting.
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*
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* @type {?Camera}
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* @default null
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*/
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this.camera = null;
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/**
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* An array of XR controllers.
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*
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* @type {Array<Group>}
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*/
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this.controllers = [];
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this._onPointerEvent = this.onPointerEvent.bind( this );
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this._onXRControllerEvent = this.onXRControllerEvent.bind( this );
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}
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onPointerEvent( event ) {
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event.stopPropagation();
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const rect = this.element.getBoundingClientRect();
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_pointer.x = ( event.clientX - rect.left ) / rect.width * 2 - 1;
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_pointer.y = - ( event.clientY - rect.top ) / rect.height * 2 + 1;
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this.raycaster.setFromCamera( _pointer, this.camera );
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const intersects = this.raycaster.intersectObjects( this.children, false );
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if ( intersects.length > 0 ) {
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const intersection = intersects[ 0 ];
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const object = intersection.object;
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const uv = intersection.uv;
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_event.type = event.type;
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_event.data.set( uv.x, 1 - uv.y );
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object.dispatchEvent( _event );
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}
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}
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onXRControllerEvent( event ) {
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const controller = event.target;
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_raycaster.setFromXRController( controller );
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const intersections = _raycaster.intersectObjects( this.children, false );
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if ( intersections.length > 0 ) {
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const intersection = intersections[ 0 ];
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const object = intersection.object;
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const uv = intersection.uv;
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_event.type = _events[ event.type ];
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_event.data.set( uv.x, 1 - uv.y );
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object.dispatchEvent( _event );
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}
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}
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/**
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* Calling this method makes sure the interactive group listens to Pointer and Mouse events.
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* The target is the `domElement` of the given renderer. The camera is required for the internal
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* raycasting so 3D objects can be detected based on the events.
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*
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* @param {(WebGPURenderer|WebGLRenderer)} renderer - The renderer.
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* @param {Camera} camera - The camera.
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*/
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listenToPointerEvents( renderer, camera ) {
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this.camera = camera;
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this.element = renderer.domElement;
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this.element.addEventListener( 'pointerdown', this._onPointerEvent );
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this.element.addEventListener( 'pointerup', this._onPointerEvent );
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this.element.addEventListener( 'pointermove', this._onPointerEvent );
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this.element.addEventListener( 'mousedown', this._onPointerEvent );
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this.element.addEventListener( 'mouseup', this._onPointerEvent );
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this.element.addEventListener( 'mousemove', this._onPointerEvent );
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this.element.addEventListener( 'click', this._onPointerEvent );
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}
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/**
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* Disconnects this interactive group from all Pointer and Mouse Events.
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*/
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disconnectionPointerEvents() {
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if ( this.element !== null ) {
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this.element.removeEventListener( 'pointerdown', this._onPointerEvent );
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this.element.removeEventListener( 'pointerup', this._onPointerEvent );
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this.element.removeEventListener( 'pointermove', this._onPointerEvent );
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this.element.removeEventListener( 'mousedown', this._onPointerEvent );
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this.element.removeEventListener( 'mouseup', this._onPointerEvent );
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this.element.removeEventListener( 'mousemove', this._onPointerEvent );
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this.element.removeEventListener( 'click', this._onPointerEvent );
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}
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}
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/**
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* Calling this method makes sure the interactive group listens to events of
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* the given XR controller.
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*
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* @param {Group} controller - The XR controller.
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*/
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listenToXRControllerEvents( controller ) {
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this.controllers.push( controller );
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controller.addEventListener( 'move', this._onXRControllerEvent );
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controller.addEventListener( 'select', this._onXRControllerEvent );
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controller.addEventListener( 'selectstart', this._onXRControllerEvent );
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controller.addEventListener( 'selectend', this._onXRControllerEvent );
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}
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/**
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* Disconnects this interactive group from all XR controllers.
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*/
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disconnectXrControllerEvents() {
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for ( const controller of this.controllers ) {
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controller.removeEventListener( 'move', this._onXRControllerEvent );
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controller.removeEventListener( 'select', this._onXRControllerEvent );
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controller.removeEventListener( 'selectstart', this._onXRControllerEvent );
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controller.removeEventListener( 'selectend', this._onXRControllerEvent );
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}
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}
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/**
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* Disconnects this interactive group from the DOM and all XR controllers.
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*/
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disconnect() {
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this.disconnectionPointerEvents();
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this.disconnectXrControllerEvents();
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this.camera = null;
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this.element = null;
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this.controllers = [];
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}
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}
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export { InteractiveGroup };
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