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scripts.js
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scripts.js
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import * as THREE from 'three';
let currentCamoId = 1;
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x501537, 0.3);
document.body.appendChild(renderer.domElement);
camera.position.z = 8;
const ambientLight = new THREE.AmbientLight(0x404040, 100);
scene.add(ambientLight);
const pointLight = new THREE.PointLight(0xffffff, 1, 100);
pointLight.position.set(10, 10, 10);
scene.add(pointLight);
// LOAD MODEL
const loader = new GLTFLoader();
let loadedModel;
async function pickRandomWeapon() {
try {
// Fetch the JSON data from the specified file
const response = await fetch('assets/modified_weapons.json');
const data = await response.json();
// Filter out the weapons that belong to the "Assault Rifle" or "Sniper Rifle" classes
const weapons = data.weapons.filter(
(weapon) =>
weapon.class === 'Assault Rifle' ||
weapon.class === 'Sniper' ||
weapon.class === 'SMG' ||
weapon.class === 'Pistol' ||
weapon.class === 'LMG'
);
// If there are no weapons, return null or throw an error
if (weapons.length === 0) {
return null;
}
// Pick a random weapon
const randomIndex = Math.floor(Math.random() * weapons.length);
return weapons[randomIndex];
} catch (error) {
console.error('Error fetching or processing the weapons data:', error);
throw error;
}
}
function applyTexture(camoId = null) {
let textureId = camoId ? camoId : Math.floor(Math.random() * 57) + 1;
currentCamoId = textureId;
const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load(
`camos/${textureId}.png`,
function () {
texture.flipY = false;
const material = new THREE.MeshBasicMaterial({
map: texture,
});
loadedModel.scene.traverse(function (child) {
if (child.isMesh && child.name.includes('CAMO')) {
child.material = material;
}
});
},
undefined,
function (err) {
console.error('An error happened.');
}
);
}
function animate() {
requestAnimationFrame(animate);
if (loadedModel && loadedModel.scene) {
loadedModel.scene.rotation.y += 0.01;
}
renderer.render(scene, camera);
}
animate();
async function newWeapon() {
let weaponInfo = await pickRandomWeapon();
if (weaponInfo) {
document.querySelector('.weapon-title').textContent = weaponInfo.weaponName;
document.querySelector('.weapon-class').textContent = weaponInfo.class;
document.querySelector('.weapon-desc').textContent = weaponInfo.description;
loadModel(weaponInfo); // Load the appropriate model
// Restart the fade-in animation
const infoBox = document.querySelector('.info-box');
infoBox.style.animation = 'none'; // Reset the animation
setTimeout(() => {
infoBox.style.animation = ''; // Re-apply the animation
}, 10); // Short delay to ensure the style update is applied
}
}
document.getElementById('generate').addEventListener('click', newWeapon);
newWeapon();
function loadModel(weaponObj) {
let modelPath;
const weaponClass = weaponObj.class;
const preferredCamoId = weaponObj.preferredTextureId;
if (weaponClass === 'Assault Rifle') {
modelPath = 'models/ar.glb';
} else if (weaponClass === 'Sniper') {
modelPath = 'models/sniper.glb';
} else if (weaponClass === 'SMG') {
modelPath = 'models/smg.glb';
} else if (weaponClass === 'Pistol') {
modelPath = 'models/pistol.glb';
} else if (weaponClass === 'LMG') {
modelPath = 'models/lmg.glb';
} else {
console.error('Unknown weapon class:', weaponClass);
return;
}
scene.clear();
const ambientLight = new THREE.AmbientLight(0x404040, 100);
scene.add(ambientLight);
const pointLight = new THREE.PointLight(0xffffff, 1, 100);
pointLight.position.set(10, 10, 10);
scene.add(pointLight);
loader.load(
modelPath,
function (gltf) {
// If a model was previously loaded, remove it
if (loadedModel) {
scene.remove(loadedModel.scene);
}
loadedModel = gltf;
gltf.scene.rotation.set(0, 180, 0);
scene.add(gltf.scene);
applyTexture(preferredCamoId); // Apply texture after loading the model
},
undefined,
function (error) {
console.error(error);
}
);
}
function updateDownloadLink() {
// Create the path
const imageUrl = `./camos/${currentCamoId}.png`;
// Get the anchor element by its ID
const downloadLink = document.getElementById('downloadButton');
// Set the href attribute
downloadLink.href = imageUrl;
// Optionally set the download attribute for renaming, if desired
downloadLink.setAttribute('download', `camo_${currentCamoId}.png`);
}
document
.getElementById('download-button')
.addEventListener('click', updateDownloadLink);