immersive2/src/controllers/functions/buildRig.ts

50 lines
1.7 KiB
TypeScript

import {
AxesViewer,
Mesh,
MeshBuilder,
PhysicsAggregate,
PhysicsMotionType,
PhysicsShapeType,
TransformNode,
Vector3,
WebXRDefaultExperience
} from "@babylonjs/core";
import {buildStandardMaterial} from "../../materials/functions/buildStandardMaterial";
import {DefaultScene} from "../../defaultScene";
export function buildRig(xr: WebXRDefaultExperience): Mesh {
const scene = DefaultScene.Scene;
const rigMesh = MeshBuilder.CreateCylinder("platform", {diameter: .5, height: .01}, scene);
const cameratransform = new TransformNode("cameraTransform", scene);
cameratransform.parent = rigMesh;
xr.baseExperience.onInitialXRPoseSetObservable.add(() => {
xr.baseExperience.camera.parent = cameratransform;
xr.baseExperience.camera.position = new Vector3(0, 0, 0);
});
for (const cam of scene.cameras) {
cam.parent = cameratransform;
}
scene.onActiveCameraChanged.add(() => {
for (const cam of scene.cameras) {
cam.parent = cameratransform;
}
cameratransform.rotation.set(0, Math.PI, 0);
});
rigMesh.material = buildStandardMaterial("rigMaterial", scene, "#2222ff");
rigMesh.setAbsolutePosition(new Vector3(0, .01, 4));
rigMesh.isPickable = false;
const axis = new AxesViewer(scene, .25);
axis.zAxis.rotation.y = Math.PI;
rigMesh.lookAt(new Vector3(0, 0.01, 0));
rigMesh.visibility = 1;
const rigAggregate =
new PhysicsAggregate(
rigMesh,
PhysicsShapeType.CYLINDER,
{friction: 0, center: Vector3.Zero(), mass: 50, restitution: .01},
scene);
rigAggregate.body.setMotionType(PhysicsMotionType.DYNAMIC);
return rigMesh;
}