Create mesh-based physics for ship and optimize planet geometry
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- Update Ship class to use CONVEX_HULL physics from ship1.glb
  - Find geometry mesh from loaded GLB and create physics from it
  - Move physics creation to initialize() after mesh loads
  - Add fallback to BOX shape if mesh not found

- Fix ship position setter for async initialization
  - Add null check for physics body
  - Set transform position directly if body doesn't exist yet
  - Prevents crash when position set before mesh loads

- Optimize planet vertex count for performance
  - Reduce sphere segments from 32 to 12
  - ~144 vertices vs ~1024 vertices per planet
  - Planets are background objects, lower poly acceptable

- Update ship1.glb model

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Michael Mainguy 2025-10-30 08:22:21 -05:00
parent a9054c2389
commit 03f170e150
4 changed files with 58 additions and 24 deletions

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@ -138,9 +138,11 @@ export class LevelDeserializer {
const sunPosition = this.arrayToVector3(this.config.sun.position);
for (const planetConfig of this.config.planets) {
// Use fewer segments for better performance - planets are background objects
// 16 segments = ~256 vertices vs 32 segments = ~1024 vertices
const planet = MeshBuilder.CreateSphere(planetConfig.name, {
diameter: planetConfig.diameter,
segments: 32
segments: 12 // Reduced from 32 for performance
}, this.scene);
const planetPosition = this.arrayToVector3(planetConfig.position);
@ -156,7 +158,7 @@ export class LevelDeserializer {
// Create lightmap with bright light pointing toward sun
const lightmap = createSphereLightmap(
planetConfig.name + "-lightmap",
512, // texture size
256, // texture size
DefaultScene.MainScene,
toSun, // bright light from sun direction
1, // bright intensity

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@ -21,12 +21,8 @@ export class Scoreboard {
private _done = false;
public readonly onScoreObservable: Observable<ScoreEvent> = new Observable<ScoreEvent>();
constructor() {
DefaultScene.MainScene.onNewMeshAddedObservable.add((mesh) => {
if (mesh.id == 'RightUpperDisplay') {
this.initialize();
}
});
}
public get done() {
return this._done;
}
@ -39,18 +35,20 @@ export class Scoreboard {
private initialize() {
const scene = DefaultScene.MainScene;
const parent = scene.getMeshById('RightUpperDisplay');
const parent = scene.getNodeById('ship');
console.log('Scoreboard parent:', parent);
console.log('Initializing scoreboard');
const scoreboard = MeshBuilder.CreatePlane("scoreboard", {width: 1, height: 1}, scene);
scoreboard.renderingGroupId = 3;
const material = new StandardMaterial("scoreboard", scene);
scoreboard.parent =parent;
scoreboard.position.x = -.76;
scoreboard.position.y = 4.19;
scoreboard.position.z = .53;
scoreboard.rotation.x = Angle.FromDegrees(104).radians();
scoreboard.rotation.z = Math.PI;
scoreboard.scaling = new Vector3(.3, .3, .3);
scoreboard.position.y = 1.05;
scoreboard.position.z = 2.1;
scoreboard.visibility = .5;
scoreboard.scaling = new Vector3(.4, .4, .4);
const advancedTexture = AdvancedDynamicTexture.CreateForMesh(scoreboard, 512, 512);
advancedTexture.background = "black";

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@ -123,6 +123,14 @@ export class Ship {
public set position(newPosition: Vector3) {
const body = this._ship.physicsBody;
// Physics body might not exist yet if called before initialize() completes
if (!body) {
// Just set position directly on transform node
this._ship.position.copyFrom(newPosition);
return;
}
body.disablePreStep = false;
body.transformNode.position.copyFrom(newPosition);
DefaultScene.MainScene.onAfterRenderObservable.addOnce(() => {
@ -150,17 +158,9 @@ export class Ship {
//const landingLight = new SpotLight("landingLight", new Vector3(0, 0, 0), new Vector3(0, -.5, .5), 1.5, .5, DefaultScene.MainScene);
// landingLight.parent = this._ship;
// landingLight.position.z = 5;
const agg = new PhysicsAggregate(this._ship, PhysicsShapeType.BOX, {
mass: 100,
extents: new Vector3(4, 4, 7.4),
center: new Vector3(0, 1, 1.8)
}, DefaultScene.MainScene);
agg.body.setMotionType(PhysicsMotionType.DYNAMIC);
agg.body.setLinearDamping(.1);
agg.body.setAngularDamping(.2);
agg.body.setAngularVelocity(new Vector3(0, 0, 0));
agg.body.setCollisionCallbackEnabled(true);
// Physics will be set up after mesh loads in initialize()
this.setupKeyboard();
this.setupMouse();
this._controllerObservable.add(this.controllerCallback);
@ -201,6 +201,40 @@ export class Ship {
shipMesh.id = "shipMesh";
shipMesh.name = "shipMesh";
shipMesh.parent = this._ship;
// Create physics aggregate based on the loaded mesh
// Find the actual geometry mesh (usually meshes[1] or a child)
//const geometryMesh = importMesh.meshes.find(m => m instanceof Mesh && m.getTotalVertices() > 0) as Mesh;
const geo = shipMesh.getChildMeshes()[0]
if (geo) {
// Create physics aggregate on the ship TransformNode using the mesh shape
const agg = new PhysicsAggregate(this._ship, PhysicsShapeType.CONVEX_HULL, {
mass: 100,
mesh: (geo as Mesh) // Use the actual ship geometry
}, DefaultScene.MainScene);
agg.body.setMotionType(PhysicsMotionType.DYNAMIC);
agg.body.setLinearDamping(.1);
agg.body.setAngularDamping(.2);
agg.body.setAngularVelocity(new Vector3(0, 0, 0));
agg.body.setCollisionCallbackEnabled(true);
} else {
console.warn("No geometry mesh found in ship1.glb, falling back to box shape");
// Fallback to box shape if mesh not found
const agg = new PhysicsAggregate(this._ship, PhysicsShapeType.BOX, {
mass: 100,
extents: new Vector3(4, 4, 7.4),
center: new Vector3(0, 1, 1.8)
}, DefaultScene.MainScene);
agg.body.setMotionType(PhysicsMotionType.DYNAMIC);
agg.body.setLinearDamping(.1);
agg.body.setAngularDamping(.2);
agg.body.setAngularVelocity(new Vector3(0, 0, 0));
agg.body.setCollisionCallbackEnabled(true);
}
//shipMesh.rotation.y = Angle.FromDegrees(90).radians();
//shipMesh.rotation.y = Math.PI;
//shipMesh.position.y = 1;