Optimize WebXR performance and add procedural planet generation
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Enable multiview rendering in WebXR for improved framerate, remove expensive PhotoDome per-frame updates, and add planet generation system with 76 unique textures across 12 planet types. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
58
package-lock.json
generated
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159
src/controllerDebug.ts
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@ -0,0 +1,159 @@
|
||||
import {
|
||||
Engine,
|
||||
Scene,
|
||||
HemisphericLight,
|
||||
Vector3,
|
||||
MeshBuilder,
|
||||
WebXRDefaultExperience,
|
||||
Color3
|
||||
} from "@babylonjs/core";
|
||||
|
||||
/**
|
||||
* Minimal standalone class to debug WebXR controller detection
|
||||
* Usage: import and instantiate in main.ts instead of normal flow
|
||||
*/
|
||||
export class ControllerDebug {
|
||||
private engine: Engine;
|
||||
private scene: Scene;
|
||||
|
||||
constructor() {
|
||||
console.log('🔍 ControllerDebug: Starting minimal test...');
|
||||
this.init();
|
||||
}
|
||||
|
||||
private async init() {
|
||||
// Get canvas
|
||||
const canvas = document.querySelector('#gameCanvas') as HTMLCanvasElement;
|
||||
|
||||
// Create engine (no antialiasing for Quest compatibility)
|
||||
console.log('🔍 Creating engine...');
|
||||
this.engine = new Engine(canvas, false);
|
||||
|
||||
// Create scene
|
||||
console.log('🔍 Creating scene...');
|
||||
this.scene = new Scene(this.engine);
|
||||
this.scene.clearColor = new Color3(0.1, 0.1, 0.2).toColor4();
|
||||
|
||||
// Add light
|
||||
//const light = new HemisphericLight("light", new Vector3(0, 1, 0), this.scene);
|
||||
|
||||
// Add ground for reference
|
||||
const ground = MeshBuilder.CreateGround("ground", { width: 10, height: 10 }, this.scene);
|
||||
|
||||
// Create WebXR
|
||||
//consol e.log('🔍 Creating WebXR...');
|
||||
//await navigator.xr.offerSession("immersive-vr");
|
||||
const xr = await this.scene.createDefaultXRExperienceAsync( {
|
||||
disablePointerSelection: true,
|
||||
disableTeleportation: true,
|
||||
disableDefaultUI: false, // Enable UI for this test
|
||||
disableHandTracking: true
|
||||
});
|
||||
|
||||
console.log('🔍 WebXR created successfully');
|
||||
console.log('🔍 XR input exists:', !!xr.input);
|
||||
console.log('🔍 XR input controllers:', xr.input.controllers.length);
|
||||
|
||||
// Set up controller observable
|
||||
console.log('🔍 Setting up onControllerAddedObservable...');
|
||||
|
||||
|
||||
xr.input.onControllerAddedObservable.add((controller) => {
|
||||
console.log('✅ CONTROLLER ADDED! Handedness:', controller.inputSource.handedness);
|
||||
console.log(' - Input source:', controller.inputSource);
|
||||
console.log(' - Has motion controller:', !!controller.motionController);
|
||||
|
||||
// Wait for motion controller
|
||||
controller.onMotionControllerInitObservable.add((motionController) => {
|
||||
console.log('✅ MOTION CONTROLLER INITIALIZED:', motionController.handness);
|
||||
console.log(' - Profile:', motionController.profileId);
|
||||
console.log(' - Components:', Object.keys(motionController.components));
|
||||
|
||||
// Log when any component changes
|
||||
Object.keys(motionController.components).forEach(componentId => {
|
||||
const component = motionController.components[componentId];
|
||||
|
||||
if (component.onAxisValueChangedObservable) {
|
||||
component.onAxisValueChangedObservable.add((axes) => {
|
||||
console.log(`📍 ${motionController.handness} ${componentId} axes:`, axes);
|
||||
});
|
||||
}
|
||||
|
||||
if (component.onButtonStateChangedObservable) {
|
||||
component.onButtonStateChangedObservable.add((state) => {
|
||||
console.log(`🔘 ${motionController.handness} ${componentId} button:`, {
|
||||
pressed: state.pressed,
|
||||
touched: state.touched,
|
||||
value: state.value
|
||||
});
|
||||
});
|
||||
}
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
console.log('🔍 Observable registered. Waiting for controllers...');
|
||||
|
||||
// Render loop
|
||||
this.engine.runRenderLoop(() => {
|
||||
this.scene.render();
|
||||
});
|
||||
|
||||
// Create button to enter VR (requires user gesture)
|
||||
this.createEnterVRButton(xr);
|
||||
}
|
||||
|
||||
private createEnterVRButton(xr: WebXRDefaultExperience) {
|
||||
const button = document.createElement('button');
|
||||
button.textContent = 'Enter VR (Controller Debug)';
|
||||
button.style.cssText = `
|
||||
position: fixed;
|
||||
top: 50%;
|
||||
left: 50%;
|
||||
transform: translate(-50%, -50%);
|
||||
padding: 20px 40px;
|
||||
font-size: 24px;
|
||||
background: #4CAF50;
|
||||
color: white;
|
||||
border: none;
|
||||
border-radius: 8px;
|
||||
cursor: pointer;
|
||||
z-index: 9999;
|
||||
`;
|
||||
|
||||
button.onclick = async () => {
|
||||
console.log('🔍 Button clicked - Entering VR mode...');
|
||||
button.remove();
|
||||
|
||||
try {
|
||||
await xr.baseExperience.enterXRAsync('immersive-vr', 'local-floor', undefined, {
|
||||
requiredFeatures: ['local-floor'],
|
||||
|
||||
});
|
||||
console.log(xr.baseExperience.featuresManager.getEnabledFeatures());
|
||||
//await xr.baseExperience.exitXRAsync();
|
||||
//await xr.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
|
||||
console.log('🔍 ✅ Entered VR mode successfully');
|
||||
console.log('🔍 Controllers after entering VR:', xr.input.controllers.length);
|
||||
|
||||
// Check again after delays
|
||||
setTimeout(() => {
|
||||
console.log('🔍 [+1s after VR] Controller count:', xr.input.controllers.length);
|
||||
}, 1000);
|
||||
|
||||
setTimeout(() => {
|
||||
console.log('🔍 [+3s after VR] Controller count:', xr.input.controllers.length);
|
||||
}, 3000);
|
||||
|
||||
setTimeout(() => {
|
||||
console.log('🔍 [+5s after VR] Controller count:', xr.input.controllers.length);
|
||||
}, 5000);
|
||||
} catch (error) {
|
||||
console.error('🔍 ❌ Failed to enter VR:', error);
|
||||
}
|
||||
};
|
||||
|
||||
document.body.appendChild(button);
|
||||
console.log('🔍 Click the button to enter VR mode');
|
||||
}
|
||||
}
|
||||
133
src/createPlanets.ts
Normal file
@ -0,0 +1,133 @@
|
||||
import {
|
||||
AbstractMesh, Color3,
|
||||
MeshBuilder,
|
||||
StandardMaterial,
|
||||
Texture,
|
||||
Vector3
|
||||
} from "@babylonjs/core";
|
||||
import { DefaultScene } from "./defaultScene";
|
||||
import { getRandomPlanetTexture } from "./planetTextures";
|
||||
|
||||
/**
|
||||
* Creates multiple planets with random textures, sizes, and positions
|
||||
* @param count - Number of planets to create
|
||||
* @param sunPosition - Position of the sun (center point for planet orbit distances)
|
||||
* @param minDiameter - Minimum planet diameter (default: 50)
|
||||
* @param maxDiameter - Maximum planet diameter (default: 100)
|
||||
* @param minDistance - Minimum distance from sun (default: 400)
|
||||
* @param maxDistance - Maximum distance from sun (default: 1000)
|
||||
* @returns Array of created planet meshes
|
||||
*/
|
||||
export function createPlanets(
|
||||
count: number,
|
||||
sunPosition: Vector3 = Vector3.Zero(),
|
||||
minDiameter: number = 100,
|
||||
maxDiameter: number = 200,
|
||||
minDistance: number = 500,
|
||||
maxDistance: number = 1000
|
||||
): AbstractMesh[] {
|
||||
const planets: AbstractMesh[] = [];
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
// Random diameter between min and max
|
||||
const diameter = minDiameter + Math.random() * (maxDiameter - minDiameter);
|
||||
|
||||
// Create sphere
|
||||
const planet = MeshBuilder.CreateSphere(
|
||||
`planet-${i}`,
|
||||
{ diameter: diameter, segments: 32 },
|
||||
DefaultScene.MainScene
|
||||
);
|
||||
|
||||
// Random distance from sun
|
||||
const distance = minDistance + Math.random() * (maxDistance - minDistance);
|
||||
|
||||
// Random position on a sphere around the sun
|
||||
const theta = Math.random() * Math.PI * 2; // Random angle around Y axis
|
||||
const phi = Math.random() * Math.PI; // Random angle from Y axis
|
||||
|
||||
// Convert spherical coordinates to Cartesian
|
||||
const x = distance * Math.sin(phi) * Math.cos(theta);
|
||||
const y = distance * Math.sin(phi) * Math.sin(theta);
|
||||
const z = distance * Math.cos(phi);
|
||||
|
||||
planet.position = new Vector3(
|
||||
sunPosition.x + x,
|
||||
sunPosition.y + y,
|
||||
sunPosition.z + z
|
||||
);
|
||||
|
||||
// Apply random planet texture
|
||||
const material = new StandardMaterial(`planet-material-${i}`, DefaultScene.MainScene);
|
||||
material.diffuseTexture = new Texture(getRandomPlanetTexture(), DefaultScene.MainScene);
|
||||
planet.material = material;
|
||||
material.specularColor = Color3.Black()
|
||||
|
||||
planets.push(planet);
|
||||
}
|
||||
|
||||
console.log(`Created ${count} planets with diameters ${minDiameter}-${maxDiameter} at distances ${minDistance}-${maxDistance}`);
|
||||
return planets;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates planets in a more organized orbital pattern (flat solar system style)
|
||||
* @param count - Number of planets to create
|
||||
* @param sunPosition - Position of the sun
|
||||
* @param minDiameter - Minimum planet diameter (default: 50)
|
||||
* @param maxDiameter - Maximum planet diameter (default: 100)
|
||||
* @param minDistance - Minimum distance from sun (default: 400)
|
||||
* @param maxDistance - Maximum distance from sun (default: 1000)
|
||||
* @returns Array of created planet meshes
|
||||
*/
|
||||
export function createPlanetsOrbital(
|
||||
count: number,
|
||||
sunPosition: Vector3 = Vector3.Zero(),
|
||||
minDiameter: number = 50,
|
||||
maxDiameter: number = 100,
|
||||
minDistance: number = 400,
|
||||
maxDistance: number = 1000
|
||||
): AbstractMesh[] {
|
||||
const planets: AbstractMesh[] = [];
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
// Random diameter between min and max
|
||||
const diameter = minDiameter + Math.random() * (maxDiameter - minDiameter);
|
||||
|
||||
// Create sphere
|
||||
const planet = MeshBuilder.CreateSphere(
|
||||
`planet-${i}`,
|
||||
{ diameter: diameter, segments: 32 },
|
||||
DefaultScene.MainScene
|
||||
);
|
||||
|
||||
// Random distance from sun
|
||||
const distance = minDistance + Math.random() * (maxDistance - minDistance);
|
||||
|
||||
// Random angle around Y axis (orbital plane)
|
||||
const angle = Math.random() * Math.PI * 2;
|
||||
|
||||
// Keep planets mostly in a plane (like a solar system)
|
||||
const y = (Math.random() - 0.5) * 100; // Small vertical variation
|
||||
|
||||
planet.position = new Vector3(
|
||||
sunPosition.x + distance * Math.cos(angle),
|
||||
sunPosition.y + y,
|
||||
sunPosition.z + distance * Math.sin(angle)
|
||||
);
|
||||
|
||||
// Apply random planet texture
|
||||
const material = new StandardMaterial(`planet-material-${i}`, DefaultScene.MainScene);
|
||||
const texture = new Texture(getRandomPlanetTexture(), DefaultScene.MainScene);
|
||||
material.diffuseTexture = texture;
|
||||
material.ambientTexture = texture;
|
||||
|
||||
planet.material = material;
|
||||
material.specularColor = Color3.Black()
|
||||
|
||||
planets.push(planet);
|
||||
}
|
||||
|
||||
console.log(`Created ${count} planets in orbital pattern with diameters ${minDiameter}-${maxDiameter} at distances ${minDistance}-${maxDistance}`);
|
||||
return planets;
|
||||
}
|
||||
@ -6,28 +6,42 @@ import {
|
||||
PhysicsMotionType,
|
||||
PhysicsShapeType,
|
||||
PointLight,
|
||||
StandardMaterial,
|
||||
StandardMaterial, Texture,
|
||||
Vector3
|
||||
} from "@babylonjs/core";
|
||||
import {DefaultScene} from "./defaultScene";
|
||||
import {FireProceduralTexture} from "@babylonjs/procedural-textures";
|
||||
|
||||
export function createSun() : AbstractMesh {
|
||||
const light = new PointLight("light", new Vector3(0, 0, 0), DefaultScene.MainScene);
|
||||
const light = new PointLight("light", new Vector3(0, 0, 400), DefaultScene.MainScene);
|
||||
light.intensity = 100;
|
||||
const sun = MeshBuilder.CreateSphere("sun", {diameter: 50, segments: 32}, DefaultScene.MainScene);
|
||||
|
||||
const sunAggregate = new PhysicsAggregate(sun, PhysicsShapeType.SPHERE, {mass: 0}, DefaultScene.MainScene);
|
||||
sunAggregate.body.setMotionType(PhysicsMotionType.STATIC);
|
||||
//const sunAggregate = new PhysicsAggregate(sun, PhysicsShapeType.SPHERE, {mass: 0}, DefaultScene.MainScene);
|
||||
//sunAggregate.body.setMotionType(PhysicsMotionType.STATIC);
|
||||
const material = new StandardMaterial("material", DefaultScene.MainScene);
|
||||
material.emissiveTexture =new FireProceduralTexture("fire", 256, DefaultScene.MainScene);
|
||||
material.emissiveTexture =new FireProceduralTexture("fire", 512, DefaultScene.MainScene);
|
||||
material.emissiveColor = new Color3(.5, .5, .1);
|
||||
material.disableLighting = true;
|
||||
sun.material = material;
|
||||
const gl = new GlowLayer("glow", DefaultScene.MainScene);
|
||||
//gl.addIncludedOnlyMesh(sun);
|
||||
gl.intensity = 5;
|
||||
gl.intensity = 1;
|
||||
|
||||
|
||||
sun.position = new Vector3(0, 0, 0);
|
||||
sun.position = new Vector3(0, 0, 400);
|
||||
return sun;
|
||||
}
|
||||
|
||||
export function createPlanet(position: Vector3, diameter: number, name: string) : AbstractMesh {
|
||||
const planet = MeshBuilder.CreateSphere(name, {diameter: diameter, segments: 32}, DefaultScene.MainScene);
|
||||
const material = new StandardMaterial(name + "-material", DefaultScene.MainScene);
|
||||
const texture = new Texture("/planetTextures/Arid/Arid_01-512x512.png", DefaultScene.MainScene);
|
||||
material.diffuseTexture = texture;
|
||||
material.ambientTexture = texture;
|
||||
material.roughness = 1;
|
||||
material.specularColor = Color3.Black();
|
||||
//material.diffuseColor = new Color3(Math.random(), Math.random(), Math.random());
|
||||
planet.material = material;
|
||||
planet.position = position;
|
||||
return planet;
|
||||
}
|
||||
@ -18,6 +18,8 @@ import {RockFactory} from "./starfield";
|
||||
import Level from "./level";
|
||||
import {Scoreboard} from "./scoreboard";
|
||||
import setLoadingMessage from "./setLoadingMessage";
|
||||
import {createPlanet, createSun} from "./createSun";
|
||||
import {createPlanetsOrbital} from "./createPlanets";
|
||||
|
||||
export class Level1 implements Level {
|
||||
private _ship: Ship;
|
||||
@ -44,13 +46,22 @@ export class Level1 implements Level {
|
||||
this._ship = new Ship(undefined, audioEngine);
|
||||
this._scoreboard = new Scoreboard();
|
||||
const xr = DefaultScene.XR;
|
||||
|
||||
console.log('Level1 constructor - Setting up XR observables');
|
||||
console.log('XR input exists:', !!xr.input);
|
||||
console.log('onControllerAddedObservable exists:', !!xr.input?.onControllerAddedObservable);
|
||||
|
||||
xr.baseExperience.onInitialXRPoseSetObservable.add(() => {
|
||||
xr.baseExperience.camera.parent = this._ship.transformNode;
|
||||
xr.baseExperience.camera.position = new Vector3(0, 0, 0);
|
||||
const observer = xr.input.onControllerAddedObservable.add((controller) => {
|
||||
console.log('🎮 onControllerAddedObservable FIRED for:', controller.inputSource.handedness);
|
||||
this._ship.addController(controller);
|
||||
});
|
||||
});
|
||||
xr.input.onControllerAddedObservable.add((controller) => {
|
||||
this._ship.addController(controller);
|
||||
});
|
||||
|
||||
|
||||
//console.log('Controller observable registered, observer:', !!observer);
|
||||
|
||||
this.createStartBase();
|
||||
this.initialize();
|
||||
@ -63,10 +74,10 @@ export class Level1 implements Level {
|
||||
return {
|
||||
rockCount: 5,
|
||||
forceMultiplier: 1,
|
||||
rockSizeMin: 4,
|
||||
rockSizeMin: 5,
|
||||
rockSizeMax: 10,
|
||||
distanceMin: 150,
|
||||
distanceMax: 180
|
||||
distanceMax: 200
|
||||
};
|
||||
case 'pilot':
|
||||
return {
|
||||
@ -125,17 +136,27 @@ export class Level1 implements Level {
|
||||
// Create background music using AudioEngineV2
|
||||
const background = await this._audioEngine.createSoundAsync("background", "/song1.mp3", {
|
||||
loop: true,
|
||||
volume: 0.2
|
||||
volume: 0.5
|
||||
});
|
||||
background.play();
|
||||
|
||||
// Enter XR mode
|
||||
await DefaultScene.XR.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
|
||||
|
||||
const xr = await DefaultScene.XR.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
|
||||
// Check for controllers that are already connected after entering XR
|
||||
DefaultScene.XR.input.controllers.forEach((controller) => {
|
||||
console.log('Checking for controllers after entering XR. Count:', DefaultScene.XR.input.controllers.length);
|
||||
DefaultScene.XR.input.controllers.forEach((controller, index) => {
|
||||
console.log(`Controller ${index} - handedness: ${controller.inputSource.handedness}`);
|
||||
this._ship.addController(controller);
|
||||
});
|
||||
|
||||
// Wait and check again after a delay (controllers might connect later)
|
||||
console.log('Waiting 2 seconds to check for controllers again...');
|
||||
setTimeout(() => {
|
||||
console.log('After 2 second delay - controller count:', DefaultScene.XR.input.controllers.length);
|
||||
DefaultScene.XR.input.controllers.forEach((controller, index) => {
|
||||
console.log(` Late controller ${index} - handedness: ${controller.inputSource.handedness}`);
|
||||
});
|
||||
}, 2000);
|
||||
}
|
||||
public dispose() {
|
||||
this._startBase.dispose();
|
||||
@ -149,7 +170,6 @@ export class Level1 implements Level {
|
||||
this.createBackgroundElements();
|
||||
this._initialized = true;
|
||||
this._ship.position = new Vector3(0, 1, 0);
|
||||
|
||||
const config = this._difficultyConfig;
|
||||
console.log(config);
|
||||
setLoadingMessage("Creating Asteroids...");
|
||||
@ -159,7 +179,7 @@ export class Level1 implements Level {
|
||||
const sizeRange = config.rockSizeMax - config.rockSizeMin;
|
||||
const size = Vector3.Random(1,1.3).scale(Math.random() * sizeRange + config.rockSizeMin)
|
||||
|
||||
const rock = await RockFactory.createRock(i, new Vector3(Math.random() * 200 +50 * Math.sign(Math.random() -.5),200,200),
|
||||
const rock = await RockFactory.createRock(i, new Vector3(0,1,dist),
|
||||
size,
|
||||
this._scoreboard.onScoreObservable);
|
||||
const constraint = new DistanceConstraint(dist, DefaultScene.MainScene);
|
||||
@ -180,11 +200,12 @@ export class Level1 implements Level {
|
||||
*/
|
||||
this._scoreboard.onScoreObservable.notifyObservers({
|
||||
score: 0,
|
||||
remaining: 1,
|
||||
remaining: i+1,
|
||||
message: "Get Ready"
|
||||
});
|
||||
this._startBase.physicsBody.addConstraint(rock.physicsBody, constraint);
|
||||
rock.physicsBody.applyForce(Vector3.Random(-1, 1).scale(5000000 * config.forceMultiplier), rock.position);
|
||||
rock.physicsBody.applyForce(new Vector3(50000000 * config.forceMultiplier, 0, 0), rock.position);
|
||||
//rock.physicsBody.applyForce(Vector3.Random(-1, 1).scale(5000000 * config.forceMultiplier), rock.position);
|
||||
}
|
||||
|
||||
// Notify that initialization is complete
|
||||
@ -220,11 +241,25 @@ export class Level1 implements Level {
|
||||
this._endBase = mesh;
|
||||
}
|
||||
private createBackgroundElements() {
|
||||
const sun = MeshBuilder.CreateSphere("sun", {diameter: 200}, DefaultScene.MainScene);
|
||||
const sunMaterial = new StandardMaterial("sunMaterial", DefaultScene.MainScene);
|
||||
sunMaterial.emissiveColor = new Color3(1, 1, 0);
|
||||
sun.material = sunMaterial;
|
||||
sun.position = new Vector3(-200, 300, 500);
|
||||
//const sun = MeshBuilder.CreateSphere("sun", {diameter: 200}, DefaultScene.MainScene);
|
||||
//const sunMaterial = new StandardMaterial("sunMaterial", DefaultScene.MainScene);
|
||||
//sunMaterial.emissiveColor = new Color3(1, 1, 0);
|
||||
//sun.material = sunMaterial;
|
||||
//sun.position = new Vector3(-200, 300, 500);
|
||||
const sun = createSun();
|
||||
|
||||
// Create planets around the sun
|
||||
const sunPosition = sun.position;
|
||||
const planets = createPlanetsOrbital(
|
||||
8, // 8 planets
|
||||
sunPosition, // sun position
|
||||
50, // min diameter
|
||||
100, // max diameter
|
||||
400, // min distance from sun
|
||||
1000 // max distance from sun
|
||||
);
|
||||
|
||||
console.log(`Created ${planets.length} planets around sun at position`, sunPosition);
|
||||
}
|
||||
|
||||
private createTarget(i: number) {
|
||||
|
||||
64
src/main.ts
@ -1,28 +1,29 @@
|
||||
import type {AudioEngineV2} from "@babylonjs/core";
|
||||
import {
|
||||
Color3,
|
||||
CreateAudioEngineAsync,
|
||||
Engine,
|
||||
HavokPlugin,
|
||||
ParticleHelper,
|
||||
PhotoDome,
|
||||
Scene, StandardMaterial,
|
||||
Scene,
|
||||
Vector3,
|
||||
WebGPUEngine,
|
||||
WebXRDefaultExperience
|
||||
WebXRDefaultExperience,
|
||||
WebXRFeatureName
|
||||
} from "@babylonjs/core";
|
||||
import type {AudioEngineV2} from "@babylonjs/core";
|
||||
import '@babylonjs/loaders';
|
||||
import HavokPhysics from "@babylonjs/havok";
|
||||
|
||||
import {DefaultScene} from "./defaultScene";
|
||||
import {Ship} from "./ship";
|
||||
import {Level1} from "./level1";
|
||||
import {Scoreboard} from "./scoreboard";
|
||||
import Demo from "./demo";
|
||||
import Level from "./level";
|
||||
import setLoadingMessage from "./setLoadingMessage";
|
||||
import {RockFactory} from "./starfield";
|
||||
import {ControllerDebug} from "./controllerDebug";
|
||||
|
||||
// Set to true to run minimal controller debug test
|
||||
const DEBUG_CONTROLLERS = false;
|
||||
const webGpu = false;
|
||||
const canvas = (document.querySelector('#gameCanvas') as HTMLCanvasElement);
|
||||
enum GameState {
|
||||
@ -94,20 +95,24 @@ export class Main {
|
||||
disableNearInteraction: true,
|
||||
disableHandTracking: true,
|
||||
disableDefaultUI: true,
|
||||
|
||||
});
|
||||
DefaultScene.XR.baseExperience.featuresManager.enableFeature(WebXRFeatureName.LAYERS, "stable",
|
||||
{preferMultiviewOnInit: true});
|
||||
|
||||
|
||||
setLoadingMessage("Get Ready!");
|
||||
|
||||
const photoDome1 = new PhotoDome("testdome", '/8192.webp', {size: 1000}, DefaultScene.MainScene);
|
||||
photoDome1.material.diffuseTexture.hasAlpha = true;
|
||||
photoDome1.material.alpha = .3;
|
||||
//const photoDome1 = new PhotoDome("testdome", '/8192.webp', {size: 1000}, DefaultScene.MainScene);
|
||||
//photoDome1.material.diffuseTexture.hasAlpha = true;
|
||||
//photoDome1.material.alpha = .3;
|
||||
|
||||
const photoDome2 = new PhotoDome("testdome", '/8192.webp', {size: 2000}, DefaultScene.MainScene);
|
||||
photoDome2.rotation.y = Math.PI;
|
||||
photoDome2.rotation.x = Math.PI/2;
|
||||
//const photoDome2 = new PhotoDome("testdome", '/8192.webp', {size: 2000}, DefaultScene.MainScene);
|
||||
//photoDome2.rotation.y = Math.PI;
|
||||
//photoDome2.rotation.x = Math.PI/2;
|
||||
DefaultScene.MainScene.onAfterRenderObservable.add(() => {
|
||||
photoDome1.position = DefaultScene.MainScene.activeCamera.globalPosition;
|
||||
photoDome2.position = DefaultScene.MainScene.activeCamera.globalPosition;
|
||||
// photoDome1.position = DefaultScene.MainScene.activeCamera.globalPosition;
|
||||
// photoDome2.position = DefaultScene.MainScene.activeCamera.globalPosition;
|
||||
});
|
||||
setLoadingMessage("Select a difficulty to begin!");
|
||||
}
|
||||
@ -140,30 +145,33 @@ export class Main {
|
||||
// Initialize AudioEngineV2
|
||||
setLoadingMessage("Initializing Audio Engine...");
|
||||
this._audioEngine = await CreateAudioEngineAsync();
|
||||
setLoadingMessage("Ready!");
|
||||
|
||||
|
||||
this.setupInspector();
|
||||
this._engine.runRenderLoop(() => {
|
||||
window.setTimeout(()=>{
|
||||
if (!this._started) {
|
||||
this._started = true;
|
||||
const levelSelect = document.querySelector('#levelSelect');
|
||||
if (levelSelect) {
|
||||
levelSelect.classList.add('ready');
|
||||
setLoadingMessage("Ready!");
|
||||
}
|
||||
}
|
||||
if (this._gameState == GameState.PLAY) {
|
||||
})
|
||||
|
||||
this._engine.runRenderLoop(() => {
|
||||
DefaultScene.MainScene.render();
|
||||
} else {
|
||||
DefaultScene.DemoScene.render();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private async setupPhysics() {
|
||||
const havok = await HavokPhysics();
|
||||
const havokPlugin = new HavokPlugin(true, havok);
|
||||
|
||||
DefaultScene.MainScene.enablePhysics(new Vector3(0, 0, 0), havokPlugin);
|
||||
DefaultScene.MainScene.getPhysicsEngine().setSubTimeStep(5);
|
||||
DefaultScene.MainScene.getPhysicsEngine().setTimeStep(1/90);
|
||||
DefaultScene.MainScene.getPhysicsEngine().setSubTimeStep(9);
|
||||
|
||||
DefaultScene.MainScene.collisionsEnabled = true;
|
||||
}
|
||||
|
||||
@ -182,8 +190,18 @@ export class Main {
|
||||
}
|
||||
}
|
||||
|
||||
const main = new Main();
|
||||
const demo = new Demo(main);
|
||||
if (DEBUG_CONTROLLERS) {
|
||||
console.log('🔍 DEBUG MODE: Running minimal controller test');
|
||||
// Hide the UI elements
|
||||
const mainDiv = document.querySelector('#mainDiv');
|
||||
if (mainDiv) {
|
||||
(mainDiv as HTMLElement).style.display = 'none';
|
||||
}
|
||||
new ControllerDebug();
|
||||
} else {
|
||||
const main = new Main();
|
||||
const demo = new Demo(main);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
225
src/planetTextures.ts
Normal file
@ -0,0 +1,225 @@
|
||||
/**
|
||||
* Planet texture paths for randomly generating planets
|
||||
* All textures are 512x512 PNG files
|
||||
*/
|
||||
|
||||
export const PLANET_TEXTURES = [
|
||||
// Arid planets (5 textures)
|
||||
"/planetTextures/Arid/Arid_01-512x512.png",
|
||||
"/planetTextures/Arid/Arid_02-512x512.png",
|
||||
"/planetTextures/Arid/Arid_03-512x512.png",
|
||||
"/planetTextures/Arid/Arid_04-512x512.png",
|
||||
"/planetTextures/Arid/Arid_05-512x512.png",
|
||||
|
||||
// Barren planets (5 textures)
|
||||
"/planetTextures/Barren/Barren_01-512x512.png",
|
||||
"/planetTextures/Barren/Barren_02-512x512.png",
|
||||
"/planetTextures/Barren/Barren_03-512x512.png",
|
||||
"/planetTextures/Barren/Barren_04-512x512.png",
|
||||
"/planetTextures/Barren/Barren_05-512x512.png",
|
||||
|
||||
// Dusty planets (5 textures)
|
||||
"/planetTextures/Dusty/Dusty_01-512x512.png",
|
||||
"/planetTextures/Dusty/Dusty_02-512x512.png",
|
||||
"/planetTextures/Dusty/Dusty_03-512x512.png",
|
||||
"/planetTextures/Dusty/Dusty_04-512x512.png",
|
||||
"/planetTextures/Dusty/Dusty_05-512x512.png",
|
||||
|
||||
// Gaseous planets (20 textures)
|
||||
"/planetTextures/Gaseous/Gaseous_01-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_02-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_03-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_04-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_05-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_06-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_07-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_08-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_09-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_10-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_11-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_12-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_13-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_14-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_15-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_16-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_17-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_18-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_19-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_20-512x512.png",
|
||||
|
||||
// Grassland planets (5 textures)
|
||||
"/planetTextures/Grassland/Grassland_01-512x512.png",
|
||||
"/planetTextures/Grassland/Grassland_02-512x512.png",
|
||||
"/planetTextures/Grassland/Grassland_03-512x512.png",
|
||||
"/planetTextures/Grassland/Grassland_04-512x512.png",
|
||||
"/planetTextures/Grassland/Grassland_05-512x512.png",
|
||||
|
||||
// Jungle planets (5 textures)
|
||||
"/planetTextures/Jungle/Jungle_01-512x512.png",
|
||||
"/planetTextures/Jungle/Jungle_02-512x512.png",
|
||||
"/planetTextures/Jungle/Jungle_03-512x512.png",
|
||||
"/planetTextures/Jungle/Jungle_04-512x512.png",
|
||||
"/planetTextures/Jungle/Jungle_05-512x512.png",
|
||||
|
||||
// Marshy planets (5 textures)
|
||||
"/planetTextures/Marshy/Marshy_01-512x512.png",
|
||||
"/planetTextures/Marshy/Marshy_02-512x512.png",
|
||||
"/planetTextures/Marshy/Marshy_03-512x512.png",
|
||||
"/planetTextures/Marshy/Marshy_04-512x512.png",
|
||||
"/planetTextures/Marshy/Marshy_05-512x512.png",
|
||||
|
||||
// Martian planets (5 textures)
|
||||
"/planetTextures/Martian/Martian_01-512x512.png",
|
||||
"/planetTextures/Martian/Martian_02-512x512.png",
|
||||
"/planetTextures/Martian/Martian_03-512x512.png",
|
||||
"/planetTextures/Martian/Martian_04-512x512.png",
|
||||
"/planetTextures/Martian/Martian_05-512x512.png",
|
||||
|
||||
// Methane planets (5 textures)
|
||||
"/planetTextures/Methane/Methane_01-512x512.png",
|
||||
"/planetTextures/Methane/Methane_02-512x512.png",
|
||||
"/planetTextures/Methane/Methane_03-512x512.png",
|
||||
"/planetTextures/Methane/Methane_04-512x512.png",
|
||||
"/planetTextures/Methane/Methane_05-512x512.png",
|
||||
|
||||
// Sandy planets (5 textures)
|
||||
"/planetTextures/Sandy/Sandy_01-512x512.png",
|
||||
"/planetTextures/Sandy/Sandy_02-512x512.png",
|
||||
"/planetTextures/Sandy/Sandy_03-512x512.png",
|
||||
"/planetTextures/Sandy/Sandy_04-512x512.png",
|
||||
"/planetTextures/Sandy/Sandy_05-512x512.png",
|
||||
|
||||
// Snowy planets (5 textures)
|
||||
"/planetTextures/Snowy/Snowy_01-512x512.png",
|
||||
"/planetTextures/Snowy/Snowy_02-512x512.png",
|
||||
"/planetTextures/Snowy/Snowy_03-512x512.png",
|
||||
"/planetTextures/Snowy/Snowy_04-512x512.png",
|
||||
"/planetTextures/Snowy/Snowy_05-512x512.png",
|
||||
|
||||
// Tundra planets (5 textures)
|
||||
"/planetTextures/Tundra/Tundra_01-512x512.png",
|
||||
"/planetTextures/Tundra/Tundra_02-512x512.png",
|
||||
"/planetTextures/Tundra/Tundra_03-512x512.png",
|
||||
"/planetTextures/Tundra/Tundra_04-512x512.png",
|
||||
"/planetTextures/Tundra/Tundral-EQUIRECTANGULAR-5-512x512.png",
|
||||
];
|
||||
|
||||
/**
|
||||
* Get a random planet texture path
|
||||
*/
|
||||
export function getRandomPlanetTexture(): string {
|
||||
return PLANET_TEXTURES[Math.floor(Math.random() * PLANET_TEXTURES.length)];
|
||||
}
|
||||
|
||||
/**
|
||||
* Planet texture categories organized by type
|
||||
*/
|
||||
export const PLANET_TEXTURES_BY_TYPE = {
|
||||
arid: [
|
||||
"/planetTextures/Arid/Arid_01-512x512.png",
|
||||
"/planetTextures/Arid/Arid_02-512x512.png",
|
||||
"/planetTextures/Arid/Arid_03-512x512.png",
|
||||
"/planetTextures/Arid/Arid_04-512x512.png",
|
||||
"/planetTextures/Arid/Arid_05-512x512.png",
|
||||
],
|
||||
barren: [
|
||||
"/planetTextures/Barren/Barren_01-512x512.png",
|
||||
"/planetTextures/Barren/Barren_02-512x512.png",
|
||||
"/planetTextures/Barren/Barren_03-512x512.png",
|
||||
"/planetTextures/Barren/Barren_04-512x512.png",
|
||||
"/planetTextures/Barren/Barren_05-512x512.png",
|
||||
],
|
||||
dusty: [
|
||||
"/planetTextures/Dusty/Dusty_01-512x512.png",
|
||||
"/planetTextures/Dusty/Dusty_02-512x512.png",
|
||||
"/planetTextures/Dusty/Dusty_03-512x512.png",
|
||||
"/planetTextures/Dusty/Dusty_04-512x512.png",
|
||||
"/planetTextures/Dusty/Dusty_05-512x512.png",
|
||||
],
|
||||
gaseous: [
|
||||
"/planetTextures/Gaseous/Gaseous_01-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_02-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_03-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_04-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_05-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_06-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_07-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_08-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_09-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_10-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_11-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_12-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_13-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_14-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_15-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_16-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_17-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_18-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_19-512x512.png",
|
||||
"/planetTextures/Gaseous/Gaseous_20-512x512.png",
|
||||
],
|
||||
grassland: [
|
||||
"/planetTextures/Grassland/Grassland_01-512x512.png",
|
||||
"/planetTextures/Grassland/Grassland_02-512x512.png",
|
||||
"/planetTextures/Grassland/Grassland_03-512x512.png",
|
||||
"/planetTextures/Grassland/Grassland_04-512x512.png",
|
||||
"/planetTextures/Grassland/Grassland_05-512x512.png",
|
||||
],
|
||||
jungle: [
|
||||
"/planetTextures/Jungle/Jungle_01-512x512.png",
|
||||
"/planetTextures/Jungle/Jungle_02-512x512.png",
|
||||
"/planetTextures/Jungle/Jungle_03-512x512.png",
|
||||
"/planetTextures/Jungle/Jungle_04-512x512.png",
|
||||
"/planetTextures/Jungle/Jungle_05-512x512.png",
|
||||
],
|
||||
marshy: [
|
||||
"/planetTextures/Marshy/Marshy_01-512x512.png",
|
||||
"/planetTextures/Marshy/Marshy_02-512x512.png",
|
||||
"/planetTextures/Marshy/Marshy_03-512x512.png",
|
||||
"/planetTextures/Marshy/Marshy_04-512x512.png",
|
||||
"/planetTextures/Marshy/Marshy_05-512x512.png",
|
||||
],
|
||||
martian: [
|
||||
"/planetTextures/Martian/Martian_01-512x512.png",
|
||||
"/planetTextures/Martian/Martian_02-512x512.png",
|
||||
"/planetTextures/Martian/Martian_03-512x512.png",
|
||||
"/planetTextures/Martian/Martian_04-512x512.png",
|
||||
"/planetTextures/Martian/Martian_05-512x512.png",
|
||||
],
|
||||
methane: [
|
||||
"/planetTextures/Methane/Methane_01-512x512.png",
|
||||
"/planetTextures/Methane/Methane_02-512x512.png",
|
||||
"/planetTextures/Methane/Methane_03-512x512.png",
|
||||
"/planetTextures/Methane/Methane_04-512x512.png",
|
||||
"/planetTextures/Methane/Methane_05-512x512.png",
|
||||
],
|
||||
sandy: [
|
||||
"/planetTextures/Sandy/Sandy_01-512x512.png",
|
||||
"/planetTextures/Sandy/Sandy_02-512x512.png",
|
||||
"/planetTextures/Sandy/Sandy_03-512x512.png",
|
||||
"/planetTextures/Sandy/Sandy_04-512x512.png",
|
||||
"/planetTextures/Sandy/Sandy_05-512x512.png",
|
||||
],
|
||||
snowy: [
|
||||
"/planetTextures/Snowy/Snowy_01-512x512.png",
|
||||
"/planetTextures/Snowy/Snowy_02-512x512.png",
|
||||
"/planetTextures/Snowy/Snowy_03-512x512.png",
|
||||
"/planetTextures/Snowy/Snowy_04-512x512.png",
|
||||
"/planetTextures/Snowy/Snowy_05-512x512.png",
|
||||
],
|
||||
tundra: [
|
||||
"/planetTextures/Tundra/Tundra_01-512x512.png",
|
||||
"/planetTextures/Tundra/Tundra_02-512x512.png",
|
||||
"/planetTextures/Tundra/Tundra_03-512x512.png",
|
||||
"/planetTextures/Tundra/Tundra_04-512x512.png",
|
||||
"/planetTextures/Tundra/Tundral-EQUIRECTANGULAR-5-512x512.png",
|
||||
],
|
||||
};
|
||||
|
||||
/**
|
||||
* Get a random texture from a specific planet type
|
||||
*/
|
||||
export function getRandomTextureByType(type: keyof typeof PLANET_TEXTURES_BY_TYPE): string {
|
||||
const textures = PLANET_TEXTURES_BY_TYPE[type];
|
||||
return textures[Math.floor(Math.random() * textures.length)];
|
||||
}
|
||||
42
src/ship.ts
@ -145,11 +145,11 @@ export class Ship {
|
||||
this._ammoBaseMesh.material = this._ammoMaterial;
|
||||
this._ammoBaseMesh.setEnabled(false);
|
||||
|
||||
const light = new DirectionalLight("light", new Vector3(.1, -1, 0), DefaultScene.MainScene);
|
||||
//const light = new DirectionalLight("light", new Vector3(.1, -1, 0), DefaultScene.MainScene);
|
||||
|
||||
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 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),
|
||||
@ -180,6 +180,7 @@ export class Ship {
|
||||
sight.parent = this._ship
|
||||
const signtMaterial = new StandardMaterial("sightMaterial", DefaultScene.MainScene);
|
||||
signtMaterial.emissiveColor = Color3.Yellow();
|
||||
signtMaterial.ambientColor = Color3.Yellow();
|
||||
sight.material = signtMaterial;
|
||||
sight.position = new Vector3(0, 2, 125);
|
||||
let i = Date.now();
|
||||
@ -283,6 +284,12 @@ export class Ship {
|
||||
}
|
||||
|
||||
private controllerCallback = (controllerEvent: ControllerEvent) => {
|
||||
// Log first few events to verify they're firing
|
||||
if (Math.random() < 0.01) { // Only log 1% to avoid spam
|
||||
console.log('Controller event:', controllerEvent.type, controllerEvent.hand,
|
||||
controllerEvent.type === 'thumbstick' ? controllerEvent.axisData : controllerEvent.value);
|
||||
}
|
||||
|
||||
if (controllerEvent.type == 'thumbstick') {
|
||||
if (controllerEvent.hand == 'left') {
|
||||
this._leftStickVector.x = controllerEvent.axisData.x;
|
||||
@ -388,23 +395,50 @@ export class Ship {
|
||||
private _rightInputSource: WebXRInputSource;
|
||||
|
||||
public addController(controller: WebXRInputSource) {
|
||||
console.log('Ship.addController called for:', controller.inputSource.handedness);
|
||||
|
||||
if (controller.inputSource.handedness == "left") {
|
||||
console.log('Adding left controller');
|
||||
this._leftInputSource = controller;
|
||||
this._leftInputSource.onMotionControllerInitObservable.add((motionController) => {
|
||||
console.log('Left motion controller initialized:', motionController.handness);
|
||||
this.mapMotionController(motionController);
|
||||
});
|
||||
|
||||
// Check if motion controller is already initialized
|
||||
if (controller.motionController) {
|
||||
console.log('Left motion controller already initialized, mapping now');
|
||||
this.mapMotionController(controller.motionController);
|
||||
}
|
||||
}
|
||||
if (controller.inputSource.handedness == "right") {
|
||||
console.log('Adding right controller');
|
||||
this._rightInputSource = controller;
|
||||
this._rightInputSource.onMotionControllerInitObservable.add((motionController) => {
|
||||
console.log('Right motion controller initialized:', motionController.handness);
|
||||
this.mapMotionController(motionController);
|
||||
});
|
||||
|
||||
// Check if motion controller is already initialized
|
||||
if (controller.motionController) {
|
||||
console.log('Right motion controller already initialized, mapping now');
|
||||
this.mapMotionController(controller.motionController);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private mapMotionController(controller: WebXRAbstractMotionController) {
|
||||
console.log('Mapping motion controller:', controller.handness, 'Profile:', controller.profileId);
|
||||
|
||||
controllerComponents.forEach((component) => {
|
||||
const comp = controller.components[component];
|
||||
|
||||
if (!comp) {
|
||||
console.log(` Component ${component} not found on ${controller.handness} controller`);
|
||||
return;
|
||||
}
|
||||
|
||||
console.log(` Found component ${component} on ${controller.handness} controller`);
|
||||
const observable = this._controllerObservable;
|
||||
|
||||
if (comp && comp.onAxisValueChangedObservable) {
|
||||
|
||||
@ -9,13 +9,15 @@ import {
|
||||
PBRMaterial,
|
||||
PhysicsAggregate, PhysicsBody,
|
||||
PhysicsMotionType,
|
||||
PhysicsShapeType,
|
||||
PhysicsShapeType, PhysicsViewer,
|
||||
SceneLoader,
|
||||
Vector3
|
||||
} from "@babylonjs/core";
|
||||
import {DefaultScene} from "./defaultScene";
|
||||
import {ScoreEvent} from "./scoreboard";
|
||||
import {Debug} from "@babylonjs/core/Legacy/legacy";
|
||||
let _particleData: any = null;
|
||||
|
||||
export class Rock {
|
||||
private _rockMesh: AbstractMesh;
|
||||
constructor(mesh: AbstractMesh) {
|
||||
@ -34,7 +36,7 @@ export class RockFactory {
|
||||
private static _rockMaterial: PBRMaterial;
|
||||
private static _explosionPool: ParticleSystemSet[] = [];
|
||||
private static _poolSize: number = 10;
|
||||
|
||||
private static _viewer: PhysicsViewer = null;
|
||||
public static async init() {
|
||||
// Pre-create explosion particle systems for pooling
|
||||
console.log("Pre-creating explosion particle systems...");
|
||||
@ -92,11 +94,18 @@ export class RockFactory {
|
||||
rock.id = "asteroid-" + i;
|
||||
rock.metadata = {type: 'asteroid'};
|
||||
rock.setEnabled(true);
|
||||
console.log(rock.getBoundingInfo());
|
||||
const agg = new PhysicsAggregate(rock, PhysicsShapeType.CONVEX_HULL, {
|
||||
mass: 10000,
|
||||
restitution: .5,
|
||||
}, DefaultScene.MainScene);
|
||||
const body =agg.body;
|
||||
|
||||
if (!this._viewer) {
|
||||
this._viewer = new PhysicsViewer(DefaultScene.MainScene);
|
||||
}
|
||||
|
||||
//this._viewer.showBody(body);
|
||||
body.setLinearDamping(0);
|
||||
body.setMotionType(PhysicsMotionType.DYNAMIC);
|
||||
body.setCollisionCallbackEnabled(true);
|
||||
|
||||