Refactor: Move explosion sound to ExplosionManager
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Moved explosion audio management from RockFactory to ExplosionManager for better separation of concerns and synchronized audio/visual effects.

Changes:
- ExplosionManager: Added audio support with sound pooling (5 instances)
  - New initAudio() method to load explosion sounds after audio unlock
  - Sound pool prevents concurrent explosion conflicts
  - Spatial audio synchronized with visual duration (1000ms)
  - Proper SoundState checking for available sounds

- RockFactory: Simplified by delegating audio to ExplosionManager
  - Removed _explosionSound and _audioEngine properties
  - initAudio() now delegates to ExplosionManager
  - Collision callback reduced from ~60 to ~30 lines
  - Fixed disposal order to prevent double-disposal errors

Benefits:
- Fixes concurrent explosion sound bug (multiple asteroids can explode simultaneously)
- Audio/visual timing synchronized (both use config.duration)
- Cleaner code organization (all explosion effects in one place)
- Proper disposal ordering prevents runtime errors

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

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Michael Mainguy 2025-11-11 13:47:19 -06:00
parent 0dc3c9d68d
commit 48ac74977f
6 changed files with 149 additions and 429 deletions

View File

@ -1,8 +1,9 @@
import {
AbstractMesh,
AbstractMesh, AudioEngineV2, Color3, InstancedMesh,
Mesh, MeshBuilder,
MeshExploder,
Scene,
Scene, SoundState, StandardMaterial, StaticSound,
TransformNode,
Vector3
} from "@babylonjs/core";
import {DefaultScene} from "../../core/defaultScene";
@ -26,6 +27,10 @@ export interface ExplosionConfig {
export class ExplosionManager {
private scene: Scene;
private config: Required<ExplosionConfig>;
private _debrisBaseMesh: Mesh;
private audioEngine: AudioEngineV2 | null = null;
private explosionSounds: StaticSound[] = [];
private soundPoolSize: number = 5;
// Default configuration
private static readonly DEFAULT_CONFIG: Required<ExplosionConfig> = {
@ -37,6 +42,17 @@ export class ExplosionManager {
constructor(scene: Scene, config?: ExplosionConfig) {
this.scene = scene;
this.config = { ...ExplosionManager.DEFAULT_CONFIG, ...config };
this._debrisBaseMesh = MeshBuilder.CreateIcoSphere(
'debrisBase',
{
radius: .2,
subdivisions: 2
}, DefaultScene.MainScene
);
const debrisMaterial = new StandardMaterial('debrisMaterial', DefaultScene.MainScene);
debrisMaterial.emissiveColor = new Color3(1,1,0);
this._debrisBaseMesh.material = debrisMaterial;
this._debrisBaseMesh.setEnabled(false);
}
/**
@ -46,6 +62,88 @@ export class ExplosionManager {
debugLog("ExplosionManager initialized with MeshExploder");
}
/**
* Initialize audio for explosions (called after audio engine is unlocked)
*/
public async initAudio(audioEngine: AudioEngineV2): Promise<void> {
this.audioEngine = audioEngine;
debugLog(`ExplosionManager: Initializing audio with pool size ${this.soundPoolSize}`);
// Create sound pool for concurrent explosions
for (let i = 0; i < this.soundPoolSize; i++) {
const sound = await audioEngine.createSoundAsync(
`explosionSound_${i}`,
"/assets/themes/default/audio/explosion.mp3",
{
loop: false,
volume: 1.0,
spatialEnabled: true,
spatialDistanceModel: "linear",
spatialMaxDistance: 500,
spatialMinUpdateTime: 0.5,
spatialRolloffFactor: 1
}
);
this.explosionSounds.push(sound);
}
debugLog(`ExplosionManager: Loaded ${this.explosionSounds.length} explosion sounds`);
}
/**
* Get an available sound from the pool
*/
private getAvailableSound(): StaticSound | null {
// Find a sound that's not currently playing
for (const sound of this.explosionSounds) {
if (sound.state !== SoundState.Started && sound.state !== SoundState.Starting) {
return sound;
}
}
// If all sounds are playing, reuse the first one (will cut off the oldest)
debugLog("ExplosionManager: All sounds in pool are playing, reusing sound 0");
return this.explosionSounds[0] || null;
}
/**
* Play explosion audio at a specific position
*/
private playExplosionAudio(position: Vector3): void {
if (!this.audioEngine) {
// Audio not initialized, skip silently
return;
}
const sound = this.getAvailableSound();
if (!sound) {
debugLog("ExplosionManager: No sound available in pool");
return;
}
// Create lightweight TransformNode for spatial audio positioning
const explosionNode = new TransformNode(`explosionAudio_${Date.now()}`, this.scene);
explosionNode.position = position.clone();
try {
// Attach spatial sound to the node
sound.spatial.attach(explosionNode);
sound.play();
// Cleanup after explosion duration (synchronized with visual effect)
setTimeout(() => {
if (sound.spatial) {
sound.spatial.detach();
}
explosionNode.dispose();
}, this.config.duration);
} catch (error) {
debugLog("ExplosionManager: Error playing explosion audio", error);
explosionNode.dispose();
}
}
/**
* Create sphere debris pieces for explosion
* MeshExploder requires an array of separate meshes
@ -53,64 +151,35 @@ export class ExplosionManager {
* @param pieces Number of pieces to create
* @returns Array of sphere mesh objects
*/
private splitIntoSeparateMeshes(mesh: Mesh, pieces: number = 32): Mesh[] {
private splitIntoSeparateMeshes(position: Vector3, pieces: number = 32): InstancedMesh[] {
debugLog(`[ExplosionManager] Creating ${pieces} sphere debris pieces`);
debugLog('[ExplosionManager] Base mesh info:', {
position: mesh.position.toString(),
scaling: mesh.scaling.toString(),
hasMaterial: !!mesh.material
});
const meshPieces: Mesh[] = [];
const basePosition = mesh.position.clone();
const baseScale = mesh.scaling.clone();
const meshPieces: InstancedMesh[] = [];
// Create material for debris
const material = mesh.material?.clone('debris-material');
if (material) {
//(material as any).emissiveColor = Color3.Yellow();
debugLog('[ExplosionManager] Material cloned successfully');
} else {
console.warn('[ExplosionManager] WARNING: No material on base mesh');
}
// Create sphere debris scattered around the original mesh position
debugLog(baseScale);
const avgScale = (baseScale.x + baseScale.y + baseScale.z) / 3;
const debrisSize = avgScale * 0.3; // Size relative to asteroid
debugLog('[ExplosionManager] Debris parameters:', {
avgScale,
debrisSize,
offsetRadius: avgScale * 0.5
});
for (let i = 0; i < pieces; i++) {
try {
// Create a small sphere for debris
const sphere = MeshBuilder.CreateIcoSphere(
`${mesh.name}_debris_${i}`,
{
radius: debrisSize,
subdivisions: 2
}, DefaultScene.MainScene
);
const sphere = new InstancedMesh(
`debris_${i}`,
this._debrisBaseMesh);
// Position spheres in a small cluster around the original position
const offsetRadius = avgScale * 0.5;
const offsetRadius = 1;
const angle1 = (i / pieces) * Math.PI * 2;
const angle2 = Math.random() * Math.PI;
sphere.position = new Vector3(
basePosition.x + Math.sin(angle2) * Math.cos(angle1) * offsetRadius,
basePosition.y + Math.sin(angle2) * Math.sin(angle1) * offsetRadius,
basePosition.z + Math.cos(angle2) * offsetRadius
position.x + Math.sin(angle2) * Math.cos(angle1) * offsetRadius,
position.y + Math.sin(angle2) * Math.sin(angle1) * offsetRadius,
position.z + Math.cos(angle2) * offsetRadius
);
sphere.material = material;
sphere.isVisible = true;
sphere.setEnabled(true);
meshPieces.push(sphere);
} catch (error) {
console.error(`[ExplosionManager] ERROR creating debris piece ${i}:`, error);
@ -143,6 +212,10 @@ export class ExplosionManager {
scaling: mesh.scaling.toString()
});
// Play explosion audio at the mesh's position
const explosionPosition = mesh.getAbsolutePosition();
this.playExplosionAudio(explosionPosition);
// Get the source mesh if this is an instanced mesh
let sourceMesh: Mesh;
if ((mesh as any).sourceMesh) {
@ -155,56 +228,40 @@ export class ExplosionManager {
// Clone the source mesh so we don't affect the original
debugLog('[ExplosionManager] Cloning mesh...');
const meshToExplode = sourceMesh.clone("exploding-" + mesh.name, null, true, false);
if (!meshToExplode) {
console.error('[ExplosionManager] ERROR: Failed to clone mesh for explosion');
return;
}
debugLog('[ExplosionManager] Mesh cloned successfully');
mesh.computeWorldMatrix(true);
// Apply the instance's transformation to the cloned mesh
meshToExplode.position = mesh.getAbsolutePosition().clone();
meshToExplode.rotation = mesh.rotation.clone();
meshToExplode.scaling = mesh.scaling.clone();
meshToExplode.setEnabled(true);
const position = mesh.getAbsolutePosition().clone();
// Force world matrix computation
meshToExplode.computeWorldMatrix(true);
// Check if mesh has proper geometry
if (!meshToExplode.getTotalVertices || meshToExplode.getTotalVertices() === 0) {
if (!mesh.getTotalVertices || mesh.getTotalVertices() === 0) {
console.error('[ExplosionManager] ERROR: Mesh has no vertices, cannot explode');
meshToExplode.dispose();
mesh.dispose();
return;
}
debugLog(`[ExplosionManager] Mesh ready for explosion:`, {
name: meshToExplode.name,
vertices: meshToExplode.getTotalVertices(),
position: meshToExplode.position.toString(),
scaling: meshToExplode.scaling.toString()
});
// Split the mesh into separate mesh objects (MeshExploder requirement)
debugLog('[ExplosionManager] Splitting mesh into pieces...');
const meshPieces = this.splitIntoSeparateMeshes(meshToExplode, 12);
const meshPieces = this.splitIntoSeparateMeshes(position, 12);
if (meshPieces.length === 0) {
console.error('[ExplosionManager] ERROR: Failed to split mesh into pieces');
meshToExplode.dispose();
mesh.dispose();
return;
}
// Original mesh is no longer needed - the pieces replace it
debugLog('[ExplosionManager] Disposing original cloned mesh');
meshToExplode.dispose();
mesh.dispose();
// Create the exploder with the array of separate meshes
// The second parameter is optional - it's the center mesh to explode from
// If not provided, MeshExploder will auto-calculate the center
debugLog('[ExplosionManager] Creating MeshExploder...');
try {
const exploder = new MeshExploder(meshPieces);
const exploder = new MeshExploder((meshPieces as unknown) as Mesh[]);
debugLog('[ExplosionManager] MeshExploder created successfully');
debugLog(`[ExplosionManager] Starting explosion animation:`, {
@ -278,7 +335,7 @@ export class ExplosionManager {
/**
* Clean up explosion meshes
*/
private cleanupExplosion(meshPieces: Mesh[]): void {
private cleanupExplosion(meshPieces: InstancedMesh[]): void {
debugLog('[ExplosionManager] Starting cleanup of explosion meshes...');
let disposedCount = 0;
@ -301,6 +358,7 @@ export class ExplosionManager {
* Dispose of the explosion manager
*/
public dispose(): void {
this._debrisBaseMesh.dispose(false, true);
// Nothing to dispose with MeshExploder approach
debugLog("ExplosionManager disposed");
}

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@ -9,7 +9,6 @@ import {
PhysicsBody,
PhysicsMotionType,
PhysicsShapeType,
StaticSound,
TransformNode,
Vector3
} from "@babylonjs/core";
@ -37,8 +36,6 @@ export class RockFactory {
private static _asteroidMesh: AbstractMesh;
private static _explosionManager: ExplosionManager;
private static _orbitCenter: PhysicsAggregate;
private static _explosionSound: StaticSound;
private static _audioEngine: AudioEngineV2 | null = null;
/**
* Initialize non-audio assets (meshes, explosion manager)
@ -67,29 +64,9 @@ export class RockFactory {
* Call this AFTER audio engine is unlocked
*/
public static async initAudio(audioEngine: AudioEngineV2) {
this._audioEngine = audioEngine;
// Load explosion sound with spatial audio using AudioEngineV2 API
debugLog('[RockFactory] === LOADING EXPLOSION SOUND (AudioEngineV2) ===');
debugLog('[RockFactory] Audio engine exists:', !!audioEngine);
this._explosionSound = await audioEngine.createSoundAsync(
"explosionSound",
"/assets/themes/default/audio/explosion.mp3",
{
loop: false,
volume: 1.0,
spatialEnabled: true,
spatialDistanceModel: "linear",
spatialMaxDistance: 500,
spatialMinUpdateTime: .5,
spatialRolloffFactor: 1
}
);
debugLog('[RockFactory] ✓ Explosion sound loaded successfully');
debugLog('[RockFactory] Spatial enabled:', !!this._explosionSound.spatial);
debugLog('[RockFactory] === EXPLOSION SOUND READY ===');
debugLog('[RockFactory] Initializing audio via ExplosionManager');
await this._explosionManager.initAudio(audioEngine);
debugLog('[RockFactory] Audio initialization complete');
}
private static async loadMesh() {
debugLog('loading mesh');
@ -139,61 +116,36 @@ export class RockFactory {
// Get the asteroid mesh before disposing
const asteroidMesh = eventData.collider.transformNode as AbstractMesh;
const asteroidPosition = asteroidMesh.getAbsolutePosition();
debugLog('[RockFactory] Asteroid mesh to explode:', {
name: asteroidMesh.name,
id: asteroidMesh.id,
position: asteroidPosition.toString()
position: asteroidMesh.getAbsolutePosition().toString()
});
// Create lightweight TransformNode for spatial audio (no geometry needed)
const explosionNode = new TransformNode(
`explosion_${asteroidMesh.id}_${Date.now()}`,
DefaultScene.MainScene
);
explosionNode.position = asteroidPosition;
// Play spatial explosion sound using AudioEngineV2 API
if (RockFactory._explosionSound) {
debugLog('[RockFactory] Playing explosion sound with spatial audio');
debugLog('[RockFactory] Explosion position:', asteroidPosition.toString());
// Get camera/listener position for debugging
const camera = DefaultScene.XR?.baseExperience?.camera || DefaultScene.MainScene.activeCamera;
if (camera) {
const distance = Vector3.Distance(camera.globalPosition, asteroidPosition);
debugLog('[RockFactory] Distance to explosion:', distance);
}
// Attach sound to the explosion node using AudioEngineV2 spatial API
RockFactory._explosionSound.spatial.attach(explosionNode);
RockFactory._explosionSound.play();
debugLog('[RockFactory] Sound attached and playing');
// Clean up after sound finishes (850ms)
setTimeout(() => {
RockFactory._explosionSound.spatial.detach();
explosionNode.dispose();
debugLog('[RockFactory] Cleaned up explosion node and detached sound');
}, 4500);
} else {
debugLog('[RockFactory] ERROR: _explosionSound not loaded!');
explosionNode.dispose();
// Dispose asteroid physics objects BEFORE explosion (to prevent double-disposal)
debugLog('[RockFactory] Disposing asteroid physics objects...');
if (eventData.collider.shape) {
eventData.collider.shape.dispose();
}
if (eventData.collider) {
eventData.collider.dispose();
}
// Play explosion using ExplosionManager (clones mesh internally)
debugLog('[RockFactory] Calling ExplosionManager.playExplosion()...');
// Play explosion (visual + audio handled by ExplosionManager)
// Note: ExplosionManager will dispose the asteroid mesh after explosion
RockFactory._explosionManager.playExplosion(asteroidMesh);
debugLog('[RockFactory] Explosion call completed');
// Now dispose the physics objects and original mesh
debugLog('[RockFactory] Disposing physics objects and meshes...');
eventData.collider.shape.dispose();
eventData.collider.transformNode.dispose();
eventData.collider.dispose();
eventData.collidedAgainst.shape.dispose();
eventData.collidedAgainst.transformNode.dispose();
eventData.collidedAgainst.dispose();
// Dispose projectile physics objects
debugLog('[RockFactory] Disposing projectile physics objects...');
if (eventData.collidedAgainst.shape) {
eventData.collidedAgainst.shape.dispose();
}
if (eventData.collidedAgainst.transformNode) {
eventData.collidedAgainst.transformNode.dispose();
}
if (eventData.collidedAgainst) {
eventData.collidedAgainst.dispose();
}
debugLog('[RockFactory] Disposal complete');
}
}

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@ -1,22 +0,0 @@
import {FreeCamera, MeshBuilder, RenderTargetTexture, StandardMaterial, TransformNode, Vector3} from "@babylonjs/core";
import {DefaultScene} from "../../core/defaultScene";
export class Mirror {
constructor(ship: TransformNode) {
const renderTargetTexture = new RenderTargetTexture('mirror', 512, DefaultScene.MainScene);
const camera = new FreeCamera("mirrorCamera", new Vector3(0, 0, -5), DefaultScene.MainScene);
camera.parent = ship;
//camera.rotation.y = Math.PI;
renderTargetTexture.activeCamera = camera;
renderTargetTexture.renderList.push(DefaultScene.MainScene.getMeshByName("shipMesh"));
const mirror = MeshBuilder.CreatePlane("mirrorMesh" , {width: 1, height: 1}, DefaultScene.MainScene);
mirror.parent = ship;
const mirrorMaterial = new StandardMaterial("mirrorMaterial", DefaultScene.MainScene);
mirrorMaterial.backFaceCulling = false;
mirrorMaterial.diffuseTexture = renderTargetTexture;
mirror.material = mirrorMaterial;
mirror.position = new Vector3(0, 1, 5);
mirror.rotation.y = Math.PI;
}
}

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@ -1,84 +0,0 @@
import {DefaultScene} from "../../core/defaultScene";
import {
AbstractMesh,
Color3,
HavokPlugin, InstancedMesh, Mesh,
MeshBuilder, Ray, SceneLoader,
StandardMaterial,
TransformNode,
Vector3
} from "@babylonjs/core";
const DETECTED: Color3 = Color3.Blue();
const WARN: Color3 = Color3.Yellow();
const DANGER: Color3 = Color3.Red();
const DETECTED_DISTANCE = 100;
const WARN_DISTANCE = 50;
const DANGER_DISTANCE = 30;
export class Radar {
private _shipTransform: TransformNode;
private _radarTransform: TransformNode;
private _arrowMesh: AbstractMesh;
constructor(ship: TransformNode) {
this._shipTransform = ship;
this._radarTransform = new TransformNode('radar', DefaultScene.MainScene);
this._radarTransform.parent = ship;
const sphere = MeshBuilder.CreateSphere('radarSphere', {diameter: 1}, DefaultScene.MainScene);
sphere.parent = this._radarTransform;
const material = new StandardMaterial('radarMaterial', DefaultScene.MainScene);
material.diffuseColor = Color3.Yellow();
material.alpha = .5;
sphere.material = material;
// dmaterial.alpha = .1;
this._radarTransform.position.z = 4;
//this._radarTransform.scaling = new Vector3(.01, .01 ,.01);
this.initialize();
}
private async initialize() {
const scene = DefaultScene.MainScene;
const arrow = await SceneLoader.ImportMeshAsync(null, './', 'arrow.stl', scene);
//arrow.meshes[0].parent = this._radarTransform;
arrow.meshes[0].scaling = new Vector3(.05,.05,.05);
this._arrowMesh = arrow.meshes[0];
const material = new StandardMaterial('arrowMaterial', scene);
material.emissiveColor = Color3.White();
this._arrowMesh.material = material;
window.setInterval(() => {
const point = scene.getMeshById('endBase');
if (point) {
point.computeWorldMatrix(true)
this._arrowMesh.position = this._radarTransform.absolutePosition;
this._arrowMesh.lookAt(point.absolutePosition);
}
}, 100);
// arrow[0].parent = this._radarTransform;
/*window.setInterval(() => {
scene.meshes.forEach((mesh) => {
if (mesh.physicsBody) {
if (!this._radarMeshes.has(mesh.id)) {
const radarmesh = new InstancedMesh('radar-' + mesh.id, mesh as Mesh);
radarmesh.metadata = {source: mesh};
radarmesh.parent = this._radarTransform;
this._radarMeshes.set(mesh.id, radarmesh);
}
this.update();
}
});
}, 2000);
*/
}
private async update() {
/*this._radarMeshes.forEach((radarMesh, id) => {
const mesh = radarMesh.metadata.source as AbstractMesh;
radarMesh.position = mesh.absolutePosition.subtract(this._shipTransform.absolutePosition).scaleInPlace(1.1);
});
*/
}
}

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@ -1,136 +0,0 @@
import {
AbstractMesh, Color3,
MeshBuilder,
StandardMaterial,
Texture,
Vector3
} from "@babylonjs/core";
import { DefaultScene } from "../../core/defaultScene";
import { getRandomPlanetTexture } from "./planetTextures";
import debugLog from '../../core/debug';
/**
* 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);
const texture = new Texture(getRandomPlanetTexture(), DefaultScene.MainScene);
material.diffuseTexture = texture;
material.ambientTexture = texture;
material.emissiveTexture = texture;
planets.push(planet);
}
debugLog(`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);
}
debugLog(`Created ${count} planets in orbital pattern with diameters ${minDiameter}-${maxDiameter} at distances ${minDistance}-${maxDistance}`);
return planets;
}

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@ -1,48 +0,0 @@
import {
AbstractMesh,
Color3, GlowLayer,
MeshBuilder,
PhysicsAggregate,
PhysicsMotionType,
PhysicsShapeType,
PointLight,
StandardMaterial, Texture,
Vector3
} from "@babylonjs/core";
import {DefaultScene} from "../../core/defaultScene";
import {FireProceduralTexture} from "@babylonjs/procedural-textures";
export function createSun() : AbstractMesh {
const light = new PointLight("light", new Vector3(0, 0, 400), DefaultScene.MainScene);
light.intensity = 1000000;
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 material = new StandardMaterial("material", DefaultScene.MainScene);
material.emissiveTexture =new FireProceduralTexture("fire", 1024, 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 = 1;
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("/assets/materials/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;
}