Refactor: Move explosion sound to ExplosionManager
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Build / build (push) Successful in 1m30s
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>
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@ -1,8 +1,9 @@
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import {
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import {
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AbstractMesh,
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AbstractMesh, AudioEngineV2, Color3, InstancedMesh,
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Mesh, MeshBuilder,
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Mesh, MeshBuilder,
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MeshExploder,
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MeshExploder,
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Scene,
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Scene, SoundState, StandardMaterial, StaticSound,
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TransformNode,
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Vector3
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Vector3
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} from "@babylonjs/core";
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} from "@babylonjs/core";
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import {DefaultScene} from "../../core/defaultScene";
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import {DefaultScene} from "../../core/defaultScene";
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@ -26,6 +27,10 @@ export interface ExplosionConfig {
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export class ExplosionManager {
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export class ExplosionManager {
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private scene: Scene;
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private scene: Scene;
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private config: Required<ExplosionConfig>;
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private config: Required<ExplosionConfig>;
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private _debrisBaseMesh: Mesh;
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private audioEngine: AudioEngineV2 | null = null;
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private explosionSounds: StaticSound[] = [];
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private soundPoolSize: number = 5;
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// Default configuration
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// Default configuration
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private static readonly DEFAULT_CONFIG: Required<ExplosionConfig> = {
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private static readonly DEFAULT_CONFIG: Required<ExplosionConfig> = {
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@ -37,6 +42,17 @@ export class ExplosionManager {
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constructor(scene: Scene, config?: ExplosionConfig) {
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constructor(scene: Scene, config?: ExplosionConfig) {
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this.scene = scene;
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this.scene = scene;
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this.config = { ...ExplosionManager.DEFAULT_CONFIG, ...config };
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this.config = { ...ExplosionManager.DEFAULT_CONFIG, ...config };
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this._debrisBaseMesh = MeshBuilder.CreateIcoSphere(
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'debrisBase',
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{
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radius: .2,
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subdivisions: 2
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}, DefaultScene.MainScene
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);
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const debrisMaterial = new StandardMaterial('debrisMaterial', DefaultScene.MainScene);
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debrisMaterial.emissiveColor = new Color3(1,1,0);
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this._debrisBaseMesh.material = debrisMaterial;
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this._debrisBaseMesh.setEnabled(false);
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}
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}
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/**
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/**
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@ -46,6 +62,88 @@ export class ExplosionManager {
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debugLog("ExplosionManager initialized with MeshExploder");
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debugLog("ExplosionManager initialized with MeshExploder");
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}
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}
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/**
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* Initialize audio for explosions (called after audio engine is unlocked)
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*/
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public async initAudio(audioEngine: AudioEngineV2): Promise<void> {
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this.audioEngine = audioEngine;
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debugLog(`ExplosionManager: Initializing audio with pool size ${this.soundPoolSize}`);
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// Create sound pool for concurrent explosions
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for (let i = 0; i < this.soundPoolSize; i++) {
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const sound = await audioEngine.createSoundAsync(
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`explosionSound_${i}`,
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"/assets/themes/default/audio/explosion.mp3",
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{
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loop: false,
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volume: 1.0,
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spatialEnabled: true,
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spatialDistanceModel: "linear",
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spatialMaxDistance: 500,
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spatialMinUpdateTime: 0.5,
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spatialRolloffFactor: 1
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}
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);
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this.explosionSounds.push(sound);
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}
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debugLog(`ExplosionManager: Loaded ${this.explosionSounds.length} explosion sounds`);
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}
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/**
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* Get an available sound from the pool
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*/
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private getAvailableSound(): StaticSound | null {
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// Find a sound that's not currently playing
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for (const sound of this.explosionSounds) {
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if (sound.state !== SoundState.Started && sound.state !== SoundState.Starting) {
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return sound;
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}
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}
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// If all sounds are playing, reuse the first one (will cut off the oldest)
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debugLog("ExplosionManager: All sounds in pool are playing, reusing sound 0");
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return this.explosionSounds[0] || null;
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}
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/**
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* Play explosion audio at a specific position
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*/
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private playExplosionAudio(position: Vector3): void {
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if (!this.audioEngine) {
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// Audio not initialized, skip silently
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return;
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}
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const sound = this.getAvailableSound();
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if (!sound) {
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debugLog("ExplosionManager: No sound available in pool");
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return;
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}
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// Create lightweight TransformNode for spatial audio positioning
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const explosionNode = new TransformNode(`explosionAudio_${Date.now()}`, this.scene);
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explosionNode.position = position.clone();
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try {
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// Attach spatial sound to the node
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sound.spatial.attach(explosionNode);
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sound.play();
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// Cleanup after explosion duration (synchronized with visual effect)
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setTimeout(() => {
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if (sound.spatial) {
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sound.spatial.detach();
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}
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explosionNode.dispose();
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}, this.config.duration);
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} catch (error) {
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debugLog("ExplosionManager: Error playing explosion audio", error);
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explosionNode.dispose();
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}
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}
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/**
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/**
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* Create sphere debris pieces for explosion
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* Create sphere debris pieces for explosion
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* MeshExploder requires an array of separate meshes
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* MeshExploder requires an array of separate meshes
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@ -53,64 +151,35 @@ export class ExplosionManager {
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* @param pieces Number of pieces to create
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* @param pieces Number of pieces to create
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* @returns Array of sphere mesh objects
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* @returns Array of sphere mesh objects
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*/
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*/
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private splitIntoSeparateMeshes(mesh: Mesh, pieces: number = 32): Mesh[] {
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private splitIntoSeparateMeshes(position: Vector3, pieces: number = 32): InstancedMesh[] {
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debugLog(`[ExplosionManager] Creating ${pieces} sphere debris pieces`);
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debugLog(`[ExplosionManager] Creating ${pieces} sphere debris pieces`);
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debugLog('[ExplosionManager] Base mesh info:', {
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position: mesh.position.toString(),
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scaling: mesh.scaling.toString(),
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hasMaterial: !!mesh.material
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});
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const meshPieces: Mesh[] = [];
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const meshPieces: InstancedMesh[] = [];
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const basePosition = mesh.position.clone();
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const baseScale = mesh.scaling.clone();
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// Create material for debris
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// Create material for debris
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const material = mesh.material?.clone('debris-material');
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if (material) {
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//(material as any).emissiveColor = Color3.Yellow();
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debugLog('[ExplosionManager] Material cloned successfully');
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} else {
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console.warn('[ExplosionManager] WARNING: No material on base mesh');
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}
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// Create sphere debris scattered around the original mesh position
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debugLog(baseScale);
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const avgScale = (baseScale.x + baseScale.y + baseScale.z) / 3;
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const debrisSize = avgScale * 0.3; // Size relative to asteroid
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debugLog('[ExplosionManager] Debris parameters:', {
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avgScale,
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debrisSize,
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offsetRadius: avgScale * 0.5
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});
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for (let i = 0; i < pieces; i++) {
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for (let i = 0; i < pieces; i++) {
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try {
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try {
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// Create a small sphere for debris
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// Create a small sphere for debris
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const sphere = MeshBuilder.CreateIcoSphere(
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const sphere = new InstancedMesh(
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`${mesh.name}_debris_${i}`,
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`debris_${i}`,
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{
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this._debrisBaseMesh);
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radius: debrisSize,
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subdivisions: 2
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}, DefaultScene.MainScene
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);
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// Position spheres in a small cluster around the original position
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// Position spheres in a small cluster around the original position
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const offsetRadius = avgScale * 0.5;
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const offsetRadius = 1;
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const angle1 = (i / pieces) * Math.PI * 2;
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const angle1 = (i / pieces) * Math.PI * 2;
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const angle2 = Math.random() * Math.PI;
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const angle2 = Math.random() * Math.PI;
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sphere.position = new Vector3(
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sphere.position = new Vector3(
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basePosition.x + Math.sin(angle2) * Math.cos(angle1) * offsetRadius,
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position.x + Math.sin(angle2) * Math.cos(angle1) * offsetRadius,
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basePosition.y + Math.sin(angle2) * Math.sin(angle1) * offsetRadius,
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position.y + Math.sin(angle2) * Math.sin(angle1) * offsetRadius,
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basePosition.z + Math.cos(angle2) * offsetRadius
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position.z + Math.cos(angle2) * offsetRadius
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);
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);
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sphere.material = material;
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sphere.isVisible = true;
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sphere.isVisible = true;
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sphere.setEnabled(true);
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sphere.setEnabled(true);
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meshPieces.push(sphere);
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meshPieces.push(sphere);
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} catch (error) {
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} catch (error) {
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console.error(`[ExplosionManager] ERROR creating debris piece ${i}:`, error);
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console.error(`[ExplosionManager] ERROR creating debris piece ${i}:`, error);
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@ -143,6 +212,10 @@ export class ExplosionManager {
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scaling: mesh.scaling.toString()
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scaling: mesh.scaling.toString()
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});
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});
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// Play explosion audio at the mesh's position
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const explosionPosition = mesh.getAbsolutePosition();
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this.playExplosionAudio(explosionPosition);
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// Get the source mesh if this is an instanced mesh
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// Get the source mesh if this is an instanced mesh
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let sourceMesh: Mesh;
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let sourceMesh: Mesh;
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if ((mesh as any).sourceMesh) {
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if ((mesh as any).sourceMesh) {
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@ -155,56 +228,40 @@ export class ExplosionManager {
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// Clone the source mesh so we don't affect the original
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// Clone the source mesh so we don't affect the original
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debugLog('[ExplosionManager] Cloning mesh...');
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debugLog('[ExplosionManager] Cloning mesh...');
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const meshToExplode = sourceMesh.clone("exploding-" + mesh.name, null, true, false);
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mesh.computeWorldMatrix(true);
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if (!meshToExplode) {
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console.error('[ExplosionManager] ERROR: Failed to clone mesh for explosion');
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return;
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}
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debugLog('[ExplosionManager] Mesh cloned successfully');
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// Apply the instance's transformation to the cloned mesh
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// Apply the instance's transformation to the cloned mesh
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meshToExplode.position = mesh.getAbsolutePosition().clone();
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const position = mesh.getAbsolutePosition().clone();
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meshToExplode.rotation = mesh.rotation.clone();
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meshToExplode.scaling = mesh.scaling.clone();
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meshToExplode.setEnabled(true);
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// Force world matrix computation
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// Force world matrix computation
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meshToExplode.computeWorldMatrix(true);
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// Check if mesh has proper geometry
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// Check if mesh has proper geometry
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if (!meshToExplode.getTotalVertices || meshToExplode.getTotalVertices() === 0) {
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if (!mesh.getTotalVertices || mesh.getTotalVertices() === 0) {
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console.error('[ExplosionManager] ERROR: Mesh has no vertices, cannot explode');
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console.error('[ExplosionManager] ERROR: Mesh has no vertices, cannot explode');
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meshToExplode.dispose();
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mesh.dispose();
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return;
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return;
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}
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}
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debugLog(`[ExplosionManager] Mesh ready for explosion:`, {
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name: meshToExplode.name,
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vertices: meshToExplode.getTotalVertices(),
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position: meshToExplode.position.toString(),
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scaling: meshToExplode.scaling.toString()
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});
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// Split the mesh into separate mesh objects (MeshExploder requirement)
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// Split the mesh into separate mesh objects (MeshExploder requirement)
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debugLog('[ExplosionManager] Splitting mesh into pieces...');
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debugLog('[ExplosionManager] Splitting mesh into pieces...');
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const meshPieces = this.splitIntoSeparateMeshes(meshToExplode, 12);
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const meshPieces = this.splitIntoSeparateMeshes(position, 12);
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if (meshPieces.length === 0) {
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if (meshPieces.length === 0) {
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console.error('[ExplosionManager] ERROR: Failed to split mesh into pieces');
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console.error('[ExplosionManager] ERROR: Failed to split mesh into pieces');
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meshToExplode.dispose();
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mesh.dispose();
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return;
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return;
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}
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}
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// Original mesh is no longer needed - the pieces replace it
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// Original mesh is no longer needed - the pieces replace it
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debugLog('[ExplosionManager] Disposing original cloned mesh');
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debugLog('[ExplosionManager] Disposing original cloned mesh');
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meshToExplode.dispose();
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mesh.dispose();
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// Create the exploder with the array of separate meshes
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// Create the exploder with the array of separate meshes
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// The second parameter is optional - it's the center mesh to explode from
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// The second parameter is optional - it's the center mesh to explode from
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// If not provided, MeshExploder will auto-calculate the center
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// If not provided, MeshExploder will auto-calculate the center
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debugLog('[ExplosionManager] Creating MeshExploder...');
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debugLog('[ExplosionManager] Creating MeshExploder...');
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try {
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try {
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const exploder = new MeshExploder(meshPieces);
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const exploder = new MeshExploder((meshPieces as unknown) as Mesh[]);
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debugLog('[ExplosionManager] MeshExploder created successfully');
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debugLog('[ExplosionManager] MeshExploder created successfully');
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debugLog(`[ExplosionManager] Starting explosion animation:`, {
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debugLog(`[ExplosionManager] Starting explosion animation:`, {
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@ -278,7 +335,7 @@ export class ExplosionManager {
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/**
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/**
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* Clean up explosion meshes
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* Clean up explosion meshes
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*/
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*/
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private cleanupExplosion(meshPieces: Mesh[]): void {
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private cleanupExplosion(meshPieces: InstancedMesh[]): void {
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debugLog('[ExplosionManager] Starting cleanup of explosion meshes...');
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debugLog('[ExplosionManager] Starting cleanup of explosion meshes...');
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let disposedCount = 0;
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let disposedCount = 0;
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@ -301,6 +358,7 @@ export class ExplosionManager {
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* Dispose of the explosion manager
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* Dispose of the explosion manager
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*/
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*/
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public dispose(): void {
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public dispose(): void {
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this._debrisBaseMesh.dispose(false, true);
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// Nothing to dispose with MeshExploder approach
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// Nothing to dispose with MeshExploder approach
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debugLog("ExplosionManager disposed");
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debugLog("ExplosionManager disposed");
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}
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}
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@ -9,7 +9,6 @@ import {
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PhysicsBody,
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PhysicsBody,
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PhysicsMotionType,
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PhysicsMotionType,
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PhysicsShapeType,
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PhysicsShapeType,
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StaticSound,
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TransformNode,
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TransformNode,
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Vector3
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Vector3
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} from "@babylonjs/core";
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} from "@babylonjs/core";
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@ -37,8 +36,6 @@ export class RockFactory {
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private static _asteroidMesh: AbstractMesh;
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private static _asteroidMesh: AbstractMesh;
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private static _explosionManager: ExplosionManager;
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private static _explosionManager: ExplosionManager;
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private static _orbitCenter: PhysicsAggregate;
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private static _orbitCenter: PhysicsAggregate;
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private static _explosionSound: StaticSound;
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private static _audioEngine: AudioEngineV2 | null = null;
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/**
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/**
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* Initialize non-audio assets (meshes, explosion manager)
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* Initialize non-audio assets (meshes, explosion manager)
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@ -67,29 +64,9 @@ export class RockFactory {
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* Call this AFTER audio engine is unlocked
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* Call this AFTER audio engine is unlocked
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*/
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*/
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public static async initAudio(audioEngine: AudioEngineV2) {
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public static async initAudio(audioEngine: AudioEngineV2) {
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this._audioEngine = audioEngine;
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debugLog('[RockFactory] Initializing audio via ExplosionManager');
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await this._explosionManager.initAudio(audioEngine);
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// Load explosion sound with spatial audio using AudioEngineV2 API
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debugLog('[RockFactory] Audio initialization complete');
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debugLog('[RockFactory] === LOADING EXPLOSION SOUND (AudioEngineV2) ===');
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debugLog('[RockFactory] Audio engine exists:', !!audioEngine);
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this._explosionSound = await audioEngine.createSoundAsync(
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"explosionSound",
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"/assets/themes/default/audio/explosion.mp3",
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{
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loop: false,
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volume: 1.0,
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spatialEnabled: true,
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spatialDistanceModel: "linear",
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spatialMaxDistance: 500,
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spatialMinUpdateTime: .5,
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spatialRolloffFactor: 1
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}
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);
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debugLog('[RockFactory] ✓ Explosion sound loaded successfully');
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|
||||||
debugLog('[RockFactory] Spatial enabled:', !!this._explosionSound.spatial);
|
|
||||||
debugLog('[RockFactory] === EXPLOSION SOUND READY ===');
|
|
||||||
}
|
}
|
||||||
private static async loadMesh() {
|
private static async loadMesh() {
|
||||||
debugLog('loading mesh');
|
debugLog('loading mesh');
|
||||||
@ -139,61 +116,36 @@ export class RockFactory {
|
|||||||
|
|
||||||
// Get the asteroid mesh before disposing
|
// Get the asteroid mesh before disposing
|
||||||
const asteroidMesh = eventData.collider.transformNode as AbstractMesh;
|
const asteroidMesh = eventData.collider.transformNode as AbstractMesh;
|
||||||
const asteroidPosition = asteroidMesh.getAbsolutePosition();
|
|
||||||
debugLog('[RockFactory] Asteroid mesh to explode:', {
|
debugLog('[RockFactory] Asteroid mesh to explode:', {
|
||||||
name: asteroidMesh.name,
|
name: asteroidMesh.name,
|
||||||
id: asteroidMesh.id,
|
id: asteroidMesh.id,
|
||||||
position: asteroidPosition.toString()
|
position: asteroidMesh.getAbsolutePosition().toString()
|
||||||
});
|
});
|
||||||
|
|
||||||
// Create lightweight TransformNode for spatial audio (no geometry needed)
|
// Dispose asteroid physics objects BEFORE explosion (to prevent double-disposal)
|
||||||
const explosionNode = new TransformNode(
|
debugLog('[RockFactory] Disposing asteroid physics objects...');
|
||||||
`explosion_${asteroidMesh.id}_${Date.now()}`,
|
if (eventData.collider.shape) {
|
||||||
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();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Play explosion using ExplosionManager (clones mesh internally)
|
|
||||||
debugLog('[RockFactory] Calling ExplosionManager.playExplosion()...');
|
|
||||||
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.shape.dispose();
|
||||||
eventData.collider.transformNode.dispose();
|
}
|
||||||
|
if (eventData.collider) {
|
||||||
eventData.collider.dispose();
|
eventData.collider.dispose();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Play explosion (visual + audio handled by ExplosionManager)
|
||||||
|
// Note: ExplosionManager will dispose the asteroid mesh after explosion
|
||||||
|
RockFactory._explosionManager.playExplosion(asteroidMesh);
|
||||||
|
|
||||||
|
// Dispose projectile physics objects
|
||||||
|
debugLog('[RockFactory] Disposing projectile physics objects...');
|
||||||
|
if (eventData.collidedAgainst.shape) {
|
||||||
eventData.collidedAgainst.shape.dispose();
|
eventData.collidedAgainst.shape.dispose();
|
||||||
|
}
|
||||||
|
if (eventData.collidedAgainst.transformNode) {
|
||||||
eventData.collidedAgainst.transformNode.dispose();
|
eventData.collidedAgainst.transformNode.dispose();
|
||||||
|
}
|
||||||
|
if (eventData.collidedAgainst) {
|
||||||
eventData.collidedAgainst.dispose();
|
eventData.collidedAgainst.dispose();
|
||||||
|
}
|
||||||
debugLog('[RockFactory] Disposal complete');
|
debugLog('[RockFactory] Disposal complete');
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -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);
|
|
||||||
});
|
|
||||||
|
|
||||||
*/
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -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;
|
|
||||||
}
|
|
||||||
@ -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;
|
|
||||||
}
|
|
||||||
Loading…
Reference in New Issue
Block a user