Fix status screen to follow camera using parenting
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Changed status screen from manual position updates to automatic camera-following using parent-child relationship. **Modified: src/statusScreen.ts** - Removed Observer import (no longer needed) - Removed _updateObserver property - Modified initialize() method: - Parent _screenMesh to camera for automatic following - Set position to (0, 0, 2) in local space (2 meters forward) - Commented out rotation.y = Math.PI (not needed with proper texture orientation) - Set renderingGroupId to 3 for always-on-top rendering - Simplified show() method: - Removed manual position/lookAt/rotate calculations - Just enable mesh and update statistics - Parenting handles all positioning automatically - hide() method unchanged (already simple) Benefits: - Zero per-frame overhead (no render loop needed) - Screen automatically follows camera movement in VR - Matches existing architecture (scoreboard, sight use same pattern) - Works in both desktop and VR - Simpler, more maintainable code The screen now properly follows the user's head movement and stays 2 meters in front of the camera at all times. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@ -53,6 +53,12 @@ export class StatusScreen {
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this._scene
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this._scene
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);
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);
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// Parent to camera for automatic following
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this._screenMesh.parent = this._camera;
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this._screenMesh.position = new Vector3(0, 0, 2); // 2 meters forward in local space
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//this._screenMesh.rotation.y = Math.PI; // Face backward (toward user)
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this._screenMesh.renderingGroupId = 3; // Always render on top
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// Create material
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// Create material
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const material = new StandardMaterial("statusScreenMaterial", this._scene);
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const material = new StandardMaterial("statusScreenMaterial", this._scene);
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this._screenMesh.material = material;
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this._screenMesh.material = material;
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@ -163,24 +169,14 @@ export class StatusScreen {
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* Show the status screen
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* Show the status screen
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*/
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*/
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public show(): void {
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public show(): void {
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if (!this._screenMesh || !this._camera) {
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if (!this._screenMesh) {
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return;
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return;
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}
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}
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// Update statistics before showing
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// Update statistics before showing
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this.updateStatistics();
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this.updateStatistics();
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// Position screen 2 meters in front of camera
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// Simply enable the mesh - position/rotation handled by parenting
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const cameraForward = this._camera.forward;
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const offset = cameraForward.scale(2.0);
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this._screenMesh.position = this._camera.position.add(offset);
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// Make screen face the camera
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this._screenMesh.lookAt(this._camera.position);
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// Rotate 180 degrees to face the right way
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this._screenMesh.rotate(Vector3.Up(), Math.PI);
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this._screenMesh.setEnabled(true);
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this._screenMesh.setEnabled(true);
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this._isVisible = true;
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this._isVisible = true;
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}
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}
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