Refactor ship controls to force-based physics with world-space transformations
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- Replace accumulated velocity approach with direct force application
- Transform local direction vectors to world space before applying forces
- Fix explosion animation to use Babylon's render loop instead of requestAnimationFrame
- Simplify Ship constructor and remove ControllerStickMode enum
- Comment out all renderingGroupId assignments for performance testing
- Add comprehensive CONTROLLER_THRUST.md documentation
- Fix audio engine initialization in Level1
- Update to ship2.glb model
- Adjust physics damping values for better control feel
- Add applyForces() calls to keyboard and mouse handlers

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

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Michael Mainguy 2025-10-31 11:20:31 -05:00
parent 72bd25b686
commit c21bd93c72
9 changed files with 420 additions and 116 deletions

327
CONTROLLER_THRUST.md Normal file
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@ -0,0 +1,327 @@
# Controller Thrust System Analysis
## Overview
The ship's thrust system uses VR controller thumbsticks to apply physics forces and torques to the ship. The system applies forces gradually up to a maximum velocity, providing momentum-based movement with velocity caps.
## Control Mapping
### Left Thumbstick
- **Y Axis (up/down)**: Linear thrust forward/backward
- **X Axis (left/right)**: Yaw rotation (turning left/right)
### Right Thumbstick
- **Y Axis (up/down)**: Pitch rotation (nose up/down)
- **X Axis (left/right)**: Roll rotation (barrel roll)
### Trigger
- Fires weapons
---
## Constants & Configuration
Located in `src/ship.ts:26-29`:
```typescript
const MAX_LINEAR_VELOCITY = 80; // Maximum forward/backward speed
const MAX_ANGULAR_VELOCITY = 1.9; // Maximum rotation speed
const LINEAR_FORCE_MULTIPLIER = 600; // Thrust force strength
const ANGULAR_FORCE_MULTIPLIER = 18; // Torque strength
```
---
## Linear Thrust Implementation
### Code Location
`src/ship.ts:321-366` - Inside `updateVelocity()` method
### How It Works
1. **Input Detection**: Checks if left stick Y axis has significant deflection (`> 0.01`)
2. **Velocity Check**: Gets current speed from physics body
```typescript
const currentSpeed = currentLinearVelocity.length();
```
3. **Force Calculation**:
```typescript
const forceDirection = this._ship.forward.scale(-this._leftStickVector.y);
const force = forceDirection.scale(LINEAR_FORCE_MULTIPLIER);
```
4. **Force Application**: Only applies force if below max velocity
```typescript
if (currentSpeed < MAX_LINEAR_VELOCITY) {
body.applyForce(force, this._ship.absolutePosition);
}
```
5. **Velocity Clamping**: After force application, clamps total velocity
```typescript
if (currentSpeed > MAX_LINEAR_VELOCITY) {
const clampedVelocity = currentLinearVelocity.normalize().scale(MAX_LINEAR_VELOCITY);
body.setLinearVelocity(clampedVelocity);
}
```
### Key Assumptions About Babylon.js APIs
#### ✅ VERIFIED from code and user confirmation:
- `this._ship.forward` returns a unit vector in **local space** (NOT world space)
- `body.getLinearVelocity()` returns current velocity vector in world space
- `body.applyForce(force, position)` applies force at a point (standard physics API)
- `body.applyForce()` expects forces in **world space** coordinates
#### ⚠️ ASSUMED (not verified from documentation):
- `this._ship.absolutePosition` is the correct point to apply force for center-of-mass thrust
### Current Issues
**CRITICAL PROBLEM #1**: `this._ship.forward` returns a vector in **local space**, but `body.applyForce()` expects **world space** coordinates. The local direction vector must be transformed to world space before applying force.
**What's happening**:
- `this._ship.forward` = Local -Z axis vector (NOT in world space)
- This local vector is passed directly to `applyForce()` which expects world space
- Force is applied incorrectly because of coordinate space mismatch
**What's needed**:
- Use Z-axis for forward/backward thrust (matches bullet direction)
- Transform local direction to world space using `Vector3.TransformNormal(localDir, this._ship.getWorldMatrix())`
---
## Angular Thrust Implementation
### Code Location
`src/ship.ts:368-440` - Inside `updateVelocity()` method
### How It Works
1. **Input Collection**:
```typescript
const yaw = this._leftStickVector.x; // Left stick X
const pitch = -this._rightStickVector.y; // Right stick Y (inverted)
const roll = -this._rightStickVector.x; // Right stick X (inverted)
```
2. **Torque Calculation**:
```typescript
const torque = new Vector3(pitch, yaw, roll).scale(ANGULAR_FORCE_MULTIPLIER);
```
3. **Apply Angular Impulse**:
```typescript
body.applyAngularImpulse(torque);
```
4. **Angular Velocity Clamping**:
```typescript
if (currentAngularSpeed > MAX_ANGULAR_VELOCITY) {
const clampedAngularVelocity = currentAngularVelocity.normalize().scale(MAX_ANGULAR_VELOCITY);
body.setAngularVelocity(clampedAngularVelocity);
}
```
### Key Assumptions About Babylon.js APIs
#### ✅ VERIFIED from code:
- Angular impulse is applied every frame based on stick input
- Angular velocity is clamped to maximum rotation speed
#### ⚠️ ASSUMED (not verified):
- `body.applyAngularImpulse(torque)` expects torque vector in **world space** coordinates
- The torque vector components `(X, Y, Z)` directly map to rotation around world axes
- Angular impulse accumulates with existing angular velocity
### Current Issues
**CRITICAL PROBLEM**: The torque is being constructed as a simple vector `(pitch, yaw, roll)` in what appears to be local space, but `body.applyAngularImpulse()` expects **world space** coordinates.
**What's happening**:
- Torque = `Vector3(pitch, yaw, roll)` - intended as local space rotations
- Passed directly to `applyAngularImpulse()` which expects world space
- Ship rotates around wrong axes because of coordinate space mismatch
**What's needed**:
- Define torque in local space: X=pitch, Y=yaw, Z=roll
- Transform to world space before applying
- Pitch: Rotation around ship's local X-axis (right vector)
- Yaw: Rotation around ship's local Y-axis (up vector)
- Roll: Rotation around ship's local Z-axis (forward vector)
**Required Fix**: Transform the torque from local space to world space:
```typescript
const localTorque = new Vector3(pitch, yaw, roll).scale(ANGULAR_FORCE_MULTIPLIER);
const worldTorque = Vector3.TransformNormal(localTorque, this._ship.getWorldMatrix());
body.applyAngularImpulse(worldTorque);
```
---
## Debug Visualization
### Activation
- Press `d` key to toggle debug mode (currently defaults to ON)
- Debug lines are drawn in rendering group 3 (always on top)
### Visual Indicators
**Linear Force** (Yellow line):
- Drawn from camera position
- Shows direction and magnitude of thrust force
- Only visible when applying forward/backward thrust
**Angular Forces**:
- **Red line**: Pitch torque around ship's right axis (X)
- **Green line**: Yaw torque around ship's up axis (Y)
- **Blue line**: Roll torque around ship's forward axis (Z)
### Debug Visualization Code Location
`src/ship.ts:221-232` - `drawDebugVector()` method
### How Debug Lines Are Positioned
```typescript
const cameraPos = this._camera.globalPosition.clone();
const cameraForward = this._camera.getFrontPosition(1);
const start = cameraPos.add(cameraForward.scale(1)).add(offset);
```
#### ⚠️ ASSUMPTION:
- `this._camera.getFrontPosition(1)` returns a position 1 unit in front of camera
- This is not a standard Babylon.js API method (expected `getDirection()` instead)
- May be causing debug lines to not render correctly
---
## Physics Body Properties
The ship physics body is configured with:
```typescript
mass: 100
linearDamping: 0.1 // Causes gradual velocity decay
angularDamping: 0.2 // Causes gradual rotation decay
motionType: DYNAMIC // Affected by forces and gravity (if enabled)
```
### How Damping Affects Movement
**Linear Damping (0.1)**:
- When no thrust is applied, ship gradually slows down
- 10% velocity reduction per physics step (approximate)
- Creates "drag in space" effect
**Angular Damping (0.2)**:
- When no rotation input, ship gradually stops spinning
- 20% angular velocity reduction per physics step (approximate)
- Prevents indefinite spinning
---
## Expected Behavior vs Current Implementation
### Linear Thrust
| Expected | Current Implementation | Status |
|----------|----------------------|--------|
| Thrust along local Z-axis | Thrust along local Z-axis (forward) | ✅ **CORRECT** |
| Gradual acceleration | ✅ Applies force up to max velocity | ✅ Correct |
| Velocity clamping | ✅ Clamps to MAX_LINEAR_VELOCITY | ✅ Correct |
| World-space force | ✅ Transforms to world space | ✅ **CORRECT** |
### Angular Thrust
| Expected | Current Implementation | Status |
|----------|----------------------|--------|
| Rotation around local axes | ✅ Transforms to world space | ✅ **CORRECT** |
| Torque transformation | ✅ Uses Vector3.TransformNormal | ✅ **CORRECT** |
| Velocity clamping | ✅ Clamps angular velocity | ✅ Correct |
---
## Audio Feedback
### Primary Thrust Sound
- Triggered when left stick Y > 0.1
- Volume scales with stick deflection
- Looping thrust sound
### Secondary Thrust Sound
- Triggered when any rotation input detected
- Volume scales with combined rotation input magnitude
- Looping thrust sound
---
## Recommended Fixes
### 1. Fix Linear Thrust Direction and Coordinate Space ✅ FIXED
**Changed** from:
```typescript
const forceDirection = this._ship.forward.scale(-this._leftStickVector.y);
const force = forceDirection.scale(LINEAR_FORCE_MULTIPLIER);
```
To:
```typescript
// Get local direction (Z-axis for forward/backward thrust)
const localDirection = new Vector3(0, 0, -this._leftStickVector.y);
// Transform to world space
const worldDirection = Vector3.TransformNormal(localDirection, this._ship.getWorldMatrix());
const force = worldDirection.scale(LINEAR_FORCE_MULTIPLIER);
```
### 2. Fix Angular Thrust Coordinate Space
**Change lines 382-383** from:
```typescript
const torque = new Vector3(pitch, yaw, roll).scale(ANGULAR_FORCE_MULTIPLIER);
body.applyAngularImpulse(torque);
```
To:
```typescript
const localTorque = new Vector3(pitch, yaw, roll).scale(ANGULAR_FORCE_MULTIPLIER);
const worldTorque = Vector3.TransformNormal(localTorque, this._ship.getWorldMatrix());
body.applyAngularImpulse(worldTorque);
```
### 3. Fix Debug Visualization Camera Method
**Change line 224** from:
```typescript
const cameraForward = this._camera.getFrontPosition(1);
```
To:
```typescript
const cameraForward = this._camera.getDirection(Vector3.Forward());
```
---
## Open Questions
1. **Force Application Point**: Is `this._ship.absolutePosition` the center of mass, or should force be applied at a specific offset?
2. **Coordinate System Convention**: What is the ship's default orientation in local space?
- Is +Y up, +Z forward, +X right? (Standard)
- Or does the ship model use a different convention?
3. **Angular Impulse vs Torque**: Should we use `applyAngularImpulse()` or a continuous torque application method?
4. **Velocity Check Logic**: Currently checks total speed before applying force. Should we instead check velocity component in the thrust direction?
---
## Testing Recommendations
With debug mode enabled, verify:
1. **Yellow thrust line** points in intended thrust direction when moving stick
2. **Red/Green/Blue rotation lines** show rotation axes correctly aligned with ship orientation
3. Ship accelerates smoothly without hitting velocity cap too quickly
4. Ship rotates around its own axes, not around world axes
5. Damping brings ship to rest when sticks are released

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@ -103,7 +103,7 @@ export class BackgroundStars {
mat.disableDepthWrite = true; mat.disableDepthWrite = true;
// Stars should be in the background // Stars should be in the background
mesh.renderingGroupId = 0; // mesh.renderingGroupId = 0;
// Make stars always render behind everything else // Make stars always render behind everything else
mesh.isPickable = false; mesh.isPickable = false;

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@ -213,13 +213,13 @@ export class ExplosionManager {
maxForce: this.config.explosionForce maxForce: this.config.explosionForce
}); });
// Animate the explosion by calling explode() each frame with increasing values // Animate the explosion using Babylon's render loop instead of requestAnimationFrame
const startTime = Date.now(); const startTime = Date.now();
const animationDuration = this.config.duration; const animationDuration = this.config.duration;
const maxForce = this.config.explosionForce; const maxForce = this.config.explosionForce;
let frameCount = 0; let frameCount = 0;
const animate = () => { const animationObserver = this.scene.onBeforeRenderObservable.add(() => {
const elapsed = Date.now() - startTime; const elapsed = Date.now() - startTime;
const progress = Math.min(elapsed / animationDuration, 1.0); const progress = Math.min(elapsed / animationDuration, 1.0);
@ -254,18 +254,16 @@ export class ExplosionManager {
} }
// Continue animation if not complete // Continue animation if not complete
if (progress < 1.0) { if (progress >= 1.0) {
requestAnimationFrame(animate); // Animation complete - remove observer and clean up
} else {
// Animation complete - clean up
console.log(`[ExplosionManager] Animation complete after ${frameCount} frames, cleaning up`); console.log(`[ExplosionManager] Animation complete after ${frameCount} frames, cleaning up`);
this.scene.onBeforeRenderObservable.remove(animationObserver);
this.cleanupExplosion(meshPieces); this.cleanupExplosion(meshPieces);
} }
}; });
// Start the animation // Log that animation loop is registered
console.log('[ExplosionManager] Starting animation loop...'); console.log('[ExplosionManager] Starting animation loop...');
animate();
} catch (error) { } catch (error) {
console.error('[ExplosionManager] ERROR creating MeshExploder:', error); console.error('[ExplosionManager] ERROR creating MeshExploder:', error);
// Clean up pieces if exploder failed // Clean up pieces if exploder failed

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@ -38,7 +38,7 @@ export class Level1 implements Level {
this._levelConfig = levelConfig; this._levelConfig = levelConfig;
this._audioEngine = audioEngine; this._audioEngine = audioEngine;
this._deserializer = new LevelDeserializer(levelConfig); this._deserializer = new LevelDeserializer(levelConfig);
this._ship = new Ship(undefined, audioEngine); this._ship = new Ship(audioEngine);
this._scoreboard = new Scoreboard(); this._scoreboard = new Scoreboard();
const xr = DefaultScene.XR; const xr = DefaultScene.XR;

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@ -39,7 +39,7 @@ export class Scoreboard {
console.log('Scoreboard parent:', parent); console.log('Scoreboard parent:', parent);
console.log('Initializing scoreboard'); console.log('Initializing scoreboard');
const scoreboard = MeshBuilder.CreatePlane("scoreboard", {width: 1, height: 1}, scene); const scoreboard = MeshBuilder.CreatePlane("scoreboard", {width: 1, height: 1}, scene);
scoreboard.renderingGroupId = 3; // scoreboard.renderingGroupId = 3;
const material = new StandardMaterial("scoreboard", scene); const material = new StandardMaterial("scoreboard", scene);
scoreboard.parent =parent; scoreboard.parent =parent;

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@ -1,16 +1,14 @@
import { import {
AbstractMesh, Angle, AbstractMesh,
Color3, Color3,
DirectionalLight,
FreeCamera, FreeCamera,
GlowLayer, InstancedMesh, Mesh, InstancedMesh, Mesh,
MeshBuilder, MeshBuilder,
Observable, Observable,
PhysicsAggregate, PhysicsAggregate,
PhysicsMotionType, PhysicsMotionType,
PhysicsShapeType, PointLight, PhysicsShapeType, PointLight,
SceneLoader, SceneLoader,
SpotLight,
StandardMaterial, StandardMaterial,
TransformNode, TransformNode,
Vector2, Vector2,
@ -23,7 +21,10 @@ import type {AudioEngineV2, StaticSound} from "@babylonjs/core";
import {DefaultScene} from "./defaultScene"; import {DefaultScene} from "./defaultScene";
import { GameConfig } from "./gameConfig"; import { GameConfig } from "./gameConfig";
import { Sight } from "./sight"; import { Sight } from "./sight";
const MAX_FORWARD_THRUST = 40; const MAX_LINEAR_VELOCITY = 80;
const MAX_ANGULAR_VELOCITY = 1.8;
const LINEAR_FORCE_MULTIPLIER = 800;
const ANGULAR_FORCE_MULTIPLIER = 20;
const controllerComponents = [ const controllerComponents = [
'a-button', 'a-button',
@ -47,18 +48,11 @@ type ControllerEvent = {
} }
enum ControllerStickMode {
BEGINNER,
ARCADE,
REALISTIC
}
export class Ship { export class Ship {
private _ship: TransformNode; private _ship: TransformNode;
private _controllerObservable: Observable<ControllerEvent> = new Observable<ControllerEvent>(); private _controllerObservable: Observable<ControllerEvent> = new Observable<ControllerEvent>();
private _ammoMaterial: StandardMaterial; private _ammoMaterial: StandardMaterial;
private _forwardNode: TransformNode;
private _rotationNode: TransformNode;
private _primaryThrustVectorSound: StaticSound; private _primaryThrustVectorSound: StaticSound;
private _secondaryThrustVectorSound: StaticSound; private _secondaryThrustVectorSound: StaticSound;
private _shot: StaticSound; private _shot: StaticSound;
@ -67,19 +61,14 @@ export class Ship {
private _shooting: boolean = false; private _shooting: boolean = false;
private _camera: FreeCamera; private _camera: FreeCamera;
private _ammoBaseMesh: AbstractMesh; private _ammoBaseMesh: AbstractMesh;
private _controllerMode: ControllerStickMode;
private _active = false;
private _audioEngine: AudioEngineV2; private _audioEngine: AudioEngineV2;
private _sight: Sight; private _sight: Sight;
constructor(mode: ControllerStickMode = ControllerStickMode.BEGINNER, audioEngine?: AudioEngineV2) {
this._controllerMode = mode; constructor( audioEngine?: AudioEngineV2) {
this._audioEngine = audioEngine; this._audioEngine = audioEngine;
this.setup(); this.setup();
this.initialize(); this.initialize();
} }
public set controllerMode(mode: ControllerStickMode) {
this._controllerMode = mode;
}
private async initializeSounds() { private async initializeSounds() {
if (!this._audioEngine) return; if (!this._audioEngine) return;
@ -171,10 +160,6 @@ export class Ship {
this.setupKeyboard(); this.setupKeyboard();
this.setupMouse(); this.setupMouse();
this._controllerObservable.add(this.controllerCallback); this._controllerObservable.add(this.controllerCallback);
this._forwardNode = new TransformNode("forward", DefaultScene.MainScene);
this._rotationNode = new TransformNode("rotation", DefaultScene.MainScene);
this._forwardNode.parent = this._ship;
this._rotationNode.parent = this._ship;
this._camera = new FreeCamera("Flat Camera", this._camera = new FreeCamera("Flat Camera",
new Vector3(0, .5, 0), new Vector3(0, .5, 0),
DefaultScene.MainScene); DefaultScene.MainScene);
@ -193,17 +178,11 @@ export class Ship {
centerGap: 0.5 centerGap: 0.5
}); });
let i = 0;
DefaultScene.MainScene.onBeforeRenderObservable.add(() => {
if (i++ % 10 == 0) {
this.applyForce();
}
});
this._active = true;
} }
private async initialize() { private async initialize() {
const importMesh = await SceneLoader.ImportMeshAsync(null, "./", "ship1.glb", DefaultScene.MainScene); const importMesh = await SceneLoader.ImportMeshAsync(null, "./", "ship2.glb", DefaultScene.MainScene);
const shipMesh = importMesh.meshes[0]; const shipMesh = importMesh.meshes[0];
shipMesh.id = "shipMesh"; shipMesh.id = "shipMesh";
shipMesh.name = "shipMesh"; shipMesh.name = "shipMesh";
@ -224,9 +203,10 @@ export class Ship {
mesh: (geo as Mesh) // Use the actual ship geometry mesh: (geo as Mesh) // Use the actual ship geometry
}, DefaultScene.MainScene); }, DefaultScene.MainScene);
agg.body.setMotionType(PhysicsMotionType.DYNAMIC); agg.body.setMotionType(PhysicsMotionType.DYNAMIC);
agg.body.setLinearDamping(.1); agg.body.setLinearDamping(.2);
agg.body.setAngularDamping(.2); agg.body.setAngularDamping(.3);
agg.body.setAngularVelocity(new Vector3(0, 0, 0)); agg.body.setAngularVelocity(new Vector3(0, 0, 0));
agg.body.setCollisionCallbackEnabled(true); agg.body.setCollisionCallbackEnabled(true);
} else { } else {
@ -249,12 +229,12 @@ export class Ship {
//shipMesh.rotation.y = Math.PI; //shipMesh.rotation.y = Math.PI;
//shipMesh.position.y = 1; //shipMesh.position.y = 1;
shipMesh.position.z = -1; shipMesh.position.z = -1;
shipMesh.renderingGroupId = 3; // shipMesh.renderingGroupId = 3;
const light = new PointLight("ship.light", new Vector3(0, .5, .1), DefaultScene.MainScene); const light = new PointLight("ship.light", new Vector3(0, .5, .1), DefaultScene.MainScene);
light.intensity = 4; light.intensity = 4;
light.includedOnlyMeshes = [shipMesh]; light.includedOnlyMeshes = [shipMesh];
for (const mesh of shipMesh.getChildMeshes()) { for (const mesh of shipMesh.getChildMeshes()) {
mesh.renderingGroupId = 3; // mesh.renderingGroupId = 3;
if (mesh.material.id.indexOf('glass') === -1) { if (mesh.material.id.indexOf('glass') === -1) {
light.includedOnlyMeshes.push(mesh); light.includedOnlyMeshes.push(mesh);
} }
@ -266,10 +246,6 @@ export class Ship {
private _leftStickVector = Vector2.Zero().clone(); private _leftStickVector = Vector2.Zero().clone();
private _rightStickVector = Vector2.Zero().clone(); private _rightStickVector = Vector2.Zero().clone();
private _forwardValue = 0;
private _yawValue = 0;
private _rollValue = 0;
private _pitchValue = 0;
private _mouseDown = false; private _mouseDown = false;
private _mousePos = new Vector2(0, 0); private _mousePos = new Vector2(0, 0);
@ -277,74 +253,91 @@ export class Ship {
return this._ship; return this._ship;
} }
private applyForces() {
private applyForce() {
if (!this?._ship?.physicsBody) { if (!this?._ship?.physicsBody) {
return; return;
} }
const body = this._ship.physicsBody; const body = this._ship.physicsBody;
//If we're moving over MAX_FORWARD_THRUST, we can't add any more thrust,
//just continue at MAX_FORWARD_THRUST
if (Math.abs(this._forwardValue) > MAX_FORWARD_THRUST) {
this._forwardValue = Math.sign(this._forwardValue) * MAX_FORWARD_THRUST;
}
//if forward thrust is under 40 we can apply more thrust // Get current velocities for velocity cap checks
if (Math.abs(this._forwardValue) <= MAX_FORWARD_THRUST) { const currentLinearVelocity = body.getLinearVelocity();
if (Math.abs(this._leftStickVector.y) > .1) { const currentAngularVelocity = body.getAngularVelocity();
if (this._primaryThrustVectorSound && !this._primaryThrustPlaying) { const currentSpeed = currentLinearVelocity.length();
this._primaryThrustVectorSound.play();
this._primaryThrustPlaying = true; // Apply linear force from left stick Y (forward/backward)
} if (Math.abs(this._leftStickVector.y) > .1) {
if (this._primaryThrustVectorSound) { // Only apply force if we haven't reached max velocity
this._primaryThrustVectorSound.volume = Math.abs(this._leftStickVector.y); if (currentSpeed < MAX_LINEAR_VELOCITY) {
} // Get local direction (Z-axis for forward/backward thrust)
this._forwardValue += this._leftStickVector.y * .8; const localDirection = new Vector3(0, 0, -this._leftStickVector.y);
} else { // Transform to world space - TransformNode vectors are in local space!
if (this._primaryThrustVectorSound && this._primaryThrustPlaying) { const worldDirection = Vector3.TransformNormal(localDirection, this._ship.getWorldMatrix());
this._primaryThrustVectorSound.stop(); const force = worldDirection.scale(LINEAR_FORCE_MULTIPLIER);
this._primaryThrustPlaying = false; body.applyForce(force, this._ship.physicsBody.transformNode.absolutePosition);
}
this._forwardValue = decrementValue(this._forwardValue, .98); }
// Handle primary thrust sound
if (this._primaryThrustVectorSound && !this._primaryThrustPlaying) {
this._primaryThrustVectorSound.play();
this._primaryThrustPlaying = true;
}
if (this._primaryThrustVectorSound) {
this._primaryThrustVectorSound.volume = Math.abs(this._leftStickVector.y);
}
} else {
// Stop thrust sound when no input
if (this._primaryThrustVectorSound && this._primaryThrustPlaying) {
this._primaryThrustVectorSound.stop();
this._primaryThrustPlaying = false;
} }
} }
this._yawValue = adjustStickValue(this._leftStickVector.x, this._yawValue); // Calculate rotation magnitude for torque and sound
this._rollValue = adjustStickValue(this._rightStickVector.x, this._rollValue); const rotationMagnitude = Math.abs(this._rightStickVector.y) +
this._pitchValue = adjustStickValue(this._rightStickVector.y, this._pitchValue);
this._forwardNode.position.z = this._forwardValue;
this._rotationNode.position.y = this._yawValue;
this._rotationNode.position.z = -this._rollValue;
this._rotationNode.position.x = -this._pitchValue;
const thrust2 = Math.abs(this._rightStickVector.y) +
Math.abs(this._rightStickVector.x) + Math.abs(this._rightStickVector.x) +
Math.abs(this._leftStickVector.x); Math.abs(this._leftStickVector.x);
if (thrust2 > .01) { // Apply angular forces if any stick has significant rotation input
if (rotationMagnitude > .1) {
const currentAngularSpeed = currentAngularVelocity.length();
// Only apply torque if we haven't reached max angular velocity
if (currentAngularSpeed < MAX_ANGULAR_VELOCITY) {
const yaw = this._leftStickVector.x;
const pitch = -this._rightStickVector.y;
const roll = -this._rightStickVector.x;
// Create torque in local space, then transform to world space
const localTorque = new Vector3(pitch, yaw, roll).scale(ANGULAR_FORCE_MULTIPLIER);
const worldTorque = Vector3.TransformNormal(localTorque, this._ship.getWorldMatrix());
body.applyAngularImpulse(worldTorque);
// Debug visualization for angular forces
}
// Handle secondary thrust sound for rotation
if (this._secondaryThrustVectorSound && !this._secondaryThrustPlaying) { if (this._secondaryThrustVectorSound && !this._secondaryThrustPlaying) {
this._secondaryThrustVectorSound.play(); this._secondaryThrustVectorSound.play();
this._secondaryThrustPlaying = true; this._secondaryThrustPlaying = true;
} }
if (this._secondaryThrustVectorSound) { if (this._secondaryThrustVectorSound) {
this._secondaryThrustVectorSound.volume = thrust2 * .4; this._secondaryThrustVectorSound.volume = rotationMagnitude * .4;
} }
} else { } else {
// Stop rotation thrust sound when no input
if (this._secondaryThrustVectorSound && this._secondaryThrustPlaying) { if (this._secondaryThrustVectorSound && this._secondaryThrustPlaying) {
this._secondaryThrustVectorSound.stop(); this._secondaryThrustVectorSound.stop();
this._secondaryThrustPlaying = false; this._secondaryThrustPlaying = false;
} }
} }
body.setAngularVelocity(this._rotationNode.absolutePosition.subtract(this._ship.absolutePosition));
body.setLinearVelocity(this._forwardNode.absolutePosition.subtract(this._ship.absolutePosition).scale(-1));
} }
private controllerCallback = (controllerEvent: ControllerEvent) => { private controllerCallback = (controllerEvent: ControllerEvent) => {
// Log first few events to verify they're firing // Log first few events to verify they're firing
if (controllerEvent.type == 'thumbstick') { if (controllerEvent.type == 'thumbstick') {
if (controllerEvent.hand == 'left') { if (controllerEvent.hand == 'left') {
this._leftStickVector.x = controllerEvent.axisData.x; this._leftStickVector.x = controllerEvent.axisData.x;
@ -354,9 +347,8 @@ export class Ship {
if (controllerEvent.hand == 'right') { if (controllerEvent.hand == 'right') {
this._rightStickVector.x = controllerEvent.axisData.x; this._rightStickVector.x = controllerEvent.axisData.x;
this._rightStickVector.y = controllerEvent.axisData.y; this._rightStickVector.y = controllerEvent.axisData.y;
} }
this.applyForce(); this.applyForces();
} }
if (controllerEvent.type == 'button') { if (controllerEvent.type == 'button') {
if (controllerEvent.component.type == 'trigger') { if (controllerEvent.component.type == 'trigger') {
@ -401,6 +393,7 @@ export class Ship {
} else { } else {
this._rightStickVector.y = Math.sign(yInc); this._rightStickVector.y = Math.sign(yInc);
} }
this.applyForces();
}; };
} }
@ -443,6 +436,7 @@ export class Ship {
break; break;
} }
this.applyForces();
}; };
} }
@ -534,21 +528,7 @@ export class Ship {
if (this._sight) { if (this._sight) {
this._sight.dispose(); this._sight.dispose();
} }
// Add other cleanup as needed // Add other cleanup as needed
} }
} }
function decrementValue(value: number, increment: number = .8): number {
if (Math.abs(value) < .01) {
return 0;
} else {
return value * increment;
}
}
function adjustStickValue(stickVector: number, thrustValue: number): number {
if (Math.abs(stickVector) > .03) {
return thrustValue + (Math.pow(stickVector, 3) * .1);
} else {
return decrementValue(thrustValue, .85);
}
}

View File

@ -79,7 +79,7 @@ export class Sight {
}, this.scene); }, this.scene);
this.circle.parent = this.reticleGroup; this.circle.parent = this.reticleGroup;
this.circle.material = material; this.circle.material = material;
this.circle.renderingGroupId = this.config.renderingGroupId; // this.circle.renderingGroupId = this.config.renderingGroupId;
// Create crosshair lines (4 lines extending from center gap) // Create crosshair lines (4 lines extending from center gap)
this.createCrosshairLines(material); this.createCrosshairLines(material);
@ -102,7 +102,7 @@ export class Sight {
topLine.parent = this.reticleGroup; topLine.parent = this.reticleGroup;
topLine.position.y = gap + length / 2; topLine.position.y = gap + length / 2;
topLine.material = material; topLine.material = material;
topLine.renderingGroupId = this.config.renderingGroupId; // topLine.renderingGroupId = this.config.renderingGroupId;
this.crosshairLines.push(topLine); this.crosshairLines.push(topLine);
// Bottom line // Bottom line
@ -114,7 +114,7 @@ export class Sight {
bottomLine.parent = this.reticleGroup; bottomLine.parent = this.reticleGroup;
bottomLine.position.y = -(gap + length / 2); bottomLine.position.y = -(gap + length / 2);
bottomLine.material = material; bottomLine.material = material;
bottomLine.renderingGroupId = this.config.renderingGroupId; // bottomLine.renderingGroupId = this.config.renderingGroupId;
this.crosshairLines.push(bottomLine); this.crosshairLines.push(bottomLine);
// Left line // Left line
@ -126,7 +126,7 @@ export class Sight {
leftLine.parent = this.reticleGroup; leftLine.parent = this.reticleGroup;
leftLine.position.x = -(gap + length / 2); leftLine.position.x = -(gap + length / 2);
leftLine.material = material; leftLine.material = material;
leftLine.renderingGroupId = this.config.renderingGroupId; // leftLine.renderingGroupId = this.config.renderingGroupId;
this.crosshairLines.push(leftLine); this.crosshairLines.push(leftLine);
// Right line // Right line
@ -138,7 +138,7 @@ export class Sight {
rightLine.parent = this.reticleGroup; rightLine.parent = this.reticleGroup;
rightLine.position.x = gap + length / 2; rightLine.position.x = gap + length / 2;
rightLine.material = material; rightLine.material = material;
rightLine.renderingGroupId = this.config.renderingGroupId; // rightLine.renderingGroupId = this.config.renderingGroupId;
this.crosshairLines.push(rightLine); this.crosshairLines.push(rightLine);
// Center dot (optional, very small) // Center dot (optional, very small)
@ -147,7 +147,7 @@ export class Sight {
}, this.scene); }, this.scene);
centerDot.parent = this.reticleGroup; centerDot.parent = this.reticleGroup;
centerDot.material = material; centerDot.material = material;
centerDot.renderingGroupId = this.config.renderingGroupId; // centerDot.renderingGroupId = this.config.renderingGroupId;
this.crosshairLines.push(centerDot); this.crosshairLines.push(centerDot);
} }

View File

@ -157,7 +157,6 @@ export class TestLevel implements Level {
public async initialize() { public async initialize() {
console.log('[TestLevel] initialize() called'); console.log('[TestLevel] initialize() called');
console.log('[TestLevel] Scene info:', { console.log('[TestLevel] Scene info:', {
name: DefaultScene.MainScene.name,
meshCount: DefaultScene.MainScene.meshes.length, meshCount: DefaultScene.MainScene.meshes.length,
lightCount: DefaultScene.MainScene.lights.length lightCount: DefaultScene.MainScene.lights.length
}); });