Refactor ship controls to force-based physics with world-space transformations
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Build / build (push) Successful in 1m16s
- 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>
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CONTROLLER_THRUST.md
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327
CONTROLLER_THRUST.md
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@ -0,0 +1,327 @@
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# Controller Thrust System Analysis
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## Overview
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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.
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## Control Mapping
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### Left Thumbstick
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- **Y Axis (up/down)**: Linear thrust forward/backward
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- **X Axis (left/right)**: Yaw rotation (turning left/right)
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### Right Thumbstick
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- **Y Axis (up/down)**: Pitch rotation (nose up/down)
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- **X Axis (left/right)**: Roll rotation (barrel roll)
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### Trigger
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- Fires weapons
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---
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## Constants & Configuration
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Located in `src/ship.ts:26-29`:
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```typescript
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const MAX_LINEAR_VELOCITY = 80; // Maximum forward/backward speed
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const MAX_ANGULAR_VELOCITY = 1.9; // Maximum rotation speed
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const LINEAR_FORCE_MULTIPLIER = 600; // Thrust force strength
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const ANGULAR_FORCE_MULTIPLIER = 18; // Torque strength
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```
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---
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## Linear Thrust Implementation
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### Code Location
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`src/ship.ts:321-366` - Inside `updateVelocity()` method
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### How It Works
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1. **Input Detection**: Checks if left stick Y axis has significant deflection (`> 0.01`)
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2. **Velocity Check**: Gets current speed from physics body
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```typescript
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const currentSpeed = currentLinearVelocity.length();
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```
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3. **Force Calculation**:
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```typescript
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const forceDirection = this._ship.forward.scale(-this._leftStickVector.y);
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const force = forceDirection.scale(LINEAR_FORCE_MULTIPLIER);
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```
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4. **Force Application**: Only applies force if below max velocity
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```typescript
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if (currentSpeed < MAX_LINEAR_VELOCITY) {
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body.applyForce(force, this._ship.absolutePosition);
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}
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```
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5. **Velocity Clamping**: After force application, clamps total velocity
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```typescript
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if (currentSpeed > MAX_LINEAR_VELOCITY) {
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const clampedVelocity = currentLinearVelocity.normalize().scale(MAX_LINEAR_VELOCITY);
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body.setLinearVelocity(clampedVelocity);
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}
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```
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### Key Assumptions About Babylon.js APIs
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#### ✅ VERIFIED from code and user confirmation:
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- `this._ship.forward` returns a unit vector in **local space** (NOT world space)
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- `body.getLinearVelocity()` returns current velocity vector in world space
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- `body.applyForce(force, position)` applies force at a point (standard physics API)
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- `body.applyForce()` expects forces in **world space** coordinates
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#### ⚠️ ASSUMED (not verified from documentation):
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- `this._ship.absolutePosition` is the correct point to apply force for center-of-mass thrust
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### Current Issues
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**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.
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**What's happening**:
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- `this._ship.forward` = Local -Z axis vector (NOT in world space)
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- This local vector is passed directly to `applyForce()` which expects world space
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- Force is applied incorrectly because of coordinate space mismatch
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**What's needed**:
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- Use Z-axis for forward/backward thrust (matches bullet direction)
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- Transform local direction to world space using `Vector3.TransformNormal(localDir, this._ship.getWorldMatrix())`
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---
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## Angular Thrust Implementation
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### Code Location
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`src/ship.ts:368-440` - Inside `updateVelocity()` method
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### How It Works
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1. **Input Collection**:
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```typescript
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const yaw = this._leftStickVector.x; // Left stick X
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const pitch = -this._rightStickVector.y; // Right stick Y (inverted)
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const roll = -this._rightStickVector.x; // Right stick X (inverted)
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```
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2. **Torque Calculation**:
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```typescript
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const torque = new Vector3(pitch, yaw, roll).scale(ANGULAR_FORCE_MULTIPLIER);
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```
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3. **Apply Angular Impulse**:
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```typescript
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body.applyAngularImpulse(torque);
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```
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4. **Angular Velocity Clamping**:
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```typescript
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if (currentAngularSpeed > MAX_ANGULAR_VELOCITY) {
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const clampedAngularVelocity = currentAngularVelocity.normalize().scale(MAX_ANGULAR_VELOCITY);
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body.setAngularVelocity(clampedAngularVelocity);
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}
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```
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### Key Assumptions About Babylon.js APIs
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#### ✅ VERIFIED from code:
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- Angular impulse is applied every frame based on stick input
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- Angular velocity is clamped to maximum rotation speed
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#### ⚠️ ASSUMED (not verified):
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- `body.applyAngularImpulse(torque)` expects torque vector in **world space** coordinates
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- The torque vector components `(X, Y, Z)` directly map to rotation around world axes
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- Angular impulse accumulates with existing angular velocity
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### Current Issues
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**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.
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**What's happening**:
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- Torque = `Vector3(pitch, yaw, roll)` - intended as local space rotations
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- Passed directly to `applyAngularImpulse()` which expects world space
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- Ship rotates around wrong axes because of coordinate space mismatch
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**What's needed**:
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- Define torque in local space: X=pitch, Y=yaw, Z=roll
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- Transform to world space before applying
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- Pitch: Rotation around ship's local X-axis (right vector)
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- Yaw: Rotation around ship's local Y-axis (up vector)
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- Roll: Rotation around ship's local Z-axis (forward vector)
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**Required Fix**: Transform the torque from local space to world space:
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```typescript
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const localTorque = new Vector3(pitch, yaw, roll).scale(ANGULAR_FORCE_MULTIPLIER);
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const worldTorque = Vector3.TransformNormal(localTorque, this._ship.getWorldMatrix());
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body.applyAngularImpulse(worldTorque);
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```
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---
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## Debug Visualization
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### Activation
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- Press `d` key to toggle debug mode (currently defaults to ON)
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- Debug lines are drawn in rendering group 3 (always on top)
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### Visual Indicators
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**Linear Force** (Yellow line):
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- Drawn from camera position
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- Shows direction and magnitude of thrust force
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- Only visible when applying forward/backward thrust
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**Angular Forces**:
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- **Red line**: Pitch torque around ship's right axis (X)
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- **Green line**: Yaw torque around ship's up axis (Y)
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- **Blue line**: Roll torque around ship's forward axis (Z)
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### Debug Visualization Code Location
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`src/ship.ts:221-232` - `drawDebugVector()` method
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### How Debug Lines Are Positioned
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```typescript
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const cameraPos = this._camera.globalPosition.clone();
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const cameraForward = this._camera.getFrontPosition(1);
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const start = cameraPos.add(cameraForward.scale(1)).add(offset);
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```
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#### ⚠️ ASSUMPTION:
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- `this._camera.getFrontPosition(1)` returns a position 1 unit in front of camera
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- This is not a standard Babylon.js API method (expected `getDirection()` instead)
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- May be causing debug lines to not render correctly
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---
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## Physics Body Properties
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The ship physics body is configured with:
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```typescript
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mass: 100
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linearDamping: 0.1 // Causes gradual velocity decay
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angularDamping: 0.2 // Causes gradual rotation decay
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motionType: DYNAMIC // Affected by forces and gravity (if enabled)
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```
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### How Damping Affects Movement
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**Linear Damping (0.1)**:
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- When no thrust is applied, ship gradually slows down
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- 10% velocity reduction per physics step (approximate)
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- Creates "drag in space" effect
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**Angular Damping (0.2)**:
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- When no rotation input, ship gradually stops spinning
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- 20% angular velocity reduction per physics step (approximate)
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- Prevents indefinite spinning
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---
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## Expected Behavior vs Current Implementation
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### Linear Thrust
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| Expected | Current Implementation | Status |
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|----------|----------------------|--------|
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| Thrust along local Z-axis | Thrust along local Z-axis (forward) | ✅ **CORRECT** |
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| Gradual acceleration | ✅ Applies force up to max velocity | ✅ Correct |
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| Velocity clamping | ✅ Clamps to MAX_LINEAR_VELOCITY | ✅ Correct |
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| World-space force | ✅ Transforms to world space | ✅ **CORRECT** |
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### Angular Thrust
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| Expected | Current Implementation | Status |
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|----------|----------------------|--------|
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| Rotation around local axes | ✅ Transforms to world space | ✅ **CORRECT** |
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| Torque transformation | ✅ Uses Vector3.TransformNormal | ✅ **CORRECT** |
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| Velocity clamping | ✅ Clamps angular velocity | ✅ Correct |
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---
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## Audio Feedback
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### Primary Thrust Sound
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- Triggered when left stick Y > 0.1
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- Volume scales with stick deflection
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- Looping thrust sound
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### Secondary Thrust Sound
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- Triggered when any rotation input detected
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- Volume scales with combined rotation input magnitude
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- Looping thrust sound
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---
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## Recommended Fixes
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### 1. Fix Linear Thrust Direction and Coordinate Space ✅ FIXED
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**Changed** from:
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```typescript
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const forceDirection = this._ship.forward.scale(-this._leftStickVector.y);
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const force = forceDirection.scale(LINEAR_FORCE_MULTIPLIER);
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```
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To:
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```typescript
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// Get local direction (Z-axis for forward/backward thrust)
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const localDirection = new Vector3(0, 0, -this._leftStickVector.y);
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// Transform to world space
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const worldDirection = Vector3.TransformNormal(localDirection, this._ship.getWorldMatrix());
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const force = worldDirection.scale(LINEAR_FORCE_MULTIPLIER);
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```
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### 2. Fix Angular Thrust Coordinate Space
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**Change lines 382-383** from:
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```typescript
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const torque = new Vector3(pitch, yaw, roll).scale(ANGULAR_FORCE_MULTIPLIER);
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body.applyAngularImpulse(torque);
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```
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To:
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```typescript
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const localTorque = new Vector3(pitch, yaw, roll).scale(ANGULAR_FORCE_MULTIPLIER);
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const worldTorque = Vector3.TransformNormal(localTorque, this._ship.getWorldMatrix());
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body.applyAngularImpulse(worldTorque);
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```
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### 3. Fix Debug Visualization Camera Method
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**Change line 224** from:
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```typescript
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const cameraForward = this._camera.getFrontPosition(1);
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```
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To:
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```typescript
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const cameraForward = this._camera.getDirection(Vector3.Forward());
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```
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---
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## Open Questions
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1. **Force Application Point**: Is `this._ship.absolutePosition` the center of mass, or should force be applied at a specific offset?
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2. **Coordinate System Convention**: What is the ship's default orientation in local space?
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- Is +Y up, +Z forward, +X right? (Standard)
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- Or does the ship model use a different convention?
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3. **Angular Impulse vs Torque**: Should we use `applyAngularImpulse()` or a continuous torque application method?
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4. **Velocity Check Logic**: Currently checks total speed before applying force. Should we instead check velocity component in the thrust direction?
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---
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## Testing Recommendations
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With debug mode enabled, verify:
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1. **Yellow thrust line** points in intended thrust direction when moving stick
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2. **Red/Green/Blue rotation lines** show rotation axes correctly aligned with ship orientation
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3. Ship accelerates smoothly without hitting velocity cap too quickly
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4. Ship rotates around its own axes, not around world axes
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5. Damping brings ship to rest when sticks are released
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BIN
public/ship2.glb
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BIN
public/ship2.glb
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Binary file not shown.
@ -103,7 +103,7 @@ export class BackgroundStars {
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mat.disableDepthWrite = true;
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// Stars should be in the background
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mesh.renderingGroupId = 0;
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// mesh.renderingGroupId = 0;
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// Make stars always render behind everything else
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mesh.isPickable = false;
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@ -213,13 +213,13 @@ export class ExplosionManager {
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maxForce: this.config.explosionForce
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});
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// Animate the explosion by calling explode() each frame with increasing values
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// Animate the explosion using Babylon's render loop instead of requestAnimationFrame
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const startTime = Date.now();
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const animationDuration = this.config.duration;
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const maxForce = this.config.explosionForce;
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let frameCount = 0;
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const animate = () => {
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const animationObserver = this.scene.onBeforeRenderObservable.add(() => {
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const elapsed = Date.now() - startTime;
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const progress = Math.min(elapsed / animationDuration, 1.0);
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@ -254,18 +254,16 @@ export class ExplosionManager {
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}
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// Continue animation if not complete
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if (progress < 1.0) {
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requestAnimationFrame(animate);
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} else {
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// Animation complete - clean up
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if (progress >= 1.0) {
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// Animation complete - remove observer and clean up
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console.log(`[ExplosionManager] Animation complete after ${frameCount} frames, cleaning up`);
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this.scene.onBeforeRenderObservable.remove(animationObserver);
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this.cleanupExplosion(meshPieces);
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}
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};
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});
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// Start the animation
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// Log that animation loop is registered
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console.log('[ExplosionManager] Starting animation loop...');
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animate();
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} catch (error) {
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console.error('[ExplosionManager] ERROR creating MeshExploder:', error);
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// Clean up pieces if exploder failed
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@ -38,7 +38,7 @@ export class Level1 implements Level {
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this._levelConfig = levelConfig;
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this._audioEngine = audioEngine;
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this._deserializer = new LevelDeserializer(levelConfig);
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this._ship = new Ship(undefined, audioEngine);
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this._ship = new Ship(audioEngine);
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this._scoreboard = new Scoreboard();
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const xr = DefaultScene.XR;
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@ -39,7 +39,7 @@ export class Scoreboard {
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console.log('Scoreboard parent:', parent);
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console.log('Initializing scoreboard');
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const scoreboard = MeshBuilder.CreatePlane("scoreboard", {width: 1, height: 1}, scene);
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scoreboard.renderingGroupId = 3;
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// scoreboard.renderingGroupId = 3;
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const material = new StandardMaterial("scoreboard", scene);
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scoreboard.parent =parent;
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150
src/ship.ts
150
src/ship.ts
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import {
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AbstractMesh, Angle,
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AbstractMesh,
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Color3,
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DirectionalLight,
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FreeCamera,
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GlowLayer, InstancedMesh, Mesh,
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InstancedMesh, Mesh,
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MeshBuilder,
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Observable,
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PhysicsAggregate,
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PhysicsMotionType,
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PhysicsShapeType, PointLight,
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SceneLoader,
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SpotLight,
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StandardMaterial,
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TransformNode,
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Vector2,
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@ -23,7 +21,10 @@ import type {AudioEngineV2, StaticSound} from "@babylonjs/core";
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import {DefaultScene} from "./defaultScene";
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import { GameConfig } from "./gameConfig";
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import { Sight } from "./sight";
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const MAX_FORWARD_THRUST = 40;
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const MAX_LINEAR_VELOCITY = 80;
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const MAX_ANGULAR_VELOCITY = 1.8;
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const LINEAR_FORCE_MULTIPLIER = 800;
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const ANGULAR_FORCE_MULTIPLIER = 20;
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const controllerComponents = [
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'a-button',
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@ -47,18 +48,11 @@ type ControllerEvent = {
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||||
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}
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enum ControllerStickMode {
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BEGINNER,
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ARCADE,
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REALISTIC
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}
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export class Ship {
|
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private _ship: TransformNode;
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private _controllerObservable: Observable<ControllerEvent> = new Observable<ControllerEvent>();
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private _ammoMaterial: StandardMaterial;
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private _forwardNode: TransformNode;
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private _rotationNode: TransformNode;
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private _primaryThrustVectorSound: StaticSound;
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private _secondaryThrustVectorSound: StaticSound;
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private _shot: StaticSound;
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@ -67,19 +61,14 @@ export class Ship {
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private _shooting: boolean = false;
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private _camera: FreeCamera;
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private _ammoBaseMesh: AbstractMesh;
|
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private _controllerMode: ControllerStickMode;
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private _active = false;
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private _audioEngine: AudioEngineV2;
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private _sight: Sight;
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constructor(mode: ControllerStickMode = ControllerStickMode.BEGINNER, audioEngine?: AudioEngineV2) {
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this._controllerMode = mode;
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constructor( audioEngine?: AudioEngineV2) {
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this._audioEngine = audioEngine;
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this.setup();
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this.initialize();
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||||
}
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public set controllerMode(mode: ControllerStickMode) {
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this._controllerMode = mode;
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}
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private async initializeSounds() {
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if (!this._audioEngine) return;
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@ -171,10 +160,6 @@ export class Ship {
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this.setupKeyboard();
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this.setupMouse();
|
||||
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",
|
||||
new Vector3(0, .5, 0),
|
||||
DefaultScene.MainScene);
|
||||
@ -193,17 +178,11 @@ export class Ship {
|
||||
centerGap: 0.5
|
||||
});
|
||||
|
||||
let i = 0;
|
||||
DefaultScene.MainScene.onBeforeRenderObservable.add(() => {
|
||||
if (i++ % 10 == 0) {
|
||||
this.applyForce();
|
||||
}
|
||||
});
|
||||
|
||||
this._active = true;
|
||||
}
|
||||
|
||||
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];
|
||||
shipMesh.id = "shipMesh";
|
||||
shipMesh.name = "shipMesh";
|
||||
@ -224,9 +203,10 @@ export class Ship {
|
||||
mesh: (geo as Mesh) // Use the actual ship geometry
|
||||
}, DefaultScene.MainScene);
|
||||
|
||||
|
||||
agg.body.setMotionType(PhysicsMotionType.DYNAMIC);
|
||||
agg.body.setLinearDamping(.1);
|
||||
agg.body.setAngularDamping(.2);
|
||||
agg.body.setLinearDamping(.2);
|
||||
agg.body.setAngularDamping(.3);
|
||||
agg.body.setAngularVelocity(new Vector3(0, 0, 0));
|
||||
agg.body.setCollisionCallbackEnabled(true);
|
||||
} else {
|
||||
@ -249,12 +229,12 @@ export class Ship {
|
||||
//shipMesh.rotation.y = Math.PI;
|
||||
//shipMesh.position.y = 1;
|
||||
shipMesh.position.z = -1;
|
||||
shipMesh.renderingGroupId = 3;
|
||||
// shipMesh.renderingGroupId = 3;
|
||||
const light = new PointLight("ship.light", new Vector3(0, .5, .1), DefaultScene.MainScene);
|
||||
light.intensity = 4;
|
||||
light.includedOnlyMeshes = [shipMesh];
|
||||
for (const mesh of shipMesh.getChildMeshes()) {
|
||||
mesh.renderingGroupId = 3;
|
||||
// mesh.renderingGroupId = 3;
|
||||
if (mesh.material.id.indexOf('glass') === -1) {
|
||||
light.includedOnlyMeshes.push(mesh);
|
||||
}
|
||||
@ -266,10 +246,6 @@ export class Ship {
|
||||
|
||||
private _leftStickVector = Vector2.Zero().clone();
|
||||
private _rightStickVector = Vector2.Zero().clone();
|
||||
private _forwardValue = 0;
|
||||
private _yawValue = 0;
|
||||
private _rollValue = 0;
|
||||
private _pitchValue = 0;
|
||||
private _mouseDown = false;
|
||||
private _mousePos = new Vector2(0, 0);
|
||||
|
||||
@ -277,21 +253,31 @@ export class Ship {
|
||||
return this._ship;
|
||||
}
|
||||
|
||||
|
||||
private applyForce() {
|
||||
private applyForces() {
|
||||
if (!this?._ship?.physicsBody) {
|
||||
return;
|
||||
}
|
||||
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;
|
||||
|
||||
// Get current velocities for velocity cap checks
|
||||
const currentLinearVelocity = body.getLinearVelocity();
|
||||
const currentAngularVelocity = body.getAngularVelocity();
|
||||
const currentSpeed = currentLinearVelocity.length();
|
||||
|
||||
// Apply linear force from left stick Y (forward/backward)
|
||||
if (Math.abs(this._leftStickVector.y) > .1) {
|
||||
// Only apply force if we haven't reached max velocity
|
||||
if (currentSpeed < MAX_LINEAR_VELOCITY) {
|
||||
// Get local direction (Z-axis for forward/backward thrust)
|
||||
const localDirection = new Vector3(0, 0, -this._leftStickVector.y);
|
||||
// Transform to world space - TransformNode vectors are in local space!
|
||||
const worldDirection = Vector3.TransformNormal(localDirection, this._ship.getWorldMatrix());
|
||||
const force = worldDirection.scale(LINEAR_FORCE_MULTIPLIER);
|
||||
body.applyForce(force, this._ship.physicsBody.transformNode.absolutePosition);
|
||||
|
||||
}
|
||||
|
||||
//if forward thrust is under 40 we can apply more thrust
|
||||
if (Math.abs(this._forwardValue) <= MAX_FORWARD_THRUST) {
|
||||
if (Math.abs(this._leftStickVector.y) > .1) {
|
||||
// Handle primary thrust sound
|
||||
if (this._primaryThrustVectorSound && !this._primaryThrustPlaying) {
|
||||
this._primaryThrustVectorSound.play();
|
||||
this._primaryThrustPlaying = true;
|
||||
@ -299,52 +285,59 @@ export class Ship {
|
||||
if (this._primaryThrustVectorSound) {
|
||||
this._primaryThrustVectorSound.volume = Math.abs(this._leftStickVector.y);
|
||||
}
|
||||
this._forwardValue += this._leftStickVector.y * .8;
|
||||
} else {
|
||||
// Stop thrust sound when no input
|
||||
if (this._primaryThrustVectorSound && this._primaryThrustPlaying) {
|
||||
this._primaryThrustVectorSound.stop();
|
||||
this._primaryThrustPlaying = false;
|
||||
}
|
||||
this._forwardValue = decrementValue(this._forwardValue, .98);
|
||||
}
|
||||
}
|
||||
|
||||
this._yawValue = adjustStickValue(this._leftStickVector.x, this._yawValue);
|
||||
this._rollValue = adjustStickValue(this._rightStickVector.x, this._rollValue);
|
||||
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) +
|
||||
// Calculate rotation magnitude for torque and sound
|
||||
const rotationMagnitude = Math.abs(this._rightStickVector.y) +
|
||||
Math.abs(this._rightStickVector.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) {
|
||||
this._secondaryThrustVectorSound.play();
|
||||
this._secondaryThrustPlaying = true;
|
||||
}
|
||||
if (this._secondaryThrustVectorSound) {
|
||||
this._secondaryThrustVectorSound.volume = thrust2 * .4;
|
||||
this._secondaryThrustVectorSound.volume = rotationMagnitude * .4;
|
||||
}
|
||||
} else {
|
||||
// Stop rotation thrust sound when no input
|
||||
if (this._secondaryThrustVectorSound && this._secondaryThrustPlaying) {
|
||||
this._secondaryThrustVectorSound.stop();
|
||||
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) => {
|
||||
// Log first few events to verify they're firing
|
||||
|
||||
|
||||
if (controllerEvent.type == 'thumbstick') {
|
||||
if (controllerEvent.hand == 'left') {
|
||||
this._leftStickVector.x = controllerEvent.axisData.x;
|
||||
@ -354,9 +347,8 @@ export class Ship {
|
||||
if (controllerEvent.hand == 'right') {
|
||||
this._rightStickVector.x = controllerEvent.axisData.x;
|
||||
this._rightStickVector.y = controllerEvent.axisData.y;
|
||||
|
||||
}
|
||||
this.applyForce();
|
||||
this.applyForces();
|
||||
}
|
||||
if (controllerEvent.type == 'button') {
|
||||
if (controllerEvent.component.type == 'trigger') {
|
||||
@ -401,6 +393,7 @@ export class Ship {
|
||||
} else {
|
||||
this._rightStickVector.y = Math.sign(yInc);
|
||||
}
|
||||
this.applyForces();
|
||||
|
||||
};
|
||||
}
|
||||
@ -443,6 +436,7 @@ export class Ship {
|
||||
break;
|
||||
|
||||
}
|
||||
this.applyForces();
|
||||
};
|
||||
}
|
||||
|
||||
@ -534,21 +528,7 @@ export class Ship {
|
||||
if (this._sight) {
|
||||
this._sight.dispose();
|
||||
}
|
||||
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
|
||||
12
src/sight.ts
12
src/sight.ts
@ -79,7 +79,7 @@ export class Sight {
|
||||
}, this.scene);
|
||||
this.circle.parent = this.reticleGroup;
|
||||
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)
|
||||
this.createCrosshairLines(material);
|
||||
@ -102,7 +102,7 @@ export class Sight {
|
||||
topLine.parent = this.reticleGroup;
|
||||
topLine.position.y = gap + length / 2;
|
||||
topLine.material = material;
|
||||
topLine.renderingGroupId = this.config.renderingGroupId;
|
||||
// topLine.renderingGroupId = this.config.renderingGroupId;
|
||||
this.crosshairLines.push(topLine);
|
||||
|
||||
// Bottom line
|
||||
@ -114,7 +114,7 @@ export class Sight {
|
||||
bottomLine.parent = this.reticleGroup;
|
||||
bottomLine.position.y = -(gap + length / 2);
|
||||
bottomLine.material = material;
|
||||
bottomLine.renderingGroupId = this.config.renderingGroupId;
|
||||
// bottomLine.renderingGroupId = this.config.renderingGroupId;
|
||||
this.crosshairLines.push(bottomLine);
|
||||
|
||||
// Left line
|
||||
@ -126,7 +126,7 @@ export class Sight {
|
||||
leftLine.parent = this.reticleGroup;
|
||||
leftLine.position.x = -(gap + length / 2);
|
||||
leftLine.material = material;
|
||||
leftLine.renderingGroupId = this.config.renderingGroupId;
|
||||
// leftLine.renderingGroupId = this.config.renderingGroupId;
|
||||
this.crosshairLines.push(leftLine);
|
||||
|
||||
// Right line
|
||||
@ -138,7 +138,7 @@ export class Sight {
|
||||
rightLine.parent = this.reticleGroup;
|
||||
rightLine.position.x = gap + length / 2;
|
||||
rightLine.material = material;
|
||||
rightLine.renderingGroupId = this.config.renderingGroupId;
|
||||
// rightLine.renderingGroupId = this.config.renderingGroupId;
|
||||
this.crosshairLines.push(rightLine);
|
||||
|
||||
// Center dot (optional, very small)
|
||||
@ -147,7 +147,7 @@ export class Sight {
|
||||
}, this.scene);
|
||||
centerDot.parent = this.reticleGroup;
|
||||
centerDot.material = material;
|
||||
centerDot.renderingGroupId = this.config.renderingGroupId;
|
||||
// centerDot.renderingGroupId = this.config.renderingGroupId;
|
||||
this.crosshairLines.push(centerDot);
|
||||
}
|
||||
|
||||
|
||||
@ -157,7 +157,6 @@ export class TestLevel implements Level {
|
||||
public async initialize() {
|
||||
console.log('[TestLevel] initialize() called');
|
||||
console.log('[TestLevel] Scene info:', {
|
||||
name: DefaultScene.MainScene.name,
|
||||
meshCount: DefaultScene.MainScene.meshes.length,
|
||||
lightCount: DefaultScene.MainScene.lights.length
|
||||
});
|
||||
|
||||
Loading…
Reference in New Issue
Block a user