Add keyboard roll controls and fix XR camera parenting
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Build / build (push) Successful in 1m41s
Keyboard controls: - Added Arrow Left/Right keys for ship roll control - Updated controls documentation in index.html - Complete keyboard scheme: WASD for movement/yaw, arrows for pitch/roll XR camera fixes: - Fixed camera not parenting to ship in VR mode - Issue: entering XR early broke onInitialXRPoseSetObservable flow - Solution: manually parent camera after level initialization if already in XR - Also manually start game timer and physics recorder in this case - Set XR camera Y position to 1.5 for better cockpit viewing height TypeScript fixes: - Use WebXRState.IN_XR enum instead of numeric value - Change MaterialConfig.albedoColor from Color4Array to Vector3Array - Remove alpha channel from color arrays (Color3 is RGB only) Code improvements: - Added debug logging for XR camera parenting - Check XR state before manual camera setup - Graceful handling when ship transformNode not found 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@ -22,7 +22,7 @@
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<a href="#/editor" class="editor-link" style="display: none;">📝 Level Editor</a>
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<a href="#/editor" class="editor-link" style="display: none;">📝 Level Editor</a>
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<a href="#/settings" class="settings-link" style="display: none;">⚙️ Settings</a>
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<a href="#/settings" class="settings-link" style="display: none;">⚙️ Settings</a>
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<div id="mainDiv">
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<div id="mainDiv">
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<div id="loadingDiv">Loading...</div>
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<div id="loadingDiv"></div>
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<div id="levelSelect">
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<div id="levelSelect">
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@ -43,7 +43,8 @@
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<ul>
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<ul>
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<li><strong>W/S:</strong> Move forward/backward</li>
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<li><strong>W/S:</strong> Move forward/backward</li>
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<li><strong>A/D:</strong> Yaw left/right</li>
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<li><strong>A/D:</strong> Yaw left/right</li>
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<li><strong>Arrow Keys:</strong> Pitch up, down</li>
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<li><strong>Arrow Up/Down:</strong> Pitch up/down</li>
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<li><strong>Arrow Left/Right:</strong> Roll left/right</li>
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<li><strong>Space:</strong> Fire weapon</li>
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<li><strong>Space:</strong> Fire weapon</li>
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</ul>
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</ul>
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</div>
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</div>
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@ -78,7 +78,7 @@ export class KeyboardInput {
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document.onkeydown = (ev) => {
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document.onkeydown = (ev) => {
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// Recording controls (with modifiers)
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// Recording controls (with modifiers)
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if (ev.key === 'r' || ev.key === 'R') {
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/*if (ev.key === 'r' || ev.key === 'R') {
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if (ev.ctrlKey || ev.metaKey) {
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if (ev.ctrlKey || ev.metaKey) {
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// Ctrl+R or Cmd+R: Toggle long recording
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// Ctrl+R or Cmd+R: Toggle long recording
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ev.preventDefault(); // Prevent browser reload
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ev.preventDefault(); // Prevent browser reload
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@ -93,7 +93,7 @@ export class KeyboardInput {
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this._onRecordingActionObservable.notifyObservers("exportRingBuffer");
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this._onRecordingActionObservable.notifyObservers("exportRingBuffer");
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return;
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return;
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}
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}
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}
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}*/
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switch (ev.key) {
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switch (ev.key) {
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case 'i':
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case 'i':
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@ -131,6 +131,12 @@ export class KeyboardInput {
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case 'ArrowDown':
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case 'ArrowDown':
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this._rightStick.y = 1;
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this._rightStick.y = 1;
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break;
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break;
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case 'ArrowLeft':
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this._rightStick.x = -1;
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break;
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case 'ArrowRight':
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this._rightStick.x = 1;
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break;
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}
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}
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};
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};
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}
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}
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@ -4,7 +4,8 @@ import {
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AbstractMesh,
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AbstractMesh,
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Observable,
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Observable,
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PhysicsAggregate,
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PhysicsAggregate,
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Vector3
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Vector3,
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WebXRState
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} from "@babylonjs/core";
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} from "@babylonjs/core";
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import {Ship} from "./ship";
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import {Ship} from "./ship";
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import Level from "./level";
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import Level from "./level";
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@ -47,7 +48,7 @@ export class Level1 implements Level {
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xr.baseExperience.onInitialXRPoseSetObservable.add(() => {
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xr.baseExperience.onInitialXRPoseSetObservable.add(() => {
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xr.baseExperience.camera.parent = this._ship.transformNode;
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xr.baseExperience.camera.parent = this._ship.transformNode;
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const currPose = xr.baseExperience.camera.globalPosition.y;
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const currPose = xr.baseExperience.camera.globalPosition.y;
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xr.baseExperience.camera.position = new Vector3(0, 0, 0);
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xr.baseExperience.camera.position = new Vector3(0, 1.5, 0);
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// Start game timer when XR pose is set
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// Start game timer when XR pose is set
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this._ship.gameStats.startTimer();
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this._ship.gameStats.startTimer();
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@ -87,7 +88,7 @@ export class Level1 implements Level {
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}
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}
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// If XR is available and session is active, check for controllers
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// If XR is available and session is active, check for controllers
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if (DefaultScene.XR && DefaultScene.XR.baseExperience.state === 4) { // State 4 = IN_XR
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if (DefaultScene.XR && DefaultScene.XR.baseExperience.state === WebXRState.IN_XR) {
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// XR session already active, just check for controllers
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// XR session already active, just check for controllers
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debugLog('XR session already active, checking for controllers. Count:', DefaultScene.XR.input.controllers.length);
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debugLog('XR session already active, checking for controllers. Count:', DefaultScene.XR.input.controllers.length);
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DefaultScene.XR.input.controllers.forEach((controller, index) => {
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DefaultScene.XR.input.controllers.forEach((controller, index) => {
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@ -24,7 +24,7 @@ export interface MaterialConfig {
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id: string;
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id: string;
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name: string;
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name: string;
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type: "PBR" | "Standard" | "Basic";
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type: "PBR" | "Standard" | "Basic";
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albedoColor?: Color4Array;
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albedoColor?: Vector3Array; // RGB color (Color3)
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metallic?: number;
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metallic?: number;
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roughness?: number;
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roughness?: number;
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emissiveColor?: Vector3Array;
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emissiveColor?: Vector3Array;
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@ -313,8 +313,7 @@ export class LevelSerializer {
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materialConfig.albedoColor = [
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materialConfig.albedoColor = [
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material.diffuseColor.r,
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material.diffuseColor.r,
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material.diffuseColor.g,
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material.diffuseColor.g,
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material.diffuseColor.b,
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material.diffuseColor.b
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1.0
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];
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];
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}
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}
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if (material.emissiveColor) {
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if (material.emissiveColor) {
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24
src/main.ts
24
src/main.ts
@ -99,6 +99,30 @@ export class Main {
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this._currentLevel.getReadyObservable().add(async () => {
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this._currentLevel.getReadyObservable().add(async () => {
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setLoadingMessage("Starting game...");
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setLoadingMessage("Starting game...");
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// If we entered XR before level creation, manually setup camera parenting
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// (This is needed because onInitialXRPoseSetObservable won't fire if we're already in XR)
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if (DefaultScene.XR && xrSession && DefaultScene.XR.baseExperience.state === 2) { // WebXRState.IN_XR = 2
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const level1 = this._currentLevel as Level1;
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const ship = (level1 as any)._ship;
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if (ship && ship.transformNode) {
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debugLog('Manually parenting XR camera to ship transformNode');
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DefaultScene.XR.baseExperience.camera.parent = ship.transformNode;
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DefaultScene.XR.baseExperience.camera.position = new Vector3(0, 1.5, 0);
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// Also start timer and recording here (since onInitialXRPoseSetObservable won't fire)
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ship.gameStats.startTimer();
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debugLog('Game timer started (manual)');
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if ((level1 as any)._physicsRecorder) {
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(level1 as any)._physicsRecorder.startRingBuffer();
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debugLog('Physics recorder started (manual)');
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}
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} else {
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debugLog('WARNING: Could not parent XR camera - ship or transformNode not found');
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}
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}
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// Remove UI
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// Remove UI
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mainDiv.remove();
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mainDiv.remove();
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