intermediate

This commit is contained in:
2025-10-17 11:55:39 +03:00
parent 49e0486277
commit 0018d513eb
8 changed files with 195 additions and 158 deletions
+3 -91
View File
@@ -15,12 +15,6 @@ class Hero{
init(gameEngine){
this.gameEngine = gameEngine;
//this.gameEngine.orbitControls.object = this.model;
//this.gameEngine.orbitControls.target = this.model.position;
//this.gameEngine.orbitControls.enabled = false;
//this.model.add(gameEngine.camera)
gameEngine.camera.position.set(0,17,-30)
gameEngine.camera.lookAt(new THREE.Vector3(this.model.position.x, 5, this.model.position.z))
@@ -36,84 +30,17 @@ class Hero{
this.animationsMap[a.name] = this.mixer.clipAction(a);
})
// this.actionWalk = this.mixer.clipAction( this.object.animations.find(a=>a.name=='walk') );
// this.actionIdle = this.mixer.clipAction( this.object.animations.find(a=>a.name=='idle') );
// this.actionIdle.play();
// this.activeAction = this.actionIdle;
this.pointerControls = new PointerControls(gameEngine.camera, this.model, gameEngine.renderer.domElement);
gameEngine.hero = this;
// Character Collider
// const characterCollider = new THREE.Object3D()
// characterCollider.position.y = 3
// gameEngine.activeObjects.add(characterCollider)
// const colliderShape = new CANNON.Sphere(0.5)
// const colliderBody = new CANNON.Body({ mass: 1, material: gameEngine.phy.slipperyMaterial })
// colliderBody.addShape(colliderShape, new CANNON.Vec3(0, 0.5, 0))
// colliderBody.addShape(colliderShape, new CANNON.Vec3(0, -0.5, 0))
// colliderBody.position.set(
// characterCollider.position.x,
// characterCollider.position.y,
// characterCollider.position.z
// )
// colliderBody.linearDamping = 0.95
// colliderBody.angularFactor.set(0, 1, 0) // prevents rotation X,Z axis
// //colliderBody.sleepSpeedLimit = 1.0;
// gameEngine.phy.world.addBody(colliderBody)
let po = gameEngine.phy.add(this.model, 'kinematicPositionBased', false, undefined, 'ball', { radius: 0.28})
// let bodyDesc = RAPIER.RigidBodyDesc.kinematicPositionBased().setTranslation(
// // characterCollider.position.x,
// // characterCollider.position.y,
// // characterCollider.position.z
// -1, 3, 1
// )
// let rigidBody = gameEngine.phy.world.createRigidBody(bodyDesc);
// let dynamicCollider = RAPIER.ColliderDesc.ball(0.28);
// gameEngine.phy.world.createCollider(dynamicCollider, rigidBody.handle);
let po = gameEngine.phy.add(this.model, 'kinematicPositionBased', false, undefined, 'capsule', { radius: 0.5, halfHeight: 1})
po.collider.setTranslationWrtParent({ x: 0, y: 2.0, z: 0 });
this.characterControls = new CharacterControls(this.model, this.mixer,
this.animationsMap, gameEngine.orbitControls, gameEngine.camera, 'idle',
new RAPIER.Ray(
{ x: 0, y: 0, z: 0 },
{ x: 0, y: -1, z: 0}
), po.rigidBody, this.pointerControls)
// this.characterCollider = characterCollider;
// this.colliderBody = colliderBody;
this.animationsMap, gameEngine, 'idle', po, this.pointerControls)
this.clock = new THREE.Clock()
this.delta = 0
// this.inputVelocity = new THREE.Vector3()
// this.velocity = new CANNON.Vec3()
// this.quat = new THREE.Quaternion()
// this.v = new THREE.Vector3()
// this.rotation = new THREE.Euler()
// this.targetQuaternion = new THREE.Quaternion()
// this.distance = 0
// this.canJump = true;
// this.contactNormal = new CANNON.Vec3()
// this.upAxis = new CANNON.Vec3(0, 1, 0)
// colliderBody.addEventListener('collide', function (e) {
// const contact = e.contact
// if (contact.bi.id == this.colliderBody.id) {
// contact.ni.negate(this.contactNormal)
// } else {
// this.contactNormal.copy(contact.ni)
// }
// if (this.contactNormal.dot(this.upAxis) > 0.5) {
// if (!this.canJump) {
// setAction(animationActions[1], true)
// }
// this.canJump = true
// }
// }.bind(this))
this.ready = true;
}
@@ -122,21 +49,6 @@ class Hero{
this.pointerControls.controls.lock();
}
// setAction(toAction, loop){
// if (toAction != this.activeAction) {
// let lastAction = this.activeAction;
// this.activeAction = toAction
// lastAction.fadeOut(0.1)
// this.activeAction.reset()
// this.activeAction.fadeIn(0.1)
// this.activeAction.play()
// if (!loop) {
// this.activeAction.clampWhenFinished = true
// this.activeAction.loop = THREE.LoopOnce
// }
// }
// }
update(){
//return
if (this.gameEngine.renderer.xr.isPresenting) return;