Merge e_bike + gps into develop #7
@@ -40,7 +40,7 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
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const model = useClonedObject(scene);
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const movementMode = useGameStore((state) => state.player.movementMode);
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useFrame((state) => {
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useFrame(() => {
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if (groupRef.current) {
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if (movementMode === "ebike") {
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// Follow player physical position (capsule end)
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@@ -111,7 +111,6 @@ export function PlayerController({
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const movementMode = useGameStore((state) => state.player.movementMode);
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const movementModeRef = useRef(movementMode);
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const prevMovementModeRef = useRef(movementMode);
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const ebikeAngle = useRef(0);
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useEffect(() => {
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movementModeRef.current = movementMode;
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@@ -131,9 +130,6 @@ export function PlayerController({
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onFloor.current = false;
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wantsJump.current = false;
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// Initialize ebikeAngle to the bike's visual orientation (0 by default)
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ebikeAngle.current = 0;
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// Position the camera exactly at the EBIKE_CAMERA_TRANSFORM offset [-3, 8, 0]
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const cameraOffset = new THREE.Vector3(-3, 8, 0);
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const camPos = new THREE.Vector3()
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@@ -270,25 +266,18 @@ export function PlayerController({
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if (movementModeRef.current === "ebike") {
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const turnSpeed = 1.8; // radians per second
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if (keys.current.left) {
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ebikeAngle.current += turnSpeed * dt;
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camera.rotateOnWorldAxis(_up, turnSpeed * dt);
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}
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if (keys.current.right) {
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ebikeAngle.current -= turnSpeed * dt;
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camera.rotateOnWorldAxis(_up, -turnSpeed * dt);
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}
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}
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if (movementModeRef.current === "ebike") {
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_forward.set(Math.sin(ebikeAngle.current), 0, Math.cos(ebikeAngle.current)).normalize();
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camera.getWorldDirection(_forward);
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_forward.setY(0);
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if (_forward.lengthSq() > 0) {
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_forward.normalize();
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_right.crossVectors(_forward, _up).normalize();
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} else {
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camera.getWorldDirection(_forward);
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_forward.setY(0);
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if (_forward.lengthSq() > 0) {
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_forward.normalize();
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_right.crossVectors(_forward, _up).normalize();
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}
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}
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_wishDir.set(0, 0, 0);
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@@ -348,10 +337,12 @@ export function PlayerController({
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}
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}
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const euler = new THREE.Euler().setFromQuaternion(camera.quaternion, "YXZ");
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if (movementModeRef.current === "ebike") {
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// Offset of [-3, 8, 0] rotated by e-bike angle
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// Offset of [-3, 8, 0] rotated by the camera's actual yaw (euler.y)
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const cameraOffset = new THREE.Vector3(-3, 8, 0);
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cameraOffset.applyAxisAngle(_up, ebikeAngle.current);
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cameraOffset.applyAxisAngle(_up, euler.y);
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const camPos = new THREE.Vector3()
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.copy(capsule.current.end)
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@@ -361,9 +352,9 @@ export function PlayerController({
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camera.position.copy(capsule.current.end);
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}
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// Save player capsule end position and e-bike angle globally so other components (like Ebike) can access it
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// Save player capsule end position and camera yaw globally so other components (like Ebike) can access it
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(window as any).playerPos = [capsule.current.end.x, capsule.current.end.y, capsule.current.end.z];
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(window as any).ebikeAngle = ebikeAngle.current;
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(window as any).ebikeAngle = euler.y;
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});
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return null;
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