Merge e_bike + gps into develop #7
@@ -23,7 +23,7 @@ export const EBIKE_CAMERA_TRANSFORM: CameraTransform = {
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};
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const EBIKE_DROP_PLAYER_TRANSFORM: CameraTransform = {
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position: [0, 1.5, 3],
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position: [0, 1.5, -3],
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rotation: [0, 0, 0],
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};
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@@ -47,6 +47,16 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
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position[2],
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]);
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const restingRotation = useRef<number>(0);
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const forkRef = useRef<THREE.Object3D | null>(null);
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useEffect(() => {
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if (model) {
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const fork = model.getObjectByName("fourche");
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if (fork) {
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forkRef.current = fork;
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}
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}
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}, [model]);
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useEffect(() => {
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(window as any).ebikeVisualGroup = groupRef;
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@@ -59,7 +69,7 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
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};
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}, []);
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useFrame(() => {
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useFrame((_, delta) => {
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if (groupRef.current) {
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if (movementMode === "ebike") {
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restingPosition.current = [
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@@ -68,9 +78,26 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
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groupRef.current.position.z,
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];
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restingRotation.current = groupRef.current.rotation.y;
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// Smoothly rotate the front fork ("fourche") up to 15 degrees in its own Z axis
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const steerFactor = (window as any).ebikeSteerFactor || 0;
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if (forkRef.current) {
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// 15 degrees is 0.26 radians
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const targetForkRotation = steerFactor * 0.26;
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forkRef.current.rotation.z = THREE.MathUtils.lerp(
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forkRef.current.rotation.z,
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targetForkRotation,
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12 * delta
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);
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}
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} else {
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groupRef.current.position.set(...restingPosition.current);
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groupRef.current.rotation.set(0, restingRotation.current, 0);
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// Reset fork rotation when parked
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if (forkRef.current) {
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forkRef.current.rotation.z = 0;
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}
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}
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(window as any).ebikeParkedPosition = restingPosition.current;
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(window as any).ebikeParkedRotation = restingRotation.current;
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@@ -158,6 +158,11 @@ export function PlayerController({
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const rollRad = THREE.MathUtils.degToRad(EBIKE_CAMERA_TRANSFORM.rotation[2]);
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camera.rotation.set(pitchRad, yawRad, rollRad, "YXZ");
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} else if (movementMode === "walk" && prevMovementModeRef.current === "ebike") {
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// Restore default walk FOV
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const perspectiveCam = camera as THREE.PerspectiveCamera;
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perspectiveCam.fov = 60;
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perspectiveCam.updateProjectionMatrix();
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// Dismount! Teleport player capsule 3 units to the right
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const rightDir = new THREE.Vector3();
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camera.getWorldDirection(_forward);
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@@ -358,22 +363,51 @@ export function PlayerController({
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}
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if (movementModeRef.current === "ebike") {
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// Offset of position rotated by e-bike angle
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// Calculate dynamic steering factor
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let targetSteer = 0;
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if (keys.current.left) targetSteer = 1;
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else if (keys.current.right) targetSteer = -1;
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const currentSteer = (window as any).ebikeSteerFactor || 0;
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const steerFactor = THREE.MathUtils.lerp(currentSteer, targetSteer, 8 * dt);
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(window as any).ebikeSteerFactor = steerFactor;
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// 1. Dynamic FOV stretch based on speed!
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const speed = velocity.current.length();
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const targetFov = 60 + Math.min(speed * 0.35, 9); // stretch FOV up to 9 degrees at high speed (halved by two)!
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const perspectiveCam = camera as THREE.PerspectiveCamera;
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perspectiveCam.fov = THREE.MathUtils.lerp(perspectiveCam.fov, targetFov, 6 * dt);
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perspectiveCam.updateProjectionMatrix();
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// 2. Camera lag & dynamic swing trailing
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const cameraOffset = new THREE.Vector3(...EBIKE_CAMERA_TRANSFORM.position);
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cameraOffset.applyAxisAngle(_up, ebikeAngle.current);
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const camPos = new THREE.Vector3()
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// Swing camera to optimize the view for both left and right turns:
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// Since the camera is on the left (X = -3.5), it naturally trails beautifully in right turns,
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// but cuts forward in left turns. We compensate by pushing the camera backward (+Z) during left turns!
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const swingX = -Math.abs(steerFactor) * 1.5;
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const swingZ = steerFactor > 0 ? steerFactor * 2.5 : steerFactor * 1.0;
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const cameraSwing = new THREE.Vector3(swingX, 0, swingZ);
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cameraSwing.applyAxisAngle(_up, ebikeAngle.current);
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cameraOffset.add(cameraSwing);
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const targetCamPos = new THREE.Vector3()
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.copy(capsule.current.end)
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.add(cameraOffset);
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camera.position.copy(camPos);
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// Set camera rotation strictly to EBIKE_CAMERA_TRANSFORM.rotation + ebikeAngle.current
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// Smoothly lerp camera position to eliminate rigidity
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camera.position.lerp(targetCamPos, 12 * dt);
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// 3. Dynamic camera roll based on steering!
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const pitchRad = THREE.MathUtils.degToRad(EBIKE_CAMERA_TRANSFORM.rotation[0]);
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const yawRad = THREE.MathUtils.degToRad(EBIKE_CAMERA_TRANSFORM.rotation[1]) + ebikeAngle.current;
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const rollRad = THREE.MathUtils.degToRad(EBIKE_CAMERA_TRANSFORM.rotation[2]);
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// Tilt camera slightly opposite to the turn direction (-5 degrees maximum roll)
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const rollRad = THREE.MathUtils.degToRad(EBIKE_CAMERA_TRANSFORM.rotation[2]) - steerFactor * 0.08;
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camera.rotation.set(pitchRad, yawRad, rollRad, "YXZ");
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// Synchronize visual e-bike mesh position and rotation instantly to eliminate 1-frame follow latency jitter!
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// 4. Synchronize visual e-bike position and apply leaning!
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const ebikeVisual = (window as any).ebikeVisualGroup?.current;
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if (ebikeVisual) {
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ebikeVisual.position.set(
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@@ -381,7 +415,9 @@ export function PlayerController({
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capsule.current.end.y - PLAYER_EYE_HEIGHT,
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capsule.current.end.z
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);
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ebikeVisual.rotation.set(0, ebikeAngle.current, 0);
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// Lean (roll) the bike sideways in turns (up to 15 degrees)
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const leanAngle = steerFactor * 0.26; // rotate in direction of turn!
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ebikeVisual.rotation.set(0, ebikeAngle.current, leanAngle, "YXZ");
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}
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} else {
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camera.position.copy(capsule.current.end);
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