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scene.ts
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scene.ts
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import {
CannonJSPlugin,
MeshBuilder,
PhysicsImpostor,
Scene,
Vector3,
} from "@babylonjs/core";
import * as CANNON from "cannon-es";
import type { Socket } from "socket.io-client";
import type { Engine } from "@babylonjs/core";
import type { PlayersMap } from "../main";
import { UIPlayersIndicators } from "../ui";
const speedometerEl = document.getElementById("speedometer") as HTMLElement;
const createScene = async (engine: Engine) => {
const scene: Scene = new Scene(engine);
const gravityVector = new Vector3(0, -9.81, 0);
const cannonPlugin = new CannonJSPlugin(true, 10, CANNON);
scene.enablePhysics(gravityVector, cannonPlugin);
const ground = MeshBuilder.CreateGround(
"ground1",
{ width: 100, height: 100, subdivisions: 2 },
scene
);
ground.physicsImpostor = new PhysicsImpostor(
ground,
PhysicsImpostor.BoxImpostor,
{ mass: 0, restitution: 0.9 },
scene
);
return { scene };
};
const playersIndicatorsEl = document.getElementById(
"players-indicators"
) as HTMLElement;
const startRace = async ({
engine,
oldScene,
playersMap,
sendAction,
socket,
}: {
engine: Engine;
oldScene: Scene;
playersMap: PlayersMap;
sendAction: Function;
socket: Socket;
}) => {
oldScene.dispose();
engine.stopRenderLoop();
socket.off("server:action");
const { scene } = await createScene(engine);
const physicsEngine = scene.getPhysicsEngine();
if (physicsEngine === null) {
throw new Error("Physics Engine is null");
}
const physicsWorld = physicsEngine.getPhysicsPlugin().world;
playersMap.forEach((player) => {
// Build the car chassis
const chassisShape = new CANNON.Box(new CANNON.Vec3(2, 0.5, 1));
const chassisBody = new CANNON.Body({ mass: 150 });
chassisBody.addShape(chassisShape);
chassisBody.position.set(0, 4, 0);
chassisBody.angularVelocity.set(0, 0.5, 0);
// demo.addVisual(chassisBody);
// Create the vehicle
const vehicle = new CANNON.RaycastVehicle({
chassisBody,
});
const wheelOptions = {
radius: 0.5,
directionLocal: new CANNON.Vec3(0, -1, 0),
suspensionStiffness: 30,
suspensionRestLength: 0.3,
frictionSlip: 1.4,
dampingRelaxation: 2.3,
dampingCompression: 4.4,
maxSuspensionForce: 100000,
rollInfluence: 0.01,
axleLocal: new CANNON.Vec3(0, 0, 1),
chassisConnectionPointLocal: new CANNON.Vec3(-1, 0, 1),
maxSuspensionTravel: 0.3,
customSlidingRotationalSpeed: -30,
useCustomSlidingRotationalSpeed: true,
};
wheelOptions.chassisConnectionPointLocal.set(-1, 0, 1);
vehicle.addWheel(wheelOptions);
wheelOptions.chassisConnectionPointLocal.set(-1, 0, -1);
vehicle.addWheel(wheelOptions);
wheelOptions.chassisConnectionPointLocal.set(1, 0, 1);
vehicle.addWheel(wheelOptions);
wheelOptions.chassisConnectionPointLocal.set(1, 0, -1);
vehicle.addWheel(wheelOptions);
// vehicle.addToWorld(world);
// Add the wheel bodies
const wheelBodies = [];
const wheelMaterial = new CANNON.Material("wheel");
vehicle.wheelInfos.forEach((wheel) => {
const cylinderShape = new CANNON.Cylinder(
wheel.radius,
wheel.radius,
wheel.radius / 2,
20
);
const wheelBody = new CANNON.Body({
mass: 0,
material: wheelMaterial,
});
wheelBody.type = CANNON.Body.KINEMATIC;
wheelBody.collisionFilterGroup = 0; // turn off collisions
const quaternion = new CANNON.Quaternion().setFromEuler(
-Math.PI / 2,
0,
0
);
wheelBody.addShape(cylinderShape, new CANNON.Vec3(), quaternion);
wheelBodies.push(wheelBody);
// demo.addVisual(wheelBody);
// world.addBody(wheelBody);
});
player.car = vehicle;
console.log(player);
});
scene.registerBeforeRender(() => {});
return scene;
};
export { startRace };