The Snow Irbix

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About The Snow Irbix

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  • Birthday 05/03/1997

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  1. Camera jumping with gravity

    Can't stop the progress @Deltakosh ! Actually I can. And I did Here it is ! http://playground.babylonjs.com/indexstable#0S38ZF
  2. Camera jumping with gravity

    I managed to get a better gravity implementation by modifying the FreeCamera code directly. I share it with the forum if someone wanna make a realistic jump animation. Feel free to improve the code and share it with us. var BABYLON; (function (BABYLON) { var FreeCamera = (function (_super) { __extends(FreeCamera, _super); function FreeCamera(name, position, scene) { var _this = _super.call(this, name, position, scene) || this; _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5); _this.checkCollisions = false; _this.applyGravity = false; _this._impulsion = BABYLON.Vector3.Zero(); _this._jumpingFlag = false; _this._inertia = BABYLON.Vector3.Zero(); _this._needMoveForGravity = false; _this._oldPosition = BABYLON.Vector3.Zero(); _this._diffPosition = BABYLON.Vector3.Zero(); _this._newPosition = BABYLON.Vector3.Zero(); // Collisions _this._collisionMask = -1; _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) { if (collidedMesh === void 0) { collidedMesh = null; } //TODO move this to the collision coordinator! if (_this.getScene().workerCollisions) newPosition.multiplyInPlace(_this._collider.radius); var updatePosition = function (newPos) { _this._newPosition.copyFrom(newPos); _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition); var oldPosition = _this.position.clone(); if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) { _this.position.addInPlace(_this._diffPosition); if(collidedMesh) { // when moving but collision with ground _this._inertia = BABYLON.Vector3.Zero(); _this._jumpingFlag = false; } if (_this.onCollide && collidedMesh) { _this.onCollide(collidedMesh); } } else { // when not moving but still near the ground _this._inertia = BABYLON.Vector3.Zero(); _this._jumpingFlag = false; } }; updatePosition(newPosition); }; _this.inputs = new BABYLON.FreeCameraInputsManager(_this); _this.inputs.addKeyboard().addMouse(); return _this; } Object.defineProperty(FreeCamera.prototype, "angularSensibility", { //-- begin properties for backward compatibility for inputs get: function () { var mouse = this.inputs.attached["mouse"]; if (mouse) return mouse.angularSensibility; }, set: function (value) { var mouse = this.inputs.attached["mouse"]; if (mouse) mouse.angularSensibility = value; }, enumerable: true, configurable: true }); Object.defineProperty(FreeCamera.prototype, "keysUp", { get: function () { var keyboard = this.inputs.attached["keyboard"]; if (keyboard) return keyboard.keysUp; }, set: function (value) { var keyboard = this.inputs.attached["keyboard"]; if (keyboard) keyboard.keysUp = value; }, enumerable: true, configurable: true }); Object.defineProperty(FreeCamera.prototype, "keysDown", { get: function () { var keyboard = this.inputs.attached["keyboard"]; if (keyboard) return keyboard.keysDown; }, set: function (value) { var keyboard = this.inputs.attached["keyboard"]; if (keyboard) keyboard.keysDown = value; }, enumerable: true, configurable: true }); Object.defineProperty(FreeCamera.prototype, "keysLeft", { get: function () { var keyboard = this.inputs.attached["keyboard"]; if (keyboard) return keyboard.keysLeft; }, set: function (value) { var keyboard = this.inputs.attached["keyboard"]; if (keyboard) keyboard.keysLeft = value; }, enumerable: true, configurable: true }); Object.defineProperty(FreeCamera.prototype, "keysRight", { get: function () { var keyboard = this.inputs.attached["keyboard"]; if (keyboard) return keyboard.keysRight; }, set: function (value) { var keyboard = this.inputs.attached["keyboard"]; if (keyboard) keyboard.keysRight = value; }, enumerable: true, configurable: true }); // Controls FreeCamera.prototype.attachControl = function (element, noPreventDefault) { this.inputs.attachElement(element, noPreventDefault); }; FreeCamera.prototype.detachControl = function (element) { this.inputs.detachElement(element); this.cameraDirection = new BABYLON.Vector3(0, 0, 0); this.cameraRotation = new BABYLON.Vector2(0, 0); }; Object.defineProperty(FreeCamera.prototype, "collisionMask", { get: function () { return this._collisionMask; }, set: function (mask) { this._collisionMask = !isNaN(mask) ? mask : -1; }, enumerable: true, configurable: true }); FreeCamera.prototype._collideWithWorld = function (velocity) { var globalPosition; if (this.parent) { globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix()); } else { globalPosition = this.position; } globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition); if (!this._collider) { this._collider = new BABYLON.Collider(); } this._collider.radius = this.ellipsoid; this._collider.collisionMask = this._collisionMask; //no need for clone, as long as gravity is not on. var actualVelocity = velocity; //add gravity to the velocity to prevent the dual-collision checking if(this.applyGravity) { if(!this._impulsion.equals(BABYLON.Vector3.Zero())) // impulsion != 0 { if(this._jumpingFlag === false) // not already jumping { this._jumpingFlag = true; this._inertia.addInPlace(this._impulsion); } this._impulsion = BABYLON.Vector3.Zero(); } this._inertia.addInPlace(this.getScene().gravity.scale(1/60)); // 1/60 if we assume the 60 fps actualVelocity = velocity.add(this._inertia); } this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId); }; FreeCamera.prototype._checkInputs = function () { if (!this._localDirection) { this._localDirection = BABYLON.Vector3.Zero(); this._transformedDirection = BABYLON.Vector3.Zero(); } this.inputs.checkInputs(); _super.prototype._checkInputs.call(this); }; FreeCamera.prototype._decideIfNeedsToMove = function () { return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0; }; FreeCamera.prototype._updatePosition = function () { if (this.checkCollisions && this.getScene().collisionsEnabled) { this._collideWithWorld(this.cameraDirection); } else { _super.prototype._updatePosition.call(this); } }; FreeCamera.prototype.dispose = function () { this.inputs.clear(); _super.prototype.dispose.call(this); }; FreeCamera.prototype.getClassName = function () { return "FreeCamera"; }; return FreeCamera; }(BABYLON.TargetCamera)); __decorate([ BABYLON.serializeAsVector3() ], FreeCamera.prototype, "ellipsoid", void 0); __decorate([ BABYLON.serialize() ], FreeCamera.prototype, "checkCollisions", void 0); __decorate([ BABYLON.serialize() ], FreeCamera.prototype, "applyGravity", void 0); BABYLON.FreeCamera = FreeCamera; })(BABYLON || (BABYLON = {})); The "inertia" variable is used to store the current velocity of the camera The "jumpingFlag" is used to prevent the player to jump several times without hitting the ground. And the "impulsion" is a velocity vector added to the current velocity of the camera. So now, jump is as easy as that : window.addEventListener('keydown', function(e) { if(e.key === ' ') { camera._impulsion.set(0, 0.25, 0); } }); Sadly I couldn't make a good implementation of the gravity with the camera's "onCollide" callback only, so I can't make a demo on the playground cause I modified the internal BABYLON code. Hope it will help another one ! EDIT : This works only if the "needMoveForGravity" flag is set to 'true'. camera._needMoveForGravity = true;
  3. Camera jumping with gravity

    In fact, the gravity implementation is weird. Currently, the camera falls at a constant speed instead of gaining speed while falling (until the air resistance prevents the speed from increasing). How could I make my own implementation of the gravity while keeping the collision system ?
  4. Material Freeze and Instances

    Thank you for your reply ! Indeed there is not much performance difference, so I will do without.
  5. Hellooo ! I was trying to improve my little voxel engine with the tuto here : https://doc.babylonjs.com/tutorials/optimizing_your_scene But I came with a bug that causes my boxes to disappear when I freeze the material and move the camera. I recreated it in the PG : https://playground.babylonjs.com/#NXU14G If you move the camera so the center of the cube is not in the frustum culling anymore, all instances seem to disappear Note that this bug only occurs when working with instances, if you replace let instance = box.createInstance(''+x+y+z); by let instance = box.clone(''+x+y+z); it works well. Can someone help me or explain me why I can't freeze the material when working with instances ? Thank you very much !
  6. Camera jumping with gravity

    Hi guys ! I did a playground with my FreeCamera jumping when pressing the spacebar, here it is : https://playground.babylonjs.com/#JRHZ1B To get a good result, I was forced to set the gravity to -0.2, and I want to know why setting the gravity to -0.9 doesn't give a realistic result. I already read the older topics on the forum on how to create a jumping animation, but they don't use gravity and causes the player's camera to go through the box (http://www.babylonjs-playground.com/#XN87O#41) Any idea to improve my jump animation with a gravity set to -0.9 ? Or can I set a different gravity for the camera and for the other objects ? Thanks
  7. Physics Engine - Energy.js

    This physic engine looks incredible, I would have liked to have more information on it. But as nittrus noticed, the website is down... Anyone knows when it will be released ?
  8. Bones Ragdoll

    I have another request to continue my work : How can I update the position of a bone ? ^^ I found this in the Samuel script : And the doc : http://doc.babylonjs.com/classes/2.2-alpha/Bone There are many matrix, but I don't know how are they created and which one is linked to the position of the bone. Which matrix should I update ? I have may be find something : http://www.babylonjs-playground.com/#11BH6Z#23 http://www.babylonjs-playground.com/#11BH6Z#24 I update a matrix...
  9. Bones Ragdoll

    Aha you're a weird guy ! I love it ! I will start my experimentations and I will keep you posted ! That's a good idea, the CanadArm !
  10. Bones Ragdoll

    What a huge script ! It seems to use many Quaternions... Have you an idea what function make the transformation between original bones and physic bones ? It will be very helpfull to have just a base
  11. Bones Ragdoll

    Hello everybody !! How can I do a ragdoll like this : http://lo-th.github.io/Oimo.js/test_ragdoll.html But on bones ? I've found this topic : http://www.html5gamedevs.com/topic/12316-animate-a-bone-through-code/ But I want a simple way to do my ragdoll, because I'm a newbie with matrix Thank you !
  12. programmation et jeux vidéos - Youtube

    Ouais ^^ la chaîne est encore peu connu, mais elle va vite monter vu la qualité de son contenu. D'ailleurs j'adore son épisode 10 Hors Série, j'essaierais bien de faire un programme "empirique" dont le but serait de faire marcher un model, puis peut être plus si j'y arrive !
  13. programmation et jeux vidéos - Youtube

    Je viens de découvrir grâce à lui que l'Unreal Engine 4 est gratuit ! Son épisode 7 l'utilise, et c'est vraiment bluffant !
  14. J'ai trouvé une excellente chaine youtube qui parle de la technique dans les jeux vidéos, bien qu'elle soit en français (et non en anglais) je vous la conseille vivement ! C'est Pause Process : https://www.youtube.com/channel/UC0JUkXAVVA4qWH1BQRs5N3A
  15. Heightmap and Multitexturing

    Okay, thank you, I will try this !