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Move local direction? locallyTranslate error.


Carharttguy
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Hello

 

I'm porting an application from AppGameKit to BabylonJS. Now I came to the point of moving the camera on keypresses. In AGK I could use the local position of a mesh. This is pseudocode

If keypress = up Then
Camera.MoveLocalZ(5)
Endif

This moves the camera 5 units forward on it's local axes, so it's always going forward, no matter the direction.

After a lot of reading and searching the docs, I found this: http://doc.babylonjs.com/overviews/how_rotations_and_translations_work#more-advanced-positioning

So locallyTranslate seems awesome. So I cleared the inputs on the camera and tried something like this:

 

	 window.addEventListener("keydown", ProcessKeyDown, false);function ProcessKeyDown(kbe: KeyboardEvent){    switch(kbe.keyCode)    {        case 38: //UP            gEditor._camera.locallyTranslate(new BABYLON.Vector3(0, 0, 5));    }}
	 
	

But I get an error on locallyTranslate that it's not a function.

I get the same error on gEditor._camera.Translate. That also isn't a function it seems. Or is .Translate and .locallyTranslate not applicable on a camera?

 

Thanks

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player = {
			mesh:player_box,
			speed: {
				f:0,
				s:0,
				u:0,
			}
		};
		
		//PHYSICS START
		
		player_box.body = player_box.setPhysicsState(BABYLON.PhysicsImpostor.SphereImpostor, { mass: 1.0, friction: 0.0001, restitution: 0.0});

		player_box.body.grounded = false;
				
				player_box.body.collisionResponse = 0;
				player_box.body.addEventListener("collide", function(e){ player_box.body.grounded = true;
				player_box.body.collisionResponse = 1;
		});
		//CONTROLS
		keys = {};
		keys.up = false, keys.down = false, keys.left = false, keys.right = false, keys.space = false, keys.w = false, keys.s = false, keys.a = false, keys.d = false, keys.ctrl = false;
		function onKeyDown(evt) {
		console.log(evt.keyCode);
   		 switch (evt.keyCode){
		case 37: // left
		keys.left = true;
		break;
		case 39: //right
		keys.right = true;
		break;
		case 38: //up
		keys.up = true;
		break;
		case 40: //down
		keys.down = true;
		break;
		case 32: //space
		keys.space = true;
		break;
		case 87: //w
		keys.w = true;
		break;
		case 83: //s
		keys.s = true;
		break;
		case 65: //a
		keys.a = true;
		break;
		case 68: //d
		keys.d = true;
		break;
		case 17: //ctrl
		keys.ctrl = true;
		break;
	}
	}
		function onKeyUp(evt) {
    switch (evt.keyCode){
		case 37: // left
		keys.left = false;
		break;
		case 39: //right
		keys.right = false;
		break;
		case 38: //up
		keys.up = false;
		break;
		case 40: //down
		keys.down = false;
		break;	
		case 32: //space
		keys.space = false;
		break;	
		case 87: //w
		keys.w = false;
		break;
		case 83: //s
		keys.s = false;
		break;
		case 65: //a
		keys.a = false;
		break;
		case 68: //d
		keys.d = false;
		break;
		case 17: //ctrl
		keys.ctrl = false;
		break;
	}
	}
	
	window.addEventListener("keydown", onKeyDown);
	window.addEventListener("keyup", onKeyUp);
		
		//console.log(player_box.body);
		//console.log(camera);
		settings = {
			accel : 1,
			speeds :{
				normal :{
					f: 50.0,
					b: -20.0,
					s: 30.0,
				},
				run :{
					f: 1.0,
					b: 0.45,
					s: 0.65,
				},
				walk :{
					f: 0.3,
					b: 0.1,
					s: 0.2,
				},
			},
		};
		//CONTROL RESPONSE
		scene.registerBeforeRender(function(){
			//console.log(player_box.position);
			
			if(player_box.body.collisionResponse){
			player_box.body.grounded = true;
			player_box.body.velocity.y = 0;
			}else{
			player_box.body.grounded = false;	
			}
							
							
			if(player_box.body.grounded || gravity.y == 0){
			
			if(keys.w){
				if(player.speed.f < settings.speeds.normal.f){
					player.speed.f += settings.accel;
				}else{
				player.speed.f = settings.speeds.normal.f;
				}
								
			}else if(keys.s){
				if(player.speed.f > settings.speeds.normal.b){
					player.speed.f -= settings.accel;
				}else{
				player.speed.f = settings.speeds.normal.b;
				}	
			}
			
			if(keys.a){
				if(player.speed.s > settings.speeds.normal.s*-1){
					player.speed.s -= settings.accel;
				}else{
				player.speed.s = settings.speeds.normal.s*-1;
				}
			}
			
			if(keys.d ){
				if(player.speed.s < settings.speeds.normal.s){
					player.speed.s += settings.accel;
				}else{
				player.speed.s = settings.speeds.normal.s;
				}
			}
			
			if(keys.space){
				if(gravity.y != 0 && player_box.body.grounded){
					player_box.body.collisionResponse = 0;
					var jumpVector = v3(0,6.5,0);
					player_box.applyImpulse(jumpVector, player_box.position);	
				}else{
				if(player.speed.u < -2){
					player.speed.u -= settings.accel;
					}else{
					player.speed.u = -2;
					}
				}
			}
				
			
			if(keys.ctrl){
				if(gravity.y != 0 && player_box.body.grounded){
					player.speed.f*=0.5;
					player.speed.s*=0.5;
				}else{
				  if(player.speed.u > 2){
					player.speed.u += settings.accel;
					}else{
					player.speed.u = 2;
					}
				}
			}
			
			
			 	player.speed.f*=0.82;
				player.speed.s*=0.82;
				player.speed.u*=0.82;
				if(player.speed.f<0.05 && player.speed.f > -0.05){
					player.speed.f = 0;
				}
				if(player.speed.s<0.05 && player.speed.s > -0.05){
					player.speed.s = 0;
				}
				
				var forward = scene.activeCamera.getTarget().subtract(scene.activeCamera.position).normalize();
				forward.y = 0;
				var right = BABYLON.Vector3.Cross(forward, scene.activeCamera.upVector).normalize();
				right.y = 0;	
				
			
				var f_speed = 0, s_speed = 0, u_speed = 0;
				if(player.speed.f != 0){
					f_speed = player.speed.f;
				}
				if(player.speed.s != 0){
					s_speed = player.speed.s;
				}
				if(player.speed.u != 0){
					u_speed = player.speed.u;
				}
				
				move = (forward.scale(f_speed)).subtract((right.scale(s_speed))).subtract(scene.activeCamera.upVector.scale(u_speed));
				
								
			player_box.body.velocity.x = move.x;
			player_box.body.velocity.z = move.z;
			player_box.body.velocity.y = move.y;
			}
			if(keys.ctrl){
			camera.position = v3(player_box.position.x,player_box.position.y+1,player_box.position.z);
			}else{
			camera.position = v3(player_box.position.x,player_box.position.y+2,player_box.position.z);
			}

 

This might be over kill... but this is a controller that I have used in the past.

You need to get a forward vector and do something with that!

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@Pryme8 Thanks for your answer. But to be honest, I completely fail to see what your solution does. I have very little BabylonJS experience, and it looks like your moving a physics body that has a camera attached to it?

 

@jerome Thanks! It's a real shame tho, it would be so easy :)

So I guess the only way to mova a camera is using those input systems? I already read the tutorial 3 times and looks super complex for what I want.

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