Fixed bug with trees models
When exporting a model from Blender, always export it at 0,0,0 if you don't like surprises...
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File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@@ -128,6 +128,20 @@ export async function addAssetsOnScene(scene){
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pathTiles.push(pathRight);
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pathTiles.push(pathRight);
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}
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}
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/* --------------------
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ADDING TREES
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-------------------- */
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const treeOakModel = await loadModel('src/objects/models/tree1.gltf');
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const treeAppleOakModel = await loadModel('src/objects/models/tree2.gltf');
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const treeSakuraModel = await loadModel('src/objects/models/tree3.gltf');
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const treePineModel = await loadModel('src/objects/models/tree4.gltf');
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treeSakuraModel.scene.scale.set(0.3,0.3,0.3);
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treeSakuraModel.scene.rotateOnWorldAxis(new THREE.Vector3(1, 0, 0), MathUtils.degToRad(90));
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treeSakuraModel.scene.position.x = 4;
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treeSakuraModel.scene.position.y = 4;
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alignGround(ground, treeSakuraModel.scene);
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scene.add(treeSakuraModel.scene);
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const player = await loadModel('src/objects/models/player.gltf');//Loading player
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const player = await loadModel('src/objects/models/player.gltf');//Loading player
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@@ -58,10 +58,11 @@ export function handleKeyDown(event) {
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const intersects = raycaster.intersectObjects(scene.children, true);//Gettings objects on the path of this raycaster
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const intersects = raycaster.intersectObjects(scene.children, true);//Gettings objects on the path of this raycaster
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const allowedDistance = 0.4;
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const collidingDistance = 0.5;
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const collisionThreshold = 0.2;
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const collisionThreshold = 0.2;
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for(let i=0; i<intersects.length; i++){
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for(let i=0; i<intersects.length; i++){
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if(intersects[i].distance>collisionThreshold && intersects[i].distance<allowedDistance){
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//if(intersects[i].distance<2 && intersects[i].distance>collisionThreshold)console.log(intersects[i]);
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if(intersects[i].distance>collisionThreshold && intersects[i].distance<collidingDistance){
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//Valid colliding object, not too close ( player leg / arm ), but not too far
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//Valid colliding object, not too close ( player leg / arm ), but not too far
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playerDirection.set(0, 0, 0);
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playerDirection.set(0, 0, 0);
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break;
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break;
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