Fixed bug with trees models

When exporting a model from Blender, always export it at 0,0,0 if you don't like surprises...
This commit is contained in:
2023-11-29 22:29:13 +01:00
parent a4ed6fc3c3
commit bc51c6420b
7 changed files with 462 additions and 733 deletions

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@@ -128,6 +128,20 @@ export async function addAssetsOnScene(scene){
pathTiles.push(pathRight); pathTiles.push(pathRight);
} }
/* --------------------
ADDING TREES
-------------------- */
const treeOakModel = await loadModel('src/objects/models/tree1.gltf');
const treeAppleOakModel = await loadModel('src/objects/models/tree2.gltf');
const treeSakuraModel = await loadModel('src/objects/models/tree3.gltf');
const treePineModel = await loadModel('src/objects/models/tree4.gltf');
treeSakuraModel.scene.scale.set(0.3,0.3,0.3);
treeSakuraModel.scene.rotateOnWorldAxis(new THREE.Vector3(1, 0, 0), MathUtils.degToRad(90));
treeSakuraModel.scene.position.x = 4;
treeSakuraModel.scene.position.y = 4;
alignGround(ground, treeSakuraModel.scene);
scene.add(treeSakuraModel.scene);
const player = await loadModel('src/objects/models/player.gltf');//Loading player const player = await loadModel('src/objects/models/player.gltf');//Loading player

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@@ -58,10 +58,11 @@ export function handleKeyDown(event) {
const intersects = raycaster.intersectObjects(scene.children, true);//Gettings objects on the path of this raycaster const intersects = raycaster.intersectObjects(scene.children, true);//Gettings objects on the path of this raycaster
const allowedDistance = 0.4; const collidingDistance = 0.5;
const collisionThreshold = 0.2; const collisionThreshold = 0.2;
for(let i=0; i<intersects.length; i++){ for(let i=0; i<intersects.length; i++){
if(intersects[i].distance>collisionThreshold && intersects[i].distance<allowedDistance){ //if(intersects[i].distance<2 && intersects[i].distance>collisionThreshold)console.log(intersects[i]);
if(intersects[i].distance>collisionThreshold && intersects[i].distance<collidingDistance){
//Valid colliding object, not too close ( player leg / arm ), but not too far //Valid colliding object, not too close ( player leg / arm ), but not too far
playerDirection.set(0, 0, 0); playerDirection.set(0, 0, 0);
break; break;