ConvexHullCollider instead of TriMesh

This commit is contained in:
azykov@mail.ru 2026-06-03 19:54:07 +03:00
parent 50a553b24d
commit b5a9772248
No known key found for this signature in database
7 changed files with 55 additions and 41 deletions

View File

@ -58,7 +58,7 @@ export const GameView = observer(function () {
return (<>
<Suspense>
{/* <PlayerMovement /> */}
<PlayerMovement />
<Physics paused={game.isPaused}>
<SceneView scene={game.scene} />
</Physics>

View File

@ -80,6 +80,7 @@ export const ObjectEditorView = observer(function ({ object }: ObjectEditorViewP
<ObjectViewInternal
ref={groupRef}
object={object}
isEditor
objectType={objectType}
onClick={handleClick}
/>

View File

@ -1,43 +1,36 @@
import { observer } from "mobx-react-lite";
import type { ObjectType, RuntimeObjectInstance } from "../types";
import { forwardRef, useMemo } from "react";
import { forwardRef } from "react";
import type { Group } from "three";
import { Instance, Instances } from "@react-three/drei";
import type { ThreeEvent } from "@react-three/fiber";
import { state } from "../state";
import { TrimeshCollider } from "@react-three/rapier";
import { ConvexHullCollider } from "@react-three/rapier";
import { SyncRigidBody } from "./SyncRigidBody";
import { runInAction } from "mobx";
import { buildObjectTrimesh } from "../utils/graphics/mesh";
type ObjectViewInternalProps = {
object: Omit<RuntimeObjectInstance, 'typeId'>;
objectType: ObjectType;
isEditor?: boolean;
onClick?: (e: ThreeEvent<MouseEvent>) => void;
}
export const ObjectViewInternal = observer(forwardRef<Group | null, ObjectViewInternalProps>(
function ({ object, objectType, onClick }, ref) {
const trimeshArgs = useMemo(
() => buildObjectTrimesh(objectType, state.world.data.voxelTypes),
// eslint-disable-next-line react-hooks/exhaustive-deps
[objectType.id]
);
function ({ object, objectType, ...props }, ref) {
return (
<SyncRigidBody
colliders={false}
gravityScale={object.physics ? 1 : 0.1}
onSync={(data) => {
runInAction(() => {
const obj = state.game?.scene.objects[object.id];
if (obj) {
obj.position = data.position;
obj.rotation = data.rotation;
obj.linearVelocity = data.linearVelocity;
obj.radialVelocity = data.radialVelocity;
}
});
onSync={(_data) => {
// TODO rewrite so that is does not trigger re-render
// runInAction(() => {
// object.position = data.position;
// object.rotation = data.rotation;
// if (!props.isEditor) {
// (object as RuntimeGameObjectInstance).linearVelocity = data.linearVelocity;
// (object as RuntimeGameObjectInstance).radialVelocity = data.radialVelocity;
// }
// });
}}
>
<group
@ -46,7 +39,7 @@ export const ObjectViewInternal = observer(forwardRef<Group | null, ObjectViewIn
position={object.position}
rotation={object.rotation}
scale={object.scale}
onClick={onClick}
onClick={props.onClick}
>
{
object.cache.voxelGroups.map((vg) =>
@ -57,7 +50,7 @@ export const ObjectViewInternal = observer(forwardRef<Group | null, ObjectViewIn
</Instances>
)
}
{trimeshArgs && <TrimeshCollider args={trimeshArgs} />}
{object.cache.colliderMesh && <ConvexHullCollider args={[object.cache.colliderMesh[0]]} />}
</group>
</SyncRigidBody>
);

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@ -2,8 +2,6 @@ import { observer } from "mobx-react-lite";
import type { RuntimeScene } from "../types";
import { CharacterView } from "./CharacterView";
import { GameObjectView } from "./GameObjectView";
import { useFrame } from "@react-three/fiber";
import { useRapier } from "@react-three/rapier";
import { ObjectEditorView } from "./ObjectEditorView";
type SceneViewProps = {
@ -12,9 +10,9 @@ type SceneViewProps = {
}
export const SceneView = observer(function (props: SceneViewProps) {
const rapier = useRapier();
// const rapier = useRapier();
useFrame((_, dt) => {
// useFrame((_, dt) => {
// if (props.editMode)
// return;
@ -23,7 +21,7 @@ export const SceneView = observer(function (props: SceneViewProps) {
// return;
// rapier.step(dt);
})
// })
return (<>
<ambientLight intensity={0.5} />

View File

@ -7,10 +7,16 @@ import { GameFactory } from "../model/gameFactory";
export class GameState {
private readonly world: WorldState;
public data: Game;
public isPaused: boolean = false;
public time: number = 0;
public scene: RuntimeGameScene;
private startAutoSave() {
return reaction(() => toJS(this.data), (data) => this.saveData(data), { delay: 5000 });
return reaction(
() => (this.asGame),
(data) => this.saveData(data),
{ delay: 5000 }
);
}
private withoutAutoSave(fn: () => void) {
@ -23,18 +29,31 @@ export class GameState {
constructor(world: WorldState) {
this.world = world;
this.data = GameFactory.create(toJS(this.world.data));
const game = GameFactory.create(toJS(this.world.data));
this.isPaused = game.paused;
this.time = game.time;
this.scene = game.scene;
this._stopAutoSave = this.startAutoSave();
makeAutoObservable(this);
}
public get isPaused(): boolean {
return this.data.paused;
public get asGame(): Game {
return {
paused: toJS(this.isPaused),
time: toJS(this.time),
scene: toJS(this.scene),
}
}
public get scene(): RuntimeGameScene {
return this.data.scene;
public setGame(value: Game) {
this.isPaused = value.paused;
this.time = value.time;
this.scene = value.scene;
}
public setIsPaused(value: boolean) {
this.isPaused = value;
}
public get camera(): Pos3 {
@ -63,19 +82,19 @@ export class GameState {
const stack = new Error('Saving game...').stack!.split('\n').slice(1);
const { ...debug } = toJS(data);
console.dir({ stack, debug });
GameFactory.save(toJS(this.data));
GameFactory.save(data);
}
public save(): void {
this.saveData(this.data);
this.saveData(this.asGame);
}
public resume(): void {
this.data.paused = false;
this.isPaused = false;
}
public pause(): void {
this.data.paused = true;
this.isPaused = true;
}
public setCharacterTransform(
@ -99,6 +118,6 @@ export class GameState {
if (this.isPaused)
return;
this.data.time += deltaTime;
this.time += deltaTime;
}
}

View File

@ -4,6 +4,7 @@ import type { ObjectInstance } from "./object";
export type ObjectInstanceRuntimeData = {
cache: {
voxelGroups: VoxelGroup[];
colliderMesh: [Float32Array, Uint32Array] | null;
};
}

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@ -1,5 +1,6 @@
import { getObjectVoxelGroups } from "../graphics/voxelGroup";
import type { ObjectInstance, RuntimeObjectInstance, World } from "../../types";
import { buildObjectTrimesh } from "../graphics/mesh";
export function populateRuntimeObject(object: ObjectInstance, world: World): RuntimeObjectInstance {
const objectType = world.objectTypes[object.typeId];
@ -8,6 +9,7 @@ export function populateRuntimeObject(object: ObjectInstance, world: World): Run
...object,
cache: {
voxelGroups: getObjectVoxelGroups(objectType, world.voxelTypes),
colliderMesh: buildObjectTrimesh(objectType, world.voxelTypes),
},
};