Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

When the clone model is introduced and added to the AMMO world, the position parameter becomes NaN #403

Open
doumuer opened this issue Aug 17, 2022 · 0 comments

Comments

@doumuer
Copy link

doumuer commented Aug 17, 2022

Hello, I have one problem when building a multiplayer online game using three.js+ AMmo.js. The problem is as follows.
When the second player joining the game, the actual position of the model is changed to NaN duiring the clone model being introduced to add to the ammo physics scene with the correct position parameters.
Could you please tell me what is the reason for that? How can I solve this situation?
Finally, attaching the code:

websocket.onmessage = function(evt) {
let obj = JSON.parse(evt.data);
for(var o in obj){
if(o == local_name){

	}else{
		if(!all_player_json.hasOwnProperty(o)){
    		let temp_json = {};
            temp_json['x'] = obj[o]['x'];
            temp_json['y'] = obj[o]['y'];
            temp_json['z'] = obj[o]['z'];
            temp_json['mesh'] = mesh_horse.clone();
            pos.set( temp_json['x'],5, temp_json['z'] );
            quat.set( 0, 0, 0, 1 );
            console.log("newMesh:",temp_json['x'], temp_json['y'], temp_json['z']);
            temp_json['bt_body'] = inputWorld(temp_json['mesh'],pos,quat);
            all_player_json[o] = temp_json;
		}else{
            all_player_json[o]['x'] = obj[o]['x'];
            all_player_json[o]['y'] = obj[o]['y'];
            all_player_json[o]['z'] = obj[o]['z'];
            all_player_json[o]['rotation'] = obj[o]['rotation'];
            all_player_json[o]['directionX'] = obj[o]['directionX'];
            all_player_json[o]['directionY'] = obj[o]['directionY'];
            all_player_json[o]['directionZ'] = obj[o]['directionZ'];
            all_player_json[o]['force_Scalar'] = obj[o]['force_Scalar'];
		}
	}
}
for(var o in all_player_json){ 
    if(!obj.hasOwnProperty(o)){
        removeDebris(all_player_json[o]['mesh']);
        delete all_player_json[o];
    }
}

};

function inputWorld(mesh,position,Quaternary){
const copy_geometry = new THREE.BufferGeometry();
copy_geometry.copy(mesh.geometry);
copy_geometry.scale(0.01,0.01,0.01);
console.log(position);
mesh.position.copy(position);
console.log("inputWorld",mesh.position);
const shape = createConvexHullPhysicsShape(copy_geometry.attributes.position.array);
shape.setMargin( margin );
const bt_body = createRigidBody( mesh, shape, 200, position, Quaternary );
bt_body.setDamping(0.8,1);
return bt_body;
}

function createConvexHullPhysicsShape( coords ) {
const shape = new Ammo.btConvexHullShape();
for ( let i = 0, il = coords.length; i < il; i += 3 ) {
tempBtVec3_1.setValue( coords[ i ], coords[ i + 1 ], coords[ i + 2 ] );
const lastOne = ( i >= ( il - 3 ) );
shape.addPoint( tempBtVec3_1, lastOne );
}
return shape;
}

function createRigidBody( object, physicsShape, mass, pos, quat, vel, angVel ) {
if ( pos ) {
console.log("createRigidBody1",pos);
object.position.copy( pos );
console.log("createRigidBody2",object.position);
} else {
pos = object.position;
}
if ( quat ) {
object.quaternion.copy( quat );
} else {
quat = object.quaternion;
}
const transform = new Ammo.btTransform();
transform.setIdentity();
transform.setOrigin( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
transform.setRotation( new Ammo.btQuaternion( quat.x, quat.y, quat.z, quat.w ) );
const motionState = new Ammo.btDefaultMotionState( transform );
const localInertia = new Ammo.btVector3( 0, 0, 0 );
physicsShape.calculateLocalInertia( mass, localInertia );
const rbInfo = new Ammo.btRigidBodyConstructionInfo( mass, motionState, physicsShape, localInertia );
const body = new Ammo.btRigidBody( rbInfo );
body.setFriction( 0.5 );
if ( vel ) {
body.setLinearVelocity( new Ammo.btVector3( vel.x, vel.y, vel.z ) );
}
if ( angVel ) {
body.setAngularVelocity( new Ammo.btVector3( angVel.x, angVel.y, angVel.z ) );
}
object.userData.physicsBody = body;
object.userData.collided = false;
scene.add( object );
if ( mass > 0 ) {
rigidBodies.push( object );
// Disable deactivation
body.setActivationState( 4 );
}
physicsWorld.addRigidBody( body );
return body;
}
10002ffd66c48bac0aff2be02fac749

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant