feat: Remove unused GLB models and enhance asset reset functionality
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@@ -80,7 +80,7 @@ function HumanAnimator({ path, handleCallBack, currentPhase, human, reset, start
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const distances = [];
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let accumulatedDistance = 0;
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let index = 0;
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const rotationSpeed = 1;
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const rotationSpeed = 1.5;
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for (let i = 0; i < currentPath.length - 1; i++) {
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const start = new THREE.Vector3(...currentPath[i]);
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@@ -108,7 +108,14 @@ function HumanAnimator({ path, handleCallBack, currentPhase, human, reset, start
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if (angle < 0.01) {
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object.quaternion.copy(targetQuaternion);
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} else {
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object.quaternion.slerp(targetQuaternion, delta * rotationSpeed * speed * human.speed * 5);
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const step = rotationSpeed * delta * speed * human.speed;
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const angle = object.quaternion.angleTo(targetQuaternion);
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if (angle < step) {
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object.quaternion.copy(targetQuaternion);
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} else {
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object.quaternion.rotateTowards(targetQuaternion, step);
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}
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}
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const isAligned = angle < 0.01;
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@@ -145,7 +152,14 @@ function HumanAnimator({ path, handleCallBack, currentPhase, human, reset, start
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object.quaternion.copy(targetQuaternion);
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setRestingRotation(false);
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} else {
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object.quaternion.slerp(targetQuaternion, delta * rotationSpeed * speed * human.speed * 4);
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const step = rotationSpeed * delta * speed * human.speed;
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const angle = object.quaternion.angleTo(targetQuaternion);
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if (angle < step) {
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object.quaternion.copy(targetQuaternion);
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} else {
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object.quaternion.rotateTowards(targetQuaternion, step);
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}
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}
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if (human.currentMaterials.length > 0) {
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