Files
timmy-tower/the-matrix/js/interaction.js
alexpaynex 35babd2400 Task #22: Slap/ragdoll physics on Timmy
## What was done
- agents.js: spring physics (stiffness=7, damping=0.8, clamp ±0.44 rad) on
  timmy.group.rotation.x/z via slapOffset/slapVelocity integrated per-frame with
  proper dt (capped at 50ms for tab-background safety)
- agents.js: applySlap(hitPoint) — computes XZ impulse direction from hit point
  relative to TIMMY_POS, adds angular velocity, triggers pip startle + crystal flash
- agents.js: _playBoing() — lazy AudioContext, sine oscillator 260→90 Hz with
  exponential gain decay (0.38s)
- agents.js: Pip startle — 3s decay timer, random scatter direction offset, 4x
  spin speed while startled, boosted pip light intensity
- agents.js: Crystal ball hit flash — hitFlashTimer=0.5s, intensity spikes to 10
  and fades; normal crystalLight/cbMat logic when not flashing
- agents.js: getTimmyGroup() export for raycaster target
- interaction.js: registerSlapTarget(group, applyFn) — stores targets
- interaction.js: _onPointerDown capture-phase listener — raycasts against
  timmyGroup recursively, calls applySlap on hit, suppresses OrbitControls drag
  for 220ms via stopImmediatePropagation + controls.enabled toggle
- main.js: imports getTimmyGroup, applySlap, registerSlapTarget; wires
  registerSlapTarget(getTimmyGroup(), applySlap) after initInteraction

## Verification
- Vite build: clean, 14 modules, 0 errors
- /tower HTTP 200
- Testkit: 27/27 PASS
2026-03-19 03:31:01 +00:00

88 lines
2.8 KiB
JavaScript

import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let controls;
let _canvas;
let _camera = null;
let _timmyGroup = null;
let _applySlap = null;
const _raycaster = new THREE.Raycaster();
const _pointer = new THREE.Vector2();
const _noCtxMenu = e => e.preventDefault();
// ── registerSlapTarget ────────────────────────────────────────────────────────
// Call after initAgents() with Timmy's group and the applySlap function.
// The capture-phase pointerdown listener will hit-test against the group and
// call applySlap(hitPoint) — also suppressing the OrbitControls drag.
export function registerSlapTarget(timmyGroup, applyFn) {
_timmyGroup = timmyGroup;
_applySlap = applyFn;
}
export function initInteraction(camera, renderer) {
_camera = camera;
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.screenSpacePanning = false;
controls.minDistance = 5;
controls.maxDistance = 80;
controls.maxPolarAngle = Math.PI / 2.1;
controls.target.set(0, 0, 0);
controls.update();
_canvas = renderer.domElement;
_canvas.addEventListener('contextmenu', _noCtxMenu);
// Capture phase so we intercept before OrbitControls' bubble-phase handler.
// If Timmy is hit we call stopImmediatePropagation() to suppress the orbit drag.
_canvas.addEventListener('pointerdown', _onPointerDown, { capture: true });
}
function _onPointerDown(event) {
if (!_timmyGroup || !_applySlap || !_camera) return;
const rect = _canvas.getBoundingClientRect();
_pointer.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
_pointer.y = ((event.clientY - rect.top) / rect.height) * -2 + 1;
_raycaster.setFromCamera(_pointer, _camera);
const hits = _raycaster.intersectObject(_timmyGroup, true);
if (hits.length > 0) {
event.stopImmediatePropagation(); // block OrbitControls drag
_applySlap(hits[0].point);
// Re-enable orbit after a short pause to avoid accidental rotation
if (controls) {
controls.enabled = false;
setTimeout(() => { if (controls) controls.enabled = true; }, 220);
}
}
}
export function updateControls() {
if (controls) controls.update();
}
/**
* Dispose OrbitControls event listeners.
* Called before context-loss teardown.
*/
export function disposeInteraction() {
if (_canvas) {
_canvas.removeEventListener('contextmenu', _noCtxMenu);
_canvas.removeEventListener('pointerdown', _onPointerDown, { capture: true });
_canvas = null;
}
if (controls) {
controls.dispose();
controls = null;
}
_camera = null;
_timmyGroup = null;
_applySlap = null;
}