♻️ Makes smoothing be a const
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@@ -55,6 +55,7 @@
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let currentModelAngles: number[] = new Array(12).fill(0)
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let modelTargetAngles: number[] = new Array(12).fill(0)
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let gui_panel: GUI
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const SMOOTH_AMOUNT = 0.2
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let target: Object3D<Object3DEventMap>
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@@ -238,12 +239,12 @@
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robot.position.x = smooth(
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robot.position.x,
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(-rotatedZm - body_state.cumulative_z) * THREEJS_SCALE,
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0.1
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SMOOTH_AMOUNT
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)
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robot.position.z = smooth(
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robot.position.z,
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(-rotatedXm - body_state.cumulative_x) * THREEJS_SCALE,
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0.1
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SMOOTH_AMOUNT
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)
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const pitch = degToRad(settings.psi - 90) + body_state.cumulative_pitch
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@@ -252,10 +253,10 @@
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robot.rotation.z = smooth(
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robot.rotation.z,
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degToRad(-settings.phi + $mpu.heading + 90) + cumulativeYaw,
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0.1
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SMOOTH_AMOUNT
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)
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robot.rotation.y = smooth(robot.rotation.y, roll, 0.1)
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robot.rotation.x = smooth(robot.rotation.x, pitch, 0.1)
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robot.rotation.y = smooth(robot.rotation.y, roll, SMOOTH_AMOUNT)
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robot.rotation.x = smooth(robot.rotation.x, pitch, SMOOTH_AMOUNT)
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}
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const update_camera = (robot: URDFRobot) => {
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@@ -307,8 +308,8 @@
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const updateTargetPosition = () => {
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target.visible = settings['Target position']
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target.position.x = smooth(target.position.x, target_position.x, 0.5)
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target.position.z = smooth(target.position.z, target_position.z, 0.5)
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target.position.x = smooth(target.position.x, target_position.x, SMOOTH_AMOUNT)
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target.position.z = smooth(target.position.z, target_position.z, SMOOTH_AMOUNT)
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}
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const render = () => {
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@@ -330,7 +331,7 @@
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currentModelAngles[i] = smooth(
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(robot.joints[$jointNames[i]].angle as number) * (180 / Math.PI),
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modelTargetAngles[i],
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0.1
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SMOOTH_AMOUNT
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)
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robot.joints[$jointNames[i]].setJointValue(degToRad(currentModelAngles[i]))
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}
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