advanced animation speed management according to hero climbing or getting down
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+28
-15
@@ -3,10 +3,13 @@ import { QueryFilterFlags } from '@dimforge/rapier3d';
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const zero2 = new Vector2(0,0);
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class Hero{
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walkDirection = new Vector3()
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rotateAngle = new Vector3(0, 1, 0)
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#walkDirection = new Vector3()
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#desiredMovement = new Vector2(0,0)
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#correctedMovement = new Vector2(0,0);
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#rotateAngle = new Vector3(0, 1, 0)
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cameraMode = 'rotate';
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#cameraZ = 4
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#timeScale = 1;
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get cameraZ(){
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return this.#cameraZ;
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@@ -92,7 +95,7 @@ class Hero{
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this.po.characterController = this.characterController;
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//this.characterController.enableSnapToGround(0.5);
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// // Don’t allow climbing slopes larger than 45 degrees.
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// this.characterController.setMaxSlopeClimbAngle(45 * Math.PI / 180);
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//this.characterController.setMaxSlopeClimbAngle(90 * Math.PI / 180);
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// Automatically slide down on slopes smaller than 30 degrees.
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// this.characterController.setMinSlopeSlideAngle(30 * Math.PI / 180);
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// this.characterController.enableAutostep(0.5, 0.2, true);
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@@ -169,10 +172,10 @@ class Hero{
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let play = this.currentAction || 'idle', velocity = this.walkVelocity;
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this.fadeDuration = 0.2;
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if (input[1] && pc.running) {
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if (input[1] && pc.running && this.#timeScale > 0.5) {
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play = 'run';
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velocity = this.runVelocity;
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} else if (input[1] > 0) {
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} else if (input[1] > 0 && this.#timeScale > 0.2) {
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play = 'walk'
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} else if (input[1] < 0) {
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play = 'backward'
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@@ -216,9 +219,11 @@ class Hero{
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this.actionStart = 0;
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}
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this.animationsMap[this.currentAction].timeScale = this.#timeScale;
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this.actionStart += delta;
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this.cameraDelta += delta * ( pc.cameraLeft * -1 + pc.cameraRight * 1)
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this.walkDirection.setScalar(0);
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this.#walkDirection.setScalar(0);
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if (pc.cameraUp && this.cameraY < 5){
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this.cameraY+=delta;
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@@ -239,35 +244,35 @@ class Hero{
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if (!this.fpv){
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//this.directionVelocity = this.directionVelocity * 2.5 * Math.abs(input[0])
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this.direction += input[0] * delta * 2.5 //this.directionVelocity;
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this.walkDirection.set(0, 0, input[1])
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this.#walkDirection.set(0, 0, input[1])
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}else{
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if (this.engine.renderer.xr.isPresenting){
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this.direction = this.engine.camera.rotation.y;
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}else{
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this.direction = this.camera.rotation.y;
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}
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this.walkDirection.set(input[0], 0, input[1])
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this.#walkDirection.set(input[0], 0, input[1])
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//console.log(this.camera.rotation.y * 180/Math.PI);
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// this.camera.getWorldDirection(this.walkDirection);
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// this.walkDirection.applyAxisAngle(this.rotateAngle, input[0]*Math.PI/2 + (input[1]<0 ? Math.PI : 0))
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//this.walkDirection.multiplyScalar(input[1]);
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}
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this.walkDirection.applyAxisAngle(this.rotateAngle, this.direction)
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this.walkDirection.normalize();
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this.#walkDirection.applyAxisAngle(this.#rotateAngle, this.direction)
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this.#walkDirection.normalize();
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this.model.rotation.y = this.direction;
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}else if (this.fpv){
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this.model.rotation.y = this.camera.rotation.y;
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}
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this.walkDirection.x = this.walkDirection.x * velocity * delta// + this.model.position.x
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this.walkDirection.y = -delta * 0.5 * 9.8; //gravity!!!
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this.walkDirection.z = this.walkDirection.z * velocity * delta// + this.model.position.z
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this.#walkDirection.x = this.#walkDirection.x * velocity * delta// + this.model.position.x
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this.#walkDirection.y = -delta * velocity * 0.1 * 9.8; //gravity!!!
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this.#walkDirection.z = this.#walkDirection.z * velocity * delta// + this.model.position.z
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//const translation = this.rigidBody.translation();
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this.characterController.computeColliderMovement(
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this.po.collider, // The collider we would like to move.
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this.walkDirection, // The movement we would like to apply if there wasn’t any obstacle.
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this.#walkDirection, // The movement we would like to apply if there wasn’t any obstacle.
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QueryFilterFlags['EXCLUDE_SENSORS']
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);
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@@ -278,7 +283,15 @@ class Hero{
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// }
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let correctedMovement = this.characterController.computedMovement();
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//console.log(correctedMovement);
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// this.walkDirection.sub(correctedMovement)
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// let diff = Math.sqrt(this.walkDirection.x * this.walkDirection.x +
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// this.walkDirection.z * this.walkDirection.z) / delta / velocity
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let l1 = this.#desiredMovement.set(this.#walkDirection.x, this.#walkDirection.z).lengthSq(),
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l2 = this.#correctedMovement.set(correctedMovement.x, correctedMovement.z).lengthSq();
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let ts = l2 / l1
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if (ts>0 && ts<10){
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this.#timeScale = this.lerp(this.#timeScale, Math.sqrt(ts), delta*2);
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}
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let v = new Vector3();
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v.copy(this.po.rigidBody.translation());
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