refactoring, resolves #16
This commit is contained in:
@@ -1,178 +0,0 @@
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import * as THREE from 'three'
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import { QueryFilterFlags } from '@dimforge/rapier3d';
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export class CharacterControls {
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walkDirection = new THREE.Vector3()
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rotateAngle = new THREE.Vector3(0, 1, 0)
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cameraY = 3
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#cameraZ = 5
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get cameraZ(){
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return this.#cameraZ;
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}
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set cameraZ(v){
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this.#cameraZ = Math.min(Math.max(v, 2), 10);
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}
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// constants
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fadeDuration = 0.2
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runVelocity = 11
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walkVelocity = 7
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lerp = (x, y, a) => x * (1 - a) + y * a;
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constructor(model, animationsMap, engine, currentAction, po, pointerControls) {
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this.model = model
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this.animationsMap = animationsMap
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this.currentAction = currentAction
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this.animationsMap[currentAction].play()
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this.characterController = engine.physics.world.createCharacterController(0.1);
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this.characterController.setUp({x:0, y:1, z:0});
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po.rigidBody.setTranslation(this.model.position)
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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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// 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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this.characterController.setApplyImpulsesToDynamicBodies(true);
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// this.characterController.setCharacterMass(50);
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this.po = po;
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this.pointerControls = pointerControls
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this.orbitControl = engine.orbitControls
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this.camera = engine.camera
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this.direction = this.model.rotation.y;
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this.directionVelocity = 0;
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this.actionStart = 0;
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this.cameraDelta = 0;
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this.cameraIdleDelta = 0;
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}
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update(world, delta, pointerControls) {
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let input = this.getInput(pointerControls)
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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] && pointerControls.running) {
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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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play = 'walk'
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} else if (input[1] < 0) {
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play = 'backward'
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velocity = this.walkVelocity / 3
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} else if (input[0] < 0) {
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play = 'right'
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} else if (input[0] > 0) {
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play = 'left'
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} else if (!this.currentAction.startsWith('idle')){
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play = 'idle'
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} else if (this.actionStart == -1){
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this.actionStart = 0;
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play = 'idle';
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}
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if (this.currentAction.startsWith('idle') && play.startsWith('idle') && this.actionStart > 10){
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let idx = 1 + parseInt(this.currentAction.split('.')[1] || 0);
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if (this.animationsMap[`idle.${idx}`]) {
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play = `idle.${idx}`
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}else{
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play = 'idle'
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}
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this.fadeDuration = 1;
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}
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if (this.currentAction.startsWith('idle') && play != 'idle'){
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this.cameraIdleDelta += delta * 0.33;
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}else {
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this.cameraIdleDelta = 0;
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}
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if (this.currentAction != play) {
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const toPlay = this.animationsMap[play]
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const current = this.animationsMap[this.currentAction]
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current.fadeOut(this.fadeDuration)
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//toPlay.timeScale = 1;
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toPlay.reset().fadeIn(this.fadeDuration).play();
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this.currentAction = play
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this.actionStart = 0;
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}
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this.actionStart += delta;
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this.cameraDelta += delta * ( pointerControls.cameraLeft * -1 + pointerControls.cameraRight * 1)
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this.walkDirection.x = this.walkDirection.y = this.walkDirection.z = 0
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if (pointerControls.kb.KeyR && this.cameraY < 5){
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this.cameraY+=delta;
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}
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if (pointerControls.kb.KeyF && this.cameraY > 1){
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this.cameraY-=delta;
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}
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if (pointerControls.motion) {
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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.model.rotation.y = this.direction;
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this.walkDirection.set(0, 0, input[1])
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this.walkDirection.applyAxisAngle(this.rotateAngle, this.direction)
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this.walkDirection.normalize();
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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.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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QueryFilterFlags['EXCLUDE_SENSORS']
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);
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// for (let i = 0; i < this.characterController.numComputedCollisions(); i++) {
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// let collision = this.characterController.computedCollision(i);
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// //console.log(collision)
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// // Do something with that collision information.
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// }
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let correctedMovement = this.characterController.computedMovement();
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let v = new THREE.Vector3();
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v.copy(this.po.rigidBody.translation());
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v.add(correctedMovement)
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this.po.rigidBody.setNextKinematicTranslation(v);
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this.model.position.copy(this.po.rigidBody.nextTranslation())
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let cameraPosition = new THREE.Vector3().copy(this.camera.position)
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let cameraDesiredPosition = new THREE.Vector3(
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this.model.position.x + this.#cameraZ* Math.sin(this.model.rotation.y + Math.PI + this.cameraDelta + this.cameraIdleDelta),
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this.cameraY,
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this.model.position.z + this.#cameraZ* Math.cos(this.model.rotation.y + Math.PI + this.cameraDelta + this.cameraIdleDelta)
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)
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cameraPosition.lerp(cameraDesiredPosition, delta*2)
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this.camera.position.copy(cameraPosition)
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this.orbitControl.target.set(this.model.position.x, this.cameraY - 1, this.model.position.z)
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this.camera.lookAt(this.orbitControl.target)
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}
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getInput(pointerControls) {
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return [
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pointerControls.moveLeft * 1 + pointerControls.moveRight * -1,
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pointerControls.moveForward * 1 + pointerControls.moveBackward * -1
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]
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}
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idleReset(){
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this.actionStart = -1;
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//this.currentAction = 'idle'
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}
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}
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+184
-21
@@ -1,10 +1,27 @@
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import { AnimationMixer } from 'three';
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import { AnimationMixer, Vector3, Clock } from 'three';
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import { PointerControls } from './PointerControls';
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import { CharacterControls } from './CharacterControls';
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import * as THREE from 'three';
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import { getBoundingBox, getBoundingBoxCenterPoint, getBoundingBoxSize } from './MeshUtils';
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import { QueryFilterFlags } from '@dimforge/rapier3d';
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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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cameraY = 3
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#cameraZ = 5
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get cameraZ(){
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return this.#cameraZ;
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}
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set cameraZ(v){
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this.#cameraZ = Math.min(Math.max(v, 2), 10);
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}
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// constants
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fadeDuration = 0.2
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runVelocity = 11
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walkVelocity = 7
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lerp = (x, y, a) => x * (1 - a) + y * a;
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constructor(object, data){
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this.object = object;
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@@ -14,8 +31,6 @@ class Hero{
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init(gameEngine){
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this.gameEngine = gameEngine;
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gameEngine.camera.position.set(0,17,-30)
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gameEngine.camera.lookAt(new THREE.Vector3(this.model.position.x, 5, this.model.position.z))
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this.mixer = new AnimationMixer(this.model);
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gameEngine.mixers.push( this.mixer );
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@@ -32,19 +47,42 @@ class Hero{
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let size = getBoundingBoxSize(bb);
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let center = getBoundingBoxCenterPoint(bb, this.model.position)
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let po = gameEngine.physics.add(this.model, 'kinematicPositionBased', false, undefined, 'capsule', { radius: size.x/2, halfHeight: size.y/2})
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po.collider.setTranslationWrtParent({x: center.x, y: center.y + size.y/2, z: center.z});
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//po.collider.setActiveEvents(RAPIER.ActiveEvents.COLLISION_EVENTS);
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this.characterControls = new CharacterControls(this.model,
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this.animationsMap, gameEngine, 'idle', po, this.pointerControls)
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this.clock = new THREE.Clock()
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this.delta = 0
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this.po = gameEngine.physics.add(this.model, 'kinematicPositionBased', false, undefined, 'capsule', { radius: size.x/2, halfHeight: size.y/2})
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this.po.collider.setTranslationWrtParent({x: center.x, y: center.y + size.y/2, z: center.z});
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this.initCharacterControls();
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this.clock = new Clock()
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this.ready = true;
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}
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initCharacterControls(){
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this.currentAction = 'idle';
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this.animationsMap[this.currentAction].play()
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this.characterController = this.gameEngine.physics.world.createCharacterController(0.1);
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this.characterController.setUp({x:0, y:1, z:0});
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this.po.rigidBody.setTranslation(this.model.position)
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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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// 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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this.characterController.setApplyImpulsesToDynamicBodies(true);
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// this.characterController.setCharacterMass(50);
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this.orbitControl = this.gameEngine.orbitControls
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this.camera = this.gameEngine.camera
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this.direction = this.model.rotation.y;
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this.directionVelocity = 0;
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this.actionStart = 0;
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this.cameraDelta = 0;
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this.cameraIdleDelta = 0;
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}
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lockControls(){
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this.pointerControls.controls.lock();
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}
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@@ -55,13 +93,7 @@ class Hero{
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if (this.ready && !this.disableInput) {
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let pc = this.pointerControls;
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pc.update();
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let dlt = this.clock.getDelta();
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this.delta += dlt;
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//if (this.delta > 0.00001){
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this.characterControls.update(this.gameEngine.physics.world, this.delta, pc)
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this.gameEngine.physics.step()
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this.delta = 0;
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//}
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this.updateCharacterControls(this.clock.getDelta(), pc)
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}
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}
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@@ -70,6 +102,137 @@ class Hero{
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this.gameEngine.mixers.splice(this.gameEngine.mixers.indexOf(this.mixer), 1);
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}
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updateCharacterControls(delta) {
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if (!this.gameEngine.physics.started) return;
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let input = this.getInput()
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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] && this.pointerControls.running) {
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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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play = 'walk'
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} else if (input[1] < 0) {
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play = 'backward'
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velocity = this.walkVelocity / 3
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} else if (input[0] < 0) {
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play = 'right'
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} else if (input[0] > 0) {
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play = 'left'
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} else if (!this.currentAction.startsWith('idle')){
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play = 'idle'
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} else if (this.actionStart == -1){
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this.actionStart = 0;
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play = 'idle';
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}
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if (this.currentAction.startsWith('idle') && play.startsWith('idle') && this.actionStart > 10){
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let idx = 1 + parseInt(this.currentAction.split('.')[1] || 0);
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if (this.animationsMap[`idle.${idx}`]) {
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play = `idle.${idx}`
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}else{
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play = 'idle'
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}
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this.fadeDuration = 1;
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}
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if (this.currentAction.startsWith('idle') && play != 'idle'){
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this.cameraIdleDelta += delta * 0.33;
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}else {
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this.cameraIdleDelta = 0;
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}
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if (this.currentAction != play) {
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const toPlay = this.animationsMap[play]
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const current = this.animationsMap[this.currentAction]
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current.fadeOut(this.fadeDuration)
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//toPlay.timeScale = 1;
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toPlay.reset().fadeIn(this.fadeDuration).play();
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this.currentAction = play
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this.actionStart = 0;
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}
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this.actionStart += delta;
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this.cameraDelta += delta * ( this.pointerControls.cameraLeft * -1 + this.pointerControls.cameraRight * 1)
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this.walkDirection.x = this.walkDirection.y = this.walkDirection.z = 0
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if (this.pointerControls.kb.KeyR && this.cameraY < 5){
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this.cameraY+=delta;
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}
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if (this.pointerControls.kb.KeyF && this.cameraY > 1){
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this.cameraY-=delta;
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}
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if (this.pointerControls.motion) {
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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.model.rotation.y = this.direction;
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this.walkDirection.set(0, 0, input[1])
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this.walkDirection.applyAxisAngle(this.rotateAngle, this.direction)
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this.walkDirection.normalize();
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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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//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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QueryFilterFlags['EXCLUDE_SENSORS']
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);
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// for (let i = 0; i < this.characterController.numComputedCollisions(); i++) {
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// let collision = this.characterController.computedCollision(i);
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// //console.log(collision)
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// // Do something with that collision information.
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// }
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let correctedMovement = this.characterController.computedMovement();
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//console.log(correctedMovement);
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let v = new Vector3();
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v.copy(this.po.rigidBody.translation());
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v.add(correctedMovement)
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this.po.rigidBody.setNextKinematicTranslation(v);
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this.model.position.copy(this.po.rigidBody.nextTranslation())
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let cameraPosition = new Vector3().copy(this.camera.position)
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let cameraDesiredPosition = new Vector3(
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this.model.position.x + this.#cameraZ* Math.sin(this.model.rotation.y + Math.PI + this.cameraDelta + this.cameraIdleDelta),
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this.cameraY + this.model.position.y,
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this.model.position.z + this.#cameraZ* Math.cos(this.model.rotation.y + Math.PI + this.cameraDelta + this.cameraIdleDelta)
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)
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cameraPosition.lerp(cameraDesiredPosition, delta*2)
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this.camera.position.copy(cameraPosition)
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this.orbitControl.target.set(
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this.model.position.x,
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this.cameraY - 1 + this.model.position.y,
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this.model.position.z
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)
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this.camera.lookAt(this.orbitControl.target)
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}
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getInput() {
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return [
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this.pointerControls.moveLeft * 1 + this.pointerControls.moveRight * -1,
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this.pointerControls.moveForward * 1 + this.pointerControls.moveBackward * -1
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]
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}
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idleReset(){
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this.actionStart = -1;
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//this.currentAction = 'idle'
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}
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}
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export { Hero }
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Block a user