refactoring, resolves #16

This commit is contained in:
2025-11-21 17:28:35 +02:00
parent fbce0bd81c
commit 65c3eabc56
2 changed files with 184 additions and 199 deletions
-178
View File
@@ -1,178 +0,0 @@
import * as THREE from 'three'
import { QueryFilterFlags } from '@dimforge/rapier3d';
export class CharacterControls {
walkDirection = new THREE.Vector3()
rotateAngle = new THREE.Vector3(0, 1, 0)
cameraY = 3
#cameraZ = 5
get cameraZ(){
return this.#cameraZ;
}
set cameraZ(v){
this.#cameraZ = Math.min(Math.max(v, 2), 10);
}
// constants
fadeDuration = 0.2
runVelocity = 11
walkVelocity = 7
lerp = (x, y, a) => x * (1 - a) + y * a;
constructor(model, animationsMap, engine, currentAction, po, pointerControls) {
this.model = model
this.animationsMap = animationsMap
this.currentAction = currentAction
this.animationsMap[currentAction].play()
this.characterController = engine.physics.world.createCharacterController(0.1);
this.characterController.setUp({x:0, y:1, z:0});
po.rigidBody.setTranslation(this.model.position)
po.characterController = this.characterController;
//this.characterController.enableSnapToGround(0.5);
// // Dont allow climbing slopes larger than 45 degrees.
// this.characterController.setMaxSlopeClimbAngle(45 * Math.PI / 180);
// Automatically slide down on slopes smaller than 30 degrees.
// this.characterController.setMinSlopeSlideAngle(30 * Math.PI / 180);
// this.characterController.enableAutostep(0.5, 0.2, true);
this.characterController.setApplyImpulsesToDynamicBodies(true);
// this.characterController.setCharacterMass(50);
this.po = po;
this.pointerControls = pointerControls
this.orbitControl = engine.orbitControls
this.camera = engine.camera
this.direction = this.model.rotation.y;
this.directionVelocity = 0;
this.actionStart = 0;
this.cameraDelta = 0;
this.cameraIdleDelta = 0;
}
update(world, delta, pointerControls) {
let input = this.getInput(pointerControls)
let play = this.currentAction || 'idle', velocity = this.walkVelocity;
this.fadeDuration = 0.2;
if (input[1] && pointerControls.running) {
play = 'run';
velocity = this.runVelocity
} else if (input[1] > 0) {
play = 'walk'
} else if (input[1] < 0) {
play = 'backward'
velocity = this.walkVelocity / 3
} else if (input[0] < 0) {
play = 'right'
} else if (input[0] > 0) {
play = 'left'
} else if (!this.currentAction.startsWith('idle')){
play = 'idle'
} else if (this.actionStart == -1){
this.actionStart = 0;
play = 'idle';
}
if (this.currentAction.startsWith('idle') && play.startsWith('idle') && this.actionStart > 10){
let idx = 1 + parseInt(this.currentAction.split('.')[1] || 0);
if (this.animationsMap[`idle.${idx}`]) {
play = `idle.${idx}`
}else{
play = 'idle'
}
this.fadeDuration = 1;
}
if (this.currentAction.startsWith('idle') && play != 'idle'){
this.cameraIdleDelta += delta * 0.33;
}else {
this.cameraIdleDelta = 0;
}
if (this.currentAction != play) {
const toPlay = this.animationsMap[play]
const current = this.animationsMap[this.currentAction]
current.fadeOut(this.fadeDuration)
//toPlay.timeScale = 1;
toPlay.reset().fadeIn(this.fadeDuration).play();
this.currentAction = play
this.actionStart = 0;
}
this.actionStart += delta;
this.cameraDelta += delta * ( pointerControls.cameraLeft * -1 + pointerControls.cameraRight * 1)
this.walkDirection.x = this.walkDirection.y = this.walkDirection.z = 0
if (pointerControls.kb.KeyR && this.cameraY < 5){
this.cameraY+=delta;
}
if (pointerControls.kb.KeyF && this.cameraY > 1){
this.cameraY-=delta;
}
if (pointerControls.motion) {
this.directionVelocity = this.directionVelocity * 2.5 * Math.abs(input[0])
this.direction += input[0] * delta * 2.5 //this.directionVelocity;
this.model.rotation.y = this.direction;
this.walkDirection.set(0, 0, input[1])
this.walkDirection.applyAxisAngle(this.rotateAngle, this.direction)
this.walkDirection.normalize();
}
this.walkDirection.x = this.walkDirection.x * velocity * delta// + this.model.position.x
this.walkDirection.z = this.walkDirection.z * velocity * delta// + this.model.position.z
//const translation = this.rigidBody.translation();
this.characterController.computeColliderMovement(
this.po.collider, // The collider we would like to move.
this.walkDirection, // The movement we would like to apply if there wasnt any obstacle.
QueryFilterFlags['EXCLUDE_SENSORS']
);
// for (let i = 0; i < this.characterController.numComputedCollisions(); i++) {
// let collision = this.characterController.computedCollision(i);
// //console.log(collision)
// // Do something with that collision information.
// }
let correctedMovement = this.characterController.computedMovement();
let v = new THREE.Vector3();
v.copy(this.po.rigidBody.translation());
v.add(correctedMovement)
this.po.rigidBody.setNextKinematicTranslation(v);
this.model.position.copy(this.po.rigidBody.nextTranslation())
let cameraPosition = new THREE.Vector3().copy(this.camera.position)
let cameraDesiredPosition = new THREE.Vector3(
this.model.position.x + this.#cameraZ* Math.sin(this.model.rotation.y + Math.PI + this.cameraDelta + this.cameraIdleDelta),
this.cameraY,
this.model.position.z + this.#cameraZ* Math.cos(this.model.rotation.y + Math.PI + this.cameraDelta + this.cameraIdleDelta)
)
cameraPosition.lerp(cameraDesiredPosition, delta*2)
this.camera.position.copy(cameraPosition)
this.orbitControl.target.set(this.model.position.x, this.cameraY - 1, this.model.position.z)
this.camera.lookAt(this.orbitControl.target)
}
getInput(pointerControls) {
return [
pointerControls.moveLeft * 1 + pointerControls.moveRight * -1,
pointerControls.moveForward * 1 + pointerControls.moveBackward * -1
]
}
idleReset(){
this.actionStart = -1;
//this.currentAction = 'idle'
}
}
+183 -20
View File
@@ -1,10 +1,27 @@
import { AnimationMixer } from 'three';
import { AnimationMixer, Vector3, Clock } from 'three';
import { PointerControls } from './PointerControls';
import { CharacterControls } from './CharacterControls';
import * as THREE from 'three';
import { getBoundingBox, getBoundingBoxCenterPoint, getBoundingBoxSize } from './MeshUtils';
import { QueryFilterFlags } from '@dimforge/rapier3d';
class Hero{
walkDirection = new Vector3()
rotateAngle = new Vector3(0, 1, 0)
cameraY = 3
#cameraZ = 5
get cameraZ(){
return this.#cameraZ;
}
set cameraZ(v){
this.#cameraZ = Math.min(Math.max(v, 2), 10);
}
// constants
fadeDuration = 0.2
runVelocity = 11
walkVelocity = 7
lerp = (x, y, a) => x * (1 - a) + y * a;
constructor(object, data){
this.object = object;
@@ -14,8 +31,6 @@ class Hero{
init(gameEngine){
this.gameEngine = gameEngine;
gameEngine.camera.position.set(0,17,-30)
gameEngine.camera.lookAt(new THREE.Vector3(this.model.position.x, 5, this.model.position.z))
this.mixer = new AnimationMixer(this.model);
gameEngine.mixers.push( this.mixer );
@@ -32,19 +47,42 @@ class Hero{
let size = getBoundingBoxSize(bb);
let center = getBoundingBoxCenterPoint(bb, this.model.position)
let po = gameEngine.physics.add(this.model, 'kinematicPositionBased', false, undefined, 'capsule', { radius: size.x/2, halfHeight: size.y/2})
po.collider.setTranslationWrtParent({x: center.x, y: center.y + size.y/2, z: center.z});
//po.collider.setActiveEvents(RAPIER.ActiveEvents.COLLISION_EVENTS);
this.po = gameEngine.physics.add(this.model, 'kinematicPositionBased', false, undefined, 'capsule', { radius: size.x/2, halfHeight: size.y/2})
this.po.collider.setTranslationWrtParent({x: center.x, y: center.y + size.y/2, z: center.z});
this.characterControls = new CharacterControls(this.model,
this.animationsMap, gameEngine, 'idle', po, this.pointerControls)
this.clock = new THREE.Clock()
this.delta = 0
this.initCharacterControls();
this.clock = new Clock()
this.ready = true;
}
initCharacterControls(){
this.currentAction = 'idle';
this.animationsMap[this.currentAction].play()
this.characterController = this.gameEngine.physics.world.createCharacterController(0.1);
this.characterController.setUp({x:0, y:1, z:0});
this.po.rigidBody.setTranslation(this.model.position)
this.po.characterController = this.characterController;
//this.characterController.enableSnapToGround(0.5);
// // Dont allow climbing slopes larger than 45 degrees.
// this.characterController.setMaxSlopeClimbAngle(45 * Math.PI / 180);
// Automatically slide down on slopes smaller than 30 degrees.
// this.characterController.setMinSlopeSlideAngle(30 * Math.PI / 180);
// this.characterController.enableAutostep(0.5, 0.2, true);
this.characterController.setApplyImpulsesToDynamicBodies(true);
// this.characterController.setCharacterMass(50);
this.orbitControl = this.gameEngine.orbitControls
this.camera = this.gameEngine.camera
this.direction = this.model.rotation.y;
this.directionVelocity = 0;
this.actionStart = 0;
this.cameraDelta = 0;
this.cameraIdleDelta = 0;
}
lockControls(){
this.pointerControls.controls.lock();
}
@@ -55,13 +93,7 @@ class Hero{
if (this.ready && !this.disableInput) {
let pc = this.pointerControls;
pc.update();
let dlt = this.clock.getDelta();
this.delta += dlt;
//if (this.delta > 0.00001){
this.characterControls.update(this.gameEngine.physics.world, this.delta, pc)
this.gameEngine.physics.step()
this.delta = 0;
//}
this.updateCharacterControls(this.clock.getDelta(), pc)
}
}
@@ -70,6 +102,137 @@ class Hero{
this.gameEngine.mixers.splice(this.gameEngine.mixers.indexOf(this.mixer), 1);
}
updateCharacterControls(delta) {
if (!this.gameEngine.physics.started) return;
let input = this.getInput()
let play = this.currentAction || 'idle', velocity = this.walkVelocity;
this.fadeDuration = 0.2;
if (input[1] && this.pointerControls.running) {
play = 'run';
velocity = this.runVelocity
} else if (input[1] > 0) {
play = 'walk'
} else if (input[1] < 0) {
play = 'backward'
velocity = this.walkVelocity / 3
} else if (input[0] < 0) {
play = 'right'
} else if (input[0] > 0) {
play = 'left'
} else if (!this.currentAction.startsWith('idle')){
play = 'idle'
} else if (this.actionStart == -1){
this.actionStart = 0;
play = 'idle';
}
if (this.currentAction.startsWith('idle') && play.startsWith('idle') && this.actionStart > 10){
let idx = 1 + parseInt(this.currentAction.split('.')[1] || 0);
if (this.animationsMap[`idle.${idx}`]) {
play = `idle.${idx}`
}else{
play = 'idle'
}
this.fadeDuration = 1;
}
if (this.currentAction.startsWith('idle') && play != 'idle'){
this.cameraIdleDelta += delta * 0.33;
}else {
this.cameraIdleDelta = 0;
}
if (this.currentAction != play) {
const toPlay = this.animationsMap[play]
const current = this.animationsMap[this.currentAction]
current.fadeOut(this.fadeDuration)
//toPlay.timeScale = 1;
toPlay.reset().fadeIn(this.fadeDuration).play();
this.currentAction = play
this.actionStart = 0;
}
this.actionStart += delta;
this.cameraDelta += delta * ( this.pointerControls.cameraLeft * -1 + this.pointerControls.cameraRight * 1)
this.walkDirection.x = this.walkDirection.y = this.walkDirection.z = 0
if (this.pointerControls.kb.KeyR && this.cameraY < 5){
this.cameraY+=delta;
}
if (this.pointerControls.kb.KeyF && this.cameraY > 1){
this.cameraY-=delta;
}
if (this.pointerControls.motion) {
this.directionVelocity = this.directionVelocity * 2.5 * Math.abs(input[0])
this.direction += input[0] * delta * 2.5 //this.directionVelocity;
this.model.rotation.y = this.direction;
this.walkDirection.set(0, 0, input[1])
this.walkDirection.applyAxisAngle(this.rotateAngle, this.direction)
this.walkDirection.normalize();
}
this.walkDirection.x = this.walkDirection.x * velocity * delta// + this.model.position.x
this.walkDirection.y = -delta * 0.5 * 9.8; //gravity!!!
this.walkDirection.z = this.walkDirection.z * velocity * delta// + this.model.position.z
//const translation = this.rigidBody.translation();
this.characterController.computeColliderMovement(
this.po.collider, // The collider we would like to move.
this.walkDirection, // The movement we would like to apply if there wasnt any obstacle.
QueryFilterFlags['EXCLUDE_SENSORS']
);
// for (let i = 0; i < this.characterController.numComputedCollisions(); i++) {
// let collision = this.characterController.computedCollision(i);
// //console.log(collision)
// // Do something with that collision information.
// }
let correctedMovement = this.characterController.computedMovement();
//console.log(correctedMovement);
let v = new Vector3();
v.copy(this.po.rigidBody.translation());
v.add(correctedMovement)
this.po.rigidBody.setNextKinematicTranslation(v);
this.model.position.copy(this.po.rigidBody.nextTranslation())
let cameraPosition = new Vector3().copy(this.camera.position)
let cameraDesiredPosition = new Vector3(
this.model.position.x + this.#cameraZ* Math.sin(this.model.rotation.y + Math.PI + this.cameraDelta + this.cameraIdleDelta),
this.cameraY + this.model.position.y,
this.model.position.z + this.#cameraZ* Math.cos(this.model.rotation.y + Math.PI + this.cameraDelta + this.cameraIdleDelta)
)
cameraPosition.lerp(cameraDesiredPosition, delta*2)
this.camera.position.copy(cameraPosition)
this.orbitControl.target.set(
this.model.position.x,
this.cameraY - 1 + this.model.position.y,
this.model.position.z
)
this.camera.lookAt(this.orbitControl.target)
}
getInput() {
return [
this.pointerControls.moveLeft * 1 + this.pointerControls.moveRight * -1,
this.pointerControls.moveForward * 1 + this.pointerControls.moveBackward * -1
]
}
idleReset(){
this.actionStart = -1;
//this.currentAction = 'idle'
}
}
export { Hero }