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pronature-platform/src/lib/CharacterControls.js
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2025-11-08 11:14:17 +02:00

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import * as THREE from 'three'
import { QueryFilterFlags } from '@dimforge/rapier3d';
export class CharacterControls {
// temporary data
walkDirection = new THREE.Vector3()
rotateAngle = new THREE.Vector3(0, 1, 0)
rotateQuarternion = new THREE.Quaternion()
cameraTarget = new THREE.Vector3()
cameraY = 3
// 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.updateCameraTarget(new THREE.Vector3(0,1,5))
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 + 5* Math.sin(this.model.rotation.y + Math.PI + this.cameraDelta + this.cameraIdleDelta),
this.cameraY,
this.model.position.z + 5* 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'
}
}