Files
pronature-platform/src/lib/Hero.js
T
2025-07-30 13:24:46 +03:00

232 lines
8.7 KiB
JavaScript

import { AnimationMixer } from 'three';
import { PointerControls } from './PointerControls';
import * as THREE from 'three';
import * as CANNON from 'cannon-es';
class Hero{
constructor(object, data){
this.object = object;
this.data = data;
this.model = object.scene
//console.log(object)
}
init(gameEngine){
this.gameEngine = gameEngine;
//this.gameEngine.orbitControls.object = this.model;
//this.gameEngine.orbitControls.target = this.model.position;
this.gameEngine.orbitControls.enabled = false;
//this.model.add(gameEngine.camera)
gameEngine.camera.position.set(0,17,-30)
gameEngine.camera.lookAt(new THREE.Vector3(this.model.position.x, 5, this.model.position.z))
this.heroCamera = new THREE.Object3D()
this.model.add(this.heroCamera)
this.heroCamera.applyMatrix4(gameEngine.camera.matrix)
this.mixer = new AnimationMixer(this.model);
gameEngine.mixers.push( this.mixer );
this.actionWalk = this.mixer.clipAction( this.object.animations.find(a=>a.name=='walk') );
this.actionIdle = this.mixer.clipAction( this.object.animations.find(a=>a.name=='idle') );
this.actionIdle.play();
this.activeAction = this.actionIdle;
this.pointerControls = new PointerControls(gameEngine.camera, this.model, gameEngine.renderer.domElement);
gameEngine.hero = this;
// Character Collider
const characterCollider = new THREE.Object3D()
characterCollider.position.y = 3
gameEngine.activeObjects.add(characterCollider)
const colliderShape = new CANNON.Sphere(0.5)
const colliderBody = new CANNON.Body({ mass: 1, material: gameEngine.phy.slipperyMaterial })
colliderBody.addShape(colliderShape, new CANNON.Vec3(0, 0.5, 0))
colliderBody.addShape(colliderShape, new CANNON.Vec3(0, -0.5, 0))
colliderBody.position.set(
characterCollider.position.x,
characterCollider.position.y,
characterCollider.position.z
)
colliderBody.linearDamping = 0.95
colliderBody.angularFactor.set(0, 1, 0) // prevents rotation X,Z axis
//colliderBody.sleepSpeedLimit = 1.0;
gameEngine.phy.world.addBody(colliderBody)
this.characterCollider = characterCollider;
this.colliderBody = colliderBody;
this.clock = new THREE.Clock()
this.delta = 0
this.inputVelocity = new THREE.Vector3()
this.velocity = new CANNON.Vec3()
this.quat = new THREE.Quaternion()
this.v = new THREE.Vector3()
this.rotation = new THREE.Euler()
this.targetQuaternion = new THREE.Quaternion()
this.distance = 0
this.canJump = true;
this.contactNormal = new CANNON.Vec3()
this.upAxis = new CANNON.Vec3(0, 1, 0)
colliderBody.addEventListener('collide', function (e) {
const contact = e.contact
if (contact.bi.id == this.colliderBody.id) {
contact.ni.negate(this.contactNormal)
} else {
this.contactNormal.copy(contact.ni)
}
if (this.contactNormal.dot(this.upAxis) > 0.5) {
if (!this.canJump) {
setAction(animationActions[1], true)
}
this.canJump = true
}
}.bind(this))
this.ready = true;
}
lockControls(){
this.pointerControls.controls.lock();
}
setAction(toAction, loop){
if (toAction != this.activeAction) {
let lastAction = this.activeAction;
this.activeAction = toAction
lastAction.fadeOut(0.1)
this.activeAction.reset()
this.activeAction.fadeIn(0.1)
this.activeAction.play()
if (!loop) {
this.activeAction.clampWhenFinished = true
this.activeAction.loop = THREE.LoopOnce
}
}
}
update(){
//return
if (this.gameEngine.renderer.xr.isPresenting) return;
let { inputVelocity, velocity, quat, v, targetQuaternion, clock, rotation } = this;
let pc = this.pointerControls;
pc.update();
if (this.ready) {
if (this.canJump) {
//walking
this.mixer.update(this.distance / 100)
} else {
//were in the air
this.mixer.update(this.delta)
}
const p = this.characterCollider.position
p.y -= 1
this.model.position.y = this.characterCollider.position.y
this.distance = this.model.position.distanceTo(p)
// const rotationMatrix = new THREE.Matrix4()
// rotationMatrix.lookAt(p, this.model.position, this.model.up)
// targetQuaternion.setFromRotationMatrix(rotationMatrix)
// if (!this.model.quaternion.equals(targetQuaternion)) {
// this.model.quaternion.rotateTowards(targetQuaternion, this.delta * 10)
// }
if (this.canJump) {
inputVelocity.set(0, 0, 0)
if (pc.moveForward) {
inputVelocity.z = 1
}
if (pc.moveBackward) {
inputVelocity.z = -1
}
if (pc.moveLeft) {
//inputVelocity.x = -1
rotation.y+=2*this.delta
}
if (pc.moveRight) {
//inputVelocity.x = 1
rotation.y-=2*this.delta
}
//let d = this.gameEngine.camera.position.distanceTo(v);
inputVelocity.setLength(this.delta * 10)
// apply camera rotation to inputVelocity
//euler.y = this.gameEngine.camera.rotation.y;
quat.setFromEuler(rotation)
inputVelocity.applyQuaternion(quat)
//this.gameEngine.camera.updateProjectionMatrix()
//this.gameEngine.orbitControls.update()
// if (this.gameEngine.orbitControls){
//this.gameEngine.orbitControls.target = v//this.model.position;
// //this.gameEngine.orbitControls.update()
// }
//this.gameEngine.camera.rotateOnAxis(v, rotation.y)
}
if(inputVelocity.x || inputVelocity.z){
this.setAction(this.actionWalk, true)
}else{
this.setAction(this.actionIdle, true)
}
// this.gameEngine.camera.position.lerp(this.characterCollider.position, 1)
// this.gameEngine.camera.rotation.y = rotation.y;
this.model.position.lerp(this.characterCollider.position, 1)
this.model.rotation.y = rotation.y;
}
velocity.set(inputVelocity.x, inputVelocity.y, inputVelocity.z)
this.colliderBody.applyImpulse(velocity)
this.delta = Math.min(clock.getDelta(), 0.1)
this.gameEngine.phy.world.step(this.delta)
//cannonDebugRenderer.update()
this.characterCollider.position.set(this.colliderBody.position.x, this.colliderBody.position.y, this.colliderBody.position.z)
// boxes.forEach((b, i) => {
// boxMeshes[i].position.set(b.position.x, b.position.y, b.position.z)
// boxMeshes[i].quaternion.set(b.quaternion.x, b.quaternion.y, b.quaternion.z, b.quaternion.w)
// })
this.characterCollider.getWorldPosition(v)
//this.gameEngine.cameraPivot.position.lerp(v, 0.1)
// if (this.gameEngine.camera.position.distanceTo(v) > 2){
// this.gameEngine.camera.position.set(v.x+1, 3, v.z + 3);
// }
//this.gameEngine.camera.lookAt(v.x, 3, v.z);
//this.gameEngine.camera.rotation.y = this.model.rotation.y;
// this.gameEngine.camera.updateMatrix();
// this.model.updateMatrix();
let cam = this.gameEngine.camera;
let vv = new THREE.Vector3(), qq = new THREE.Quaternion;
this.heroCamera.getWorldPosition(vv)
//this.heroCamera.getWorldQuaternion(qq);
cam.position.copy(vv)
//cam.setRotationFromQuaternion(qq)
cam.lookAt(new THREE.Vector3(this.model.position.x, 2.8, this.model.position.z))
//console.log(vv)
// cam.matrixAutoUpdate = false;
// cam.matrix.multiplyMatrices(this.model.matrix, cam.matrix)
// //cam.matrix.decompose(cam.position, cam.quaternion, cam.scale)
// //this.gameEngine.camera.updateMatrix();
// cam.matrixAutoUpdate = true;
// this.gameEngine.orbitControls.update()
}
}
export { Hero }