Files
pronature-platform/src/lib/CharacterControls.js
T

171 lines
6.0 KiB
JavaScript

import * as THREE from 'three'
export const CONTROLLER_BODY_RADIUS = 0.28;
export class CharacterControls {
// temporary data
walkDirection = new THREE.Vector3()
rotateAngle = new THREE.Vector3(0, 1, 0)
rotateQuarternion = new THREE.Quaternion()
cameraTarget = new THREE.Vector3()
storedFall = 0
// constants
fadeDuration = 0.2
runVelocity = 7
walkVelocity = 3
lerp = (x, y, a) => x * (1 - a) + y * a;
constructor(model, mixer, animationsMap, orbitControl, camera, currentAction, ray, rigidBody, pointerControls) {
this.model = model
this.mixer = mixer
this.animationsMap = animationsMap
this.currentAction = currentAction
this.animationsMap[currentAction].play()
this.ray = ray
this.rigidBody = rigidBody
this.pointerControls = pointerControls
this.orbitControl = orbitControl
this.camera = camera
this.updateCameraTarget(new THREE.Vector3(0,1,5))
}
switchRunToggle() {
this.toggleRun = !this.toggleRun
}
update(world, delta, pointerControls) {
const directionPressed = pointerControls.moving()
var play = '';
if (directionPressed && this.toggleRun) {
play = 'run'
} else if (directionPressed) {
play = 'walk'
} else {
play = 'idle'
}
if (this.currentAction != play) {
const toPlay = this.animationsMap[play]
const current = this.animationsMap[this.currentAction]
current.fadeOut(this.fadeDuration)
toPlay.reset().fadeIn(this.fadeDuration).play();
this.currentAction = play
}
this.mixer.update(delta)
this.walkDirection.x = this.walkDirection.y = this.walkDirection.z = 0
let velocity = 0
if (this.currentAction == 'run' || this.currentAction == 'walk') {
// calculate towards camera direction
var angleYCameraDirection = Math.atan2(
(this.camera.position.x - this.model.position.x),
(this.camera.position.z - this.model.position.z))
// diagonal movement angle offset
var directionOffset = this.directionOffset(pointerControls)
// rotate model
this.rotateQuarternion.setFromAxisAngle(this.rotateAngle, Math.PI + angleYCameraDirection + directionOffset)
this.model.quaternion.rotateTowards(this.rotateQuarternion, 0.2)
// calculate direction
this.camera.getWorldDirection(this.walkDirection)
this.walkDirection.y = 0
this.walkDirection.normalize()
this.walkDirection.applyAxisAngle(this.rotateAngle, directionOffset)
// run/walk velocity
velocity = this.currentAction == 'run' ? this.runVelocity : this.walkVelocity
}
const translation = this.rigidBody.translation();
if (translation.y < -1) {
// don't fall below ground
this.rigidBody.setNextKinematicTranslation( {
x: 0,
y: 10,
z: 0
});
} else {
const cameraPositionOffset = this.camera.position.sub(this.model.position);
// update model and camera
this.model.position.x = translation.x
this.model.position.y = translation.y
this.model.position.z = translation.z
this.updateCameraTarget(cameraPositionOffset)
this.walkDirection.y += this.lerp(this.storedFall, -9.81 * delta, 0.10)
this.storedFall = this.walkDirection.y
this.ray.origin.x = translation.x
this.ray.origin.y = translation.y
this.ray.origin.z = translation.z
let hit = world.castRay(this.ray, 0.5, false, 0xfffffffff);
if (hit) {
const point = this.ray.pointAt(hit.timeOfImpact);
let diff = translation.y - ( point.y + CONTROLLER_BODY_RADIUS);
if (diff < 0.0) {
this.storedFall = 0
this.walkDirection.y = this.lerp(0, -diff, 0.5)
}
}
this.walkDirection.x = this.walkDirection.x * velocity * delta
this.walkDirection.z = this.walkDirection.z * velocity * delta
this.rigidBody.setNextKinematicTranslation( {
x: translation.x + this.walkDirection.x,
y: translation.y + this.walkDirection.y,
z: translation.z + this.walkDirection.z
});
}
}
updateCameraTarget(offset) {
// move camera
const rigidTranslation = this.rigidBody.translation();
this.camera.position.x = rigidTranslation.x + offset.x
this.camera.position.y = rigidTranslation.y + offset.y
this.camera.position.z = rigidTranslation.z + offset.z
// update camera target
this.cameraTarget.x = rigidTranslation.x
this.cameraTarget.y = rigidTranslation.y + 1
this.cameraTarget.z = rigidTranslation.z
this.orbitControl.target = this.cameraTarget
}
directionOffset(pointerControls) {
var directionOffset = 0 // w
if (pointerControls.moveForward) {
if (pointerControls.moveLeft) {
directionOffset = Math.PI / 4 // w+a
} else if (pointerControls.moveRight) {
directionOffset = - Math.PI / 4 // w+d
}
} else if (pointerControls.moveBackward) {
if (pointerControls.moveLeft) {
directionOffset = Math.PI / 4 + Math.PI / 2 // s+a
} else if (pointerControls.moveRight) {
directionOffset = -Math.PI / 4 - Math.PI / 2 // s+d
} else {
directionOffset = Math.PI // s
}
} else if (pointerControls.moveLeft) {
directionOffset = Math.PI / 2 // a
} else if (pointerControls.moveRight) {
directionOffset = - Math.PI / 2 // d
}
return directionOffset
}
}