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@@ -1,275 +1,289 @@
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-// Atomic Component
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+// designate component
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+"atomic component";
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+
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+var inspectorFields = {
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+ speed: 1.0
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+}
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var glmatrix = require("gl-matrix");
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var quat = glmatrix.quat;
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var vec3 = glmatrix.vec3;
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-var game = Atomic.game;
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-var node = self.node;
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+exports.component = function(self) {
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-var cameraNode = game.cameraNode;
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+ var node = self.node;
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-var onGround = true;
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-var okToJump = true;
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-var inAirTime = 0;
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+ var cameraNode;
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-var MOVE_FORCE = 1.8;
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-var INAIR_MOVE_FORCE = 0.02;
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-var BRAKE_FORCE = 0.2;
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-var JUMP_FORCE = 7.0;
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-var YAW_SENSITIVITY = 0.1;
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-var INAIR_THRESHOLD_TIME = 0.1;
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+ var onGround = true;
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+ var okToJump = true;
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+ var inAirTime = 0;
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-var cameraMode = 0;
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+ var MOVE_FORCE = 1.8;
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+ var INAIR_MOVE_FORCE = 0.02;
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+ var BRAKE_FORCE = 0.2;
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+ var JUMP_FORCE = 7.0;
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+ var YAW_SENSITIVITY = 0.1;
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+ var INAIR_THRESHOLD_TIME = 0.1;
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-var yaw = 75;
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-var pitch = 0;
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+ var cameraMode = 0;
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-var moveForward = false;
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-var moveBackwards = false;
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-var moveLeft = false;
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-var moveRight = false;
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-var mouseMoveX = 0.0;
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-var mouseMoveY = 0.0;
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-var button0 = false;
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-var button1 = false;
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+ var yaw = 0;
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+ var pitch = 0;
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-var lastButton0 = false;
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-var lastButton1 = false;
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+ var moveForward = false;
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+ var moveBackwards = false;
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+ var moveLeft = false;
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+ var moveRight = false;
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+ var mouseMoveX = 0.0;
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+ var mouseMoveY = 0.0;
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+ var button0 = false;
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+ var button1 = false;
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-self.idle = true;
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+ var lastButton0 = false;
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+ var lastButton1 = false;
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-function start() {
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+ self.idle = true;
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- // Create rigidbody, and set non-zero mass so that the body becomes dynamic
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- var body = node.createComponent("RigidBody");
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- body.mass = 1.0;
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+ self.start = function() {
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- // Set zero angular factor so that physics doesn't turn the character on its own.
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- // Instead we will control the character yaw manually
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- body.angularFactor = [0, 0, 0];
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+ var camera = node.scene.getMainCamera();
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+ cameraNode = camera.node;
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- // Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
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- body.collisionEventMode = Atomic.COLLISION_ALWAYS;
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+ // Create rigidbody, and set non-zero mass so that the body becomes dynamic
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+ var body = node.createComponent("RigidBody");
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+ body.mass = 1.0;
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- // Set a capsule shape for collision
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- var shape = node.createComponent("CollisionShape");
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- shape.setCapsule(2, 4, [0, 2, 0]);
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-}
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+ // Set zero angular factor so that physics doesn't turn the character on its own.
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+ // Instead we will control the character yaw manually
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+ body.angularFactor = [0, 0, 0];
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-function fixedUpdate(timestep) {
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+ // Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
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+ body.collisionEventMode = Atomic.COLLISION_ALWAYS;
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- var body = node.getComponent("RigidBody");
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+ // Set a capsule shape for collision
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+ var shape = node.createComponent("CollisionShape");
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+ shape.setCapsule(2, 4, [0, 2, 0]);
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- // Update the in air timer. Reset if grounded
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- if (!onGround)
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- inAirTimer += timeStep;
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- else
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- inAirTimer = 0.0;
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+ }
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- // When character has been in air less than 1/10 second, it's still interpreted as being on ground
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- var softGrounded = inAirTimer < INAIR_THRESHOLD_TIME;
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+ self.fixedUpdate = function(timestep) {
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- var rot = node.getRotation();
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+ var body = node.getComponent("RigidBody");
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- var moveDir = [0, 0, 0];
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+ // Update the in air timer. Reset if grounded
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+ if (!onGround)
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+ inAirTimer += timeStep;
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+ else
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+ inAirTimer = 0.0;
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- // Update movement & animation
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- var velocity = body.getLinearVelocity();
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+ // When character has been in air less than 1/10 second, it's still interpreted as being on ground
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+ var softGrounded = inAirTimer < INAIR_THRESHOLD_TIME;
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- // Velocity on the XZ plane
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- var planeVelocity = [velocity[0], 0.0, velocity[2]];
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+ var rot = node.getRotation();
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- if (cameraMode != 2) {
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- if (moveForward) {
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- vec3.add(moveDir, moveDir, [0, 0, 1])
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- }
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- if (moveBackwards) {
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- vec3.add(moveDir, moveDir, [0, 0, -1])
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- }
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- if (moveLeft) {
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- vec3.add(moveDir, moveDir, [-1, 0, 0])
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- }
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- if (moveRight) {
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- vec3.add(moveDir, moveDir, [1, 0, 0])
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- }
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- }
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+ var moveDir = [0, 0, 0];
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- if (vec3.length(moveDir) > 0.0)
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- vec3.normalize(moveDir, moveDir);
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+ // Update movement & animation
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+ var velocity = body.getLinearVelocity();
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- vec3.transformQuat(moveDir, moveDir, [rot[1], rot[2], rot[3], rot[0]]);
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- vec3.scale(moveDir, moveDir, (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE));
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- body.applyImpulse(moveDir);
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+ // Velocity on the XZ plane
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+ var planeVelocity = [velocity[0], 0.0, velocity[2]];
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- if (softGrounded) {
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+ if (cameraMode != 2) {
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+ if (moveForward) {
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+ vec3.add(moveDir, moveDir, [0, 0, 1])
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+ }
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+ if (moveBackwards) {
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+ vec3.add(moveDir, moveDir, [0, 0, -1])
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+ }
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+ if (moveLeft) {
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+ vec3.add(moveDir, moveDir, [-1, 0, 0])
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+ }
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+ if (moveRight) {
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+ vec3.add(moveDir, moveDir, [1, 0, 0])
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+ }
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+ }
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- // When on ground, apply a braking force to limit maximum ground velocity
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- vec3.negate(planeVelocity, planeVelocity);
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- vec3.scale(planeVelocity, planeVelocity, BRAKE_FORCE);
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- body.applyImpulse(planeVelocity);
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+ if (vec3.length(moveDir) > 0.0)
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+ vec3.normalize(moveDir, moveDir);
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- // Jump. Must release jump control inbetween jumps
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- if (button1) {
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- if (okToJump) {
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- var jumpforce = [0, 1, 0];
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- vec3.scale(jumpforce, jumpforce, JUMP_FORCE);
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- body.applyImpulse(jumpforce);
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- okToJump = false;
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- }
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- } else
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- okToJump = true;
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- }
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+ vec3.transformQuat(moveDir, moveDir, [rot[1], rot[2], rot[3], rot[0]]);
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+ vec3.scale(moveDir, moveDir, (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE));
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+
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+ if (softGrounded)
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+ vec3.scale(moveDir, moveDir, self.speed);
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+ body.applyImpulse(moveDir);
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- if (softGrounded && vec3.length(moveDir) > 0.0)
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- self.idle = false;
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- else
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- self.idle = true;
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+ if (softGrounded) {
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+ // When on ground, apply a braking force to limit maximum ground velocity
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+ vec3.negate(planeVelocity, planeVelocity);
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+ vec3.scale(planeVelocity, planeVelocity, BRAKE_FORCE);
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+ body.applyImpulse(planeVelocity);
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- // Reset grounded flag for next frame
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- onGround = true;
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+ // Jump. Must release jump control inbetween jumps
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+ if (button1) {
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+ if (okToJump) {
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+ var jumpforce = [0, 1, 0];
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+ vec3.scale(jumpforce, jumpforce, JUMP_FORCE);
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+ body.applyImpulse(jumpforce);
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+ okToJump = false;
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+ }
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+ } else
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+ okToJump = true;
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+ }
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-}
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+ if (softGrounded && vec3.length(moveDir) > 0.0)
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+ self.idle = false;
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+ else
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+ self.idle = true;
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-function MoveCamera(timeStep) {
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- // Movement speed as world units per second
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- var MOVE_SPEED = 10.0;
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- // Mouse sensitivity as degrees per pixel
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- var MOUSE_SENSITIVITY = 0.1;
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+ // Reset grounded flag for next frame
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+ onGround = true;
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- yaw = yaw + MOUSE_SENSITIVITY * mouseMoveX;
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- pitch = pitch + MOUSE_SENSITIVITY * mouseMoveY;
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- if (pitch < -90)
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- pitch = -90;
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+ }
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- if (pitch > 90)
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- pitch = 90;
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+ function MoveCamera(timeStep) {
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- // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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- cameraNode.rotation = QuatFromEuler(pitch, yaw, 0.0);
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+ // Movement speed as world units per second
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+ var MOVE_SPEED = 10.0;
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+ // Mouse sensitivity as degrees per pixel
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+ var MOUSE_SENSITIVITY = 0.1;
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- var speed = MOVE_SPEED * timeStep;
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+ yaw = yaw + MOUSE_SENSITIVITY * mouseMoveX;
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+ pitch = pitch + MOUSE_SENSITIVITY * mouseMoveY;
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- if (moveForward)
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- cameraNode.translate([0.0, 0.0, speed])
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- if (moveBackwards)
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- cameraNode.translate([0.0, 0.0, -speed])
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- if (moveLeft)
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- cameraNode.translate([-speed, 0.0, 0.0])
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- if (moveRight)
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- cameraNode.translate([speed, 0.0, 0.0])
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+ if (pitch < -90)
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+ pitch = -90;
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-}
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+ if (pitch > 90)
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+ pitch = 90;
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-function UpdateControls() {
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+ // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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+ cameraNode.rotation = QuatFromEuler(pitch, yaw, 0.0);
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- var input = game.input;
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+ var speed = MOVE_SPEED * timeStep;
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- moveForward = false;
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- moveBackwards = false;
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- moveLeft = false;
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- moveRight = false;
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- mouseMoveX = 0.0;
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- mouseMoveY = 0.0;
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- button0 = false;
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- button1 = false;
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+ if (moveForward)
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+ cameraNode.translate([0.0, 0.0, speed])
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+ if (moveBackwards)
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+ cameraNode.translate([0.0, 0.0, -speed])
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+ if (moveLeft)
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+ cameraNode.translate([-speed, 0.0, 0.0])
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+ if (moveRight)
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+ cameraNode.translate([speed, 0.0, 0.0])
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- // Movement speed as world units per second
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- var MOVE_SPEED = 20.0;
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- // Mouse sensitivity as degrees per pixel
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- var MOUSE_SENSITIVITY = 0.1;
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+ }
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- if (input.getKeyDown(Atomic.KEY_W))
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- moveForward = true;
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- if (input.getKeyDown(Atomic.KEY_S))
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- moveBackwards = true;
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- if (input.getKeyDown(Atomic.KEY_A))
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- moveLeft = true;
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- if (input.getKeyDown(Atomic.KEY_D))
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- moveRight = true;
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+ function UpdateControls() {
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- if (input.getKeyPress(Atomic.KEY_F))
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- button0 = true;
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- if (input.getKeyPress(Atomic.KEY_SPACE))
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- button1 = true;
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+ var input = Atomic.input;
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- mouseMoveX = input.getMouseMoveX();
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- mouseMoveY = input.getMouseMoveY();
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+ moveForward = false;
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+ moveBackwards = false;
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+ moveLeft = false;
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+ moveRight = false;
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+ mouseMoveX = 0.0;
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+ mouseMoveY = 0.0;
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+ button0 = false;
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+ button1 = false;
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+ // Movement speed as world units per second
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+ var MOVE_SPEED = 20.0;
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+ // Mouse sensitivity as degrees per pixel
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+ var MOUSE_SENSITIVITY = 0.1;
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+ if (input.getKeyDown(Atomic.KEY_W))
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+ moveForward = true;
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+ if (input.getKeyDown(Atomic.KEY_S))
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+ moveBackwards = true;
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+ if (input.getKeyDown(Atomic.KEY_A))
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+ moveLeft = true;
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+ if (input.getKeyDown(Atomic.KEY_D))
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+ moveRight = true;
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-}
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+ if (input.getKeyPress(Atomic.KEY_F))
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+ button0 = true;
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+ if (input.getKeyPress(Atomic.KEY_SPACE))
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+ button1 = true;
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+
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+ mouseMoveX = input.getMouseMoveX();
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+ mouseMoveY = input.getMouseMoveY();
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-function update(timeStep) {
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- UpdateControls();
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- if (cameraMode != 2) {
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- yaw += mouseMoveX * YAW_SENSITIVITY;
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- pitch += mouseMoveY * YAW_SENSITIVITY;
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}
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- if (pitch < -80)
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- pitch = -80;
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- if (pitch > 80)
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- pitch = 80;
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+ self.update = function(timeStep) {
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+ UpdateControls();
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- if (button0) {
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- cameraMode++;
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- if (cameraMode == 3)
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- cameraMode = 0;
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- }
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+ if (cameraMode != 2) {
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+ yaw += mouseMoveX * YAW_SENSITIVITY;
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+ pitch += mouseMoveY * YAW_SENSITIVITY;
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+ }
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-}
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+ if (pitch < -80)
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+ pitch = -80;
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+ if (pitch > 80)
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+ pitch = 80;
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-function postUpdate(timestep) {
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+ if (button0) {
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+ cameraMode++;
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+ if (cameraMode == 3)
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+ cameraMode = 0;
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+ }
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- // Get camera lookat dir from character yaw + pitch
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- var rot = node.getRotation();
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+ }
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- dir = quat.create();
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- quat.setAxisAngle(dir, [1, 0, 0], (pitch * Math.PI / 180.0));
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+ self.postUpdate = function(timestep) {
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- quat.multiply(dir, [rot[1], rot[2], rot[3], rot[0]], dir);
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+ // Get camera lookat dir from character yaw + pitch
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+ var rot = node.getRotation();
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- var headNode = node.getChild("Head_Tip", true);
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+ dir = quat.create();
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+ quat.setAxisAngle(dir, [1, 0, 0], (pitch * Math.PI / 180.0));
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- if (cameraMode == 1) {
|
|
|
+ quat.multiply(dir, [rot[1], rot[2], rot[3], rot[0]], dir);
|
|
|
|
|
|
- var headPos = headNode.getWorldPosition();
|
|
|
- var offset = [0.0, 0.15, 0.2];
|
|
|
- vec3.add(headPos, headPos, vec3.transformQuat(offset, offset, [rot[1], rot[2], rot[3], rot[0]]));
|
|
|
- cameraNode.setPosition(headPos);
|
|
|
- cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
|
|
|
- quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
|
|
|
- node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
|
|
|
+ var headNode = node.getChild("Head_Tip", true);
|
|
|
|
|
|
- }
|
|
|
- if (cameraMode == 0) {
|
|
|
- var aimPoint = node.getPosition();
|
|
|
- var aimOffset = [0, 1.7, 0];
|
|
|
- vec3.transformQuat(aimOffset, aimOffset, dir);
|
|
|
- vec3.add(aimPoint, aimPoint, aimOffset);
|
|
|
+ if (cameraMode == 1) {
|
|
|
|
|
|
- var rayDir = vec3.create();
|
|
|
- vec3.transformQuat(rayDir, [0, 0, -1], dir);
|
|
|
- vec3.scale(rayDir, rayDir, 8);
|
|
|
+ var headPos = headNode.getWorldPosition();
|
|
|
+ var offset = [0.0, 0.15, 0.2];
|
|
|
+ vec3.add(headPos, headPos, vec3.transformQuat(offset, offset, [rot[1], rot[2], rot[3], rot[0]]));
|
|
|
+ cameraNode.setPosition(headPos);
|
|
|
+ cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
|
|
|
+ quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
|
|
|
+ node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
|
|
|
|
|
|
- vec3.add(aimPoint, aimPoint, rayDir);
|
|
|
+ }
|
|
|
+ if (cameraMode == 0) {
|
|
|
|
|
|
- cameraNode.setPosition(aimPoint);
|
|
|
- cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
|
|
|
- quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
|
|
|
- node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
|
|
|
+ var aimPoint = node.getWorldPosition();
|
|
|
+ var aimOffset = [0, 1.7, 0];
|
|
|
+ vec3.transformQuat(aimOffset, aimOffset, dir);
|
|
|
+ vec3.add(aimPoint, aimPoint, aimOffset);
|
|
|
|
|
|
- } else
|
|
|
- MoveCamera(timestep);
|
|
|
+ var rayDir = vec3.create();
|
|
|
+ vec3.transformQuat(rayDir, [0, 0, -1], dir);
|
|
|
+ vec3.scale(rayDir, rayDir, 8);
|
|
|
|
|
|
+ vec3.add(aimPoint, aimPoint, rayDir);
|
|
|
|
|
|
+ cameraNode.setPosition(aimPoint);
|
|
|
+ cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
|
|
|
+ quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
|
|
|
+ node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
|
|
|
+
|
|
|
+ } else
|
|
|
+ MoveCamera(timestep);
|
|
|
+
|
|
|
+ }
|
|
|
}
|