// designate component "atomic component"; //import gl-matrix library //https://github.com/toji/gl-matrix for more information var glmatrix = require("gl-matrix"); var quat = glmatrix.quat; var vec3 = glmatrix.vec3; //define an inspectorFields to make variables visible in editor var inspectorFields = { //needs default value to make editor understand type of that value speed: 1.0 }; //define a component AvatarController exports.component = function(self) { //link to the current node var node = self.node; var cameraNode; var onGround = true; var okToJump = true; var inAirTime = 0; //define constans var MOVE_FORCE = 1.8; var INAIR_MOVE_FORCE = 0.02; var BRAKE_FORCE = 0.2; var JUMP_FORCE = 7.0; var YAW_SENSITIVITY = 0.1; var INAIR_THRESHOLD_TIME = 0.1; var cameraMode = 0; var yaw = 0; var pitch = 0; var moveForward = false; var moveBackwards = false; var moveLeft = false; var moveRight = false; var mouseMoveX = 0.0; var mouseMoveY = 0.0; var button0 = false; var button1 = false; var lastButton0 = false; var lastButton1 = false; self.idle = true; self.start = function() { //get main camera and set its node to cameraNode var camera = node.scene.getMainCamera(); cameraNode = camera.node; // Create rigidbody, and set non-zero mass so that the body becomes dynamic var body = node.createComponent("RigidBody"); body.mass = 1.0; // Set zero angular factor so that physics doesn't turn the character on its own. // Instead we will control the character yaw manually body.angularFactor = [0, 0, 0]; // Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly body.collisionEventMode = Atomic.CollisionEventMode.COLLISION_ALWAYS; // Set a capsule shape for collision var shape = node.createComponent("CollisionShape"); shape.setCapsule(2, 4, [0, 2, 0]); }; self.fixedUpdate = function(timestep) { //get a RigidBody component from the current node var body = node.getComponent("RigidBody"); var inAirTimer = 0.00; // Update the in air timer. Reset if grounded if (!onGround) inAirTimer += timestep; else inAirTimer = 0.0; // When character has been in air less than 1/10 second, it's still interpreted as being on ground var softGrounded = inAirTimer < INAIR_THRESHOLD_TIME; // Get rotation of the current node var rot = node.getRotation(); var moveDir = [0, 0, 0]; // Update movement & animation var velocity = body.getLinearVelocity(); // Velocity on the XZ plane var planeVelocity = [velocity[0], 0.0, velocity[2]]; if (cameraMode != 2) { if (moveForward) { vec3.add(moveDir, moveDir, [0, 0, 1]); } if (moveBackwards) { vec3.add(moveDir, moveDir, [0, 0, -1]); } if (moveLeft) { vec3.add(moveDir, moveDir, [-1, 0, 0]); } if (moveRight) { vec3.add(moveDir, moveDir, [1, 0, 0]); } } if (vec3.length(moveDir) > 0.0) vec3.normalize(moveDir, moveDir); vec3.transformQuat(moveDir, moveDir, [rot[1], rot[2], rot[3], rot[0]]); vec3.scale(moveDir, moveDir, (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE)); if (softGrounded) vec3.scale(moveDir, moveDir, self.speed); body.applyImpulse(moveDir); if (softGrounded) { // When on ground, apply a braking force to limit maximum ground velocity vec3.negate(planeVelocity, planeVelocity); vec3.scale(planeVelocity, planeVelocity, BRAKE_FORCE); body.applyImpulse(planeVelocity); // Jump. Must release jump control inbetween jumps if (button1) { if (okToJump) { var jumpforce = [0, 1, 0]; vec3.scale(jumpforce, jumpforce, JUMP_FORCE); //Apply impulse to the body body.applyImpulse(jumpforce); okToJump = false; } } else { okToJump = true; } } if (softGrounded && vec3.length(moveDir) > 0.0) self.idle = false; else self.idle = true; // Reset grounded flag for next frame onGround = true; }; function MoveCamera(timeStep) { // Movement speed as world units per second var MOVE_SPEED = 10.0; // Mouse sensitivity as degrees per pixel var MOUSE_SENSITIVITY = 0.1; yaw = yaw + MOUSE_SENSITIVITY * mouseMoveX; pitch = pitch + MOUSE_SENSITIVITY * mouseMoveY; if (pitch < -90) pitch = -90; if (pitch > 90) pitch = 90; // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero cameraNode.rotation = QuatFromEuler(pitch, yaw, 0.0); var speed = MOVE_SPEED * timeStep; //translate camera on the amount of speed value if (moveForward) cameraNode.translate([0.0, 0.0, speed]); if (moveBackwards) cameraNode.translate([0.0, 0.0, -speed]); if (moveLeft) cameraNode.translate([-speed, 0.0, 0.0]); if (moveRight) cameraNode.translate([speed, 0.0, 0.0]); } function UpdateControls() { var input = Atomic.input; moveForward = false; moveBackwards = false; moveLeft = false; moveRight = false; mouseMoveX = 0.0; mouseMoveY = 0.0; button0 = false; button1 = false; // Movement speed as world units per second var MOVE_SPEED = 20.0; // Mouse sensitivity as degrees per pixel var MOUSE_SENSITIVITY = 0.1; //check input if (input.getKeyDown(Atomic.KEY_W) || input.getKeyDown(Atomic.KEY_UP)) moveForward = true; if (input.getKeyDown(Atomic.KEY_S) || input.getKeyDown(Atomic.KEY_DOWN)) moveBackwards = true; if (input.getKeyDown(Atomic.KEY_A) || input.getKeyDown(Atomic.KEY_LEFT)) moveLeft = true; if (input.getKeyDown(Atomic.KEY_D) || input.getKeyDown(Atomic.KEY_RIGHT)) moveRight = true; if (input.getKeyPress(Atomic.KEY_F)) button0 = true; if (input.getKeyPress(Atomic.KEY_SPACE)) button1 = true; //if we are on mobile if(Atomic.platform == "Android" || Atomic.platform == "iOS") { //iterate through each TouchState, if it doesn't touch any widgets, use it as a `mouse` for(var i = 0; i < Atomic.input.getNumTouches(); i++) { var touchState = Atomic.input.getTouch(i); if(touchState.touchedWidget == null) { var delta = touchState.delta; mouseMoveX = delta[0]; mouseMoveY = delta[1]; } } //if its a desktop } else { // update mouse coordinates mouseMoveX = input.getMouseMoveX(); mouseMoveY = input.getMouseMoveY(); } } self.update = function(timeStep) { UpdateControls(); //if it's a free view if (cameraMode != 2) { yaw += mouseMoveX * YAW_SENSITIVITY; pitch += mouseMoveY * YAW_SENSITIVITY; } if (pitch < -80) pitch = -80; if (pitch > 80) pitch = 80; if (button0) { cameraMode++; if (cameraMode == 3) cameraMode = 0; } }; //that function called right after update function self.postUpdate = function(timestep) { // Get camera lookat dir from character yaw + pitch var rot = node.getRotation(); //create quaternion var dir = quat.create(); //set X value quat.setAxisAngle(dir, [1, 0, 0], (pitch * Math.PI / 180.0)); quat.multiply(dir, [rot[1], rot[2], rot[3], rot[0]], dir); var headNode = node.getChild("Head_Tip", true); //if it's a FPS view if (cameraMode == 1) { 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]]); } //if it's a third person view if (cameraMode == 0) { var aimPoint = node.getWorldPosition(); var aimOffset = [0, 1.7, 0]; vec3.transformQuat(aimOffset, aimOffset, dir); vec3.add(aimPoint, aimPoint, aimOffset); 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); } }; }; function QuatFromEuler(x, y, z) { var M_PI = 3.14159265358979323846264338327950288; var q = [0, 0, 0, 0]; x *= (M_PI / 360); y *= (M_PI / 360); z *= (M_PI / 360); var sinX = Math.sin(x); var cosX = Math.cos(x); var sinY = Math.sin(y); var cosY = Math.cos(y); var sinZ = Math.sin(z); var cosZ = Math.cos(z); q[0] = cosY * cosX * cosZ + sinY * sinX * sinZ; q[1] = cosY * sinX * cosZ + sinY * cosX * sinZ; q[2] = sinY * cosX * cosZ - cosY * sinX * sinZ; q[3] = cosY * cosX * sinZ - sinY * sinX * cosZ; return q; }