AvatarController.js 8.6 KB

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  1. // Atomic Component
  2. var glmatrix = require("gl-matrix");
  3. var quat = glmatrix.quat;
  4. var vec3 = glmatrix.vec3;
  5. var game = Atomic.game;
  6. var node = self.node;
  7. var cameraNode = game.cameraNode;
  8. var onGround = true;
  9. var isGrounded = true;
  10. var okToJump = true;
  11. var inAirTimer = 0.0;
  12. var MOVE_FORCE = 64.8;
  13. var INAIR_MOVE_FORCE = 4.32;
  14. var BRAKE_FORCE = 7.2;
  15. var JUMP_FORCE = 7.0;
  16. var LAND_FORCE = 12;
  17. var YAW_SENSITIVITY = 3.6;
  18. var INAIR_THRESHOLD_TIME = 0.01;
  19. var cameraMode = 0;
  20. var yaw = 0;
  21. var roll = 0;
  22. var pitch = 0;
  23. var moveForward = false;
  24. var moveBackwards = false;
  25. var moveLeft = false;
  26. var moveRight = false;
  27. var mouseMoveX = 0.0;
  28. var mouseMoveY = 0.0;
  29. var button0 = false;
  30. var button1 = false;
  31. var lastButton0 = false;
  32. var lastButton1 = false;
  33. var timer = 0.75;
  34. var fallTimer = 1.5;
  35. self.idle = true;
  36. self.jump = false;
  37. self.isFalling = false;
  38. function start()
  39. {
  40. // Create rigidbody, and set non-zero mass so that the body becomes dynamic
  41. var body = node.createComponent("RigidBody");
  42. body.mass = 36.0;
  43. // Set zero angular factor so that physics doesn't turn the character on its own.
  44. // Instead we will control the character yaw manually
  45. body.angularFactor = [0, 0, 0];
  46. // Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
  47. body.collisionEventMode = Atomic.COLLISION_ALWAYS;
  48. // Set a capsule shape for collision
  49. var shape = node.createComponent("CollisionShape");
  50. shape.setCapsule(4, 8, [0, 4, 0]);
  51. }
  52. function fixedUpdate(timeStep)
  53. {
  54. var body = node.getComponent("RigidBody");
  55. // Update the in air timer. Reset if grounded
  56. /*if (!onGround)
  57. {
  58. inAirTimer += timeStep;
  59. }
  60. else
  61. {
  62. inAirTimer = 0.0;
  63. }*/
  64. // When character has been in air less than 1/10 second, it's still interpreted as being on ground
  65. var softGrounded = inAirTimer < INAIR_THRESHOLD_TIME;
  66. var rot = node.getRotation();
  67. var moveDir = [0, 0, 0];
  68. // Update movement & animation
  69. var velocity = body.getLinearVelocity();
  70. // Velocity on the XZ plane
  71. var planeVelocity = [velocity[0], 4.0, velocity[2]];
  72. if (cameraMode != 2)
  73. {
  74. if (moveForward)
  75. {
  76. vec3.add(moveDir, moveDir, [0, 0, 1])
  77. }
  78. if (moveBackwards)
  79. {
  80. vec3.add(moveDir, moveDir, [0, 0, 1])
  81. }
  82. if (moveLeft)
  83. {
  84. vec3.add(moveDir, moveDir, [0, 0, 1])
  85. }
  86. if (moveRight)
  87. {
  88. vec3.add(moveDir, moveDir, [0, 0, 1])
  89. }
  90. }
  91. if (vec3.length(moveDir) > 0.0)
  92. vec3.normalize(moveDir, moveDir);
  93. vec3.transformQuat(moveDir, moveDir, [rot[1], rot[2], rot[3], rot[0]]);
  94. vec3.scale(moveDir, moveDir, (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE));
  95. body.applyImpulse(moveDir);
  96. if (softGrounded)
  97. {
  98. // When on ground, apply a braking force to limit maximum ground velocity
  99. vec3.negate(planeVelocity, planeVelocity);
  100. vec3.scale(planeVelocity, planeVelocity, BRAKE_FORCE);
  101. body.applyImpulse(planeVelocity);
  102. // Jump. Must release jump control inbetween jumps
  103. if (button0)
  104. {
  105. if (okToJump)
  106. {
  107. var jumpforce = [0, 108, 0];
  108. vec3.scale(jumpforce, jumpforce, JUMP_FORCE);
  109. body.applyImpulse(jumpforce);
  110. okToJump = false;
  111. //isGrounded = false;
  112. }
  113. }
  114. }
  115. if (softGrounded && vec3.length(moveDir) > 0.0)
  116. self.idle = false;
  117. else
  118. self.idle = true;
  119. if (okToJump)
  120. {
  121. self.jump = false;
  122. }
  123. else
  124. {
  125. self.jump = true;
  126. }
  127. // Reset grounded flag for next frame
  128. //onGround = true;
  129. }
  130. function MoveCamera(timeStep)
  131. {
  132. // Movement speed as world units per second
  133. var MOVE_SPEED = 10.0;
  134. // Mouse sensitivity as degrees per pixel
  135. var MOUSE_SENSITIVITY = 0.1;
  136. //yaw = yaw + MOUSE_SENSITIVITY * mouseMoveX;
  137. //pitch = pitch + MOUSE_SENSITIVITY * mouseMoveY;
  138. /*if (pitch < -90)
  139. pitch = -90;
  140. if (pitch > 90)
  141. pitch = 90;￿￿*/
  142. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  143. //cameraNode.rotation = QuatFromEuler(pitch, yaw, 0.0);
  144. var speed = MOVE_SPEED * timeStep;
  145. if (moveForward)
  146. cameraNode.translate([0.0, 0.0, speed])
  147. if (moveBackwards)
  148. cameraNode.translate([0.0, 0.0, -speed])
  149. if (moveLeft)
  150. cameraNode.translate([-speed, 0.0, 0.0])
  151. if (moveRight)
  152. cameraNode.translate([speed, 0.0, 0.0])
  153. }
  154. function UpdateControls()
  155. {
  156. var input = game.input;
  157. moveForward = false;
  158. moveBackwards = false;
  159. moveLeft = false;
  160. moveRight = false;
  161. mouseMoveX = 0.0;
  162. mouseMoveY = 0.0;
  163. button0 = false;
  164. button1 = false;
  165. // Movement speed as world units per second
  166. var MOVE_SPEED = 20.0;
  167. // Mouse sensitivity as degrees per pixel
  168. var MOUSE_SENSITIVITY = 0.1;
  169. if (input.getKeyDown(Atomic.KEY_W))
  170. {
  171. moveForward = true;
  172. }
  173. if (input.getKeyDown(Atomic.KEY_S))
  174. {
  175. moveBackwards = true;
  176. }
  177. if (input.getKeyDown(Atomic.KEY_A))
  178. {
  179. moveLeft = true;
  180. }
  181. if (input.getKeyDown(Atomic.KEY_D))
  182. {
  183. moveRight = true;
  184. }
  185. if (input.getKeyPress(Atomic.KEY_F))
  186. {
  187. button1 = true;
  188. }
  189. if (input.getKeyDown(Atomic.KEY_SPACE))
  190. {
  191. button0 = true;
  192. }
  193. if (input.getKeyDown(Atomic.KEY_LSHIFT))
  194. {
  195. MOVE_FORCE = 129.6;
  196. }
  197. else
  198. {
  199. MOVE_FORCE = 64.8;
  200. }
  201. if (input.getKeyDown(Atomic.KEY_W))
  202. {
  203. yaw = 0;
  204. }
  205. if (input.getKeyDown(Atomic.KEY_S))
  206. {
  207. yaw = -180;
  208. }
  209. if (input.getKeyDown(Atomic.KEY_A))
  210. {
  211. yaw = -90;
  212. }
  213. if (input.getKeyDown(Atomic.KEY_D))
  214. {
  215. yaw = 90;
  216. }
  217. if (input.getKeyDown(Atomic.KEY_W) && input.getKeyDown(Atomic.KEY_A))
  218. {
  219. yaw = -45;
  220. }
  221. if (input.getKeyDown(Atomic.KEY_W) && input.getKeyDown(Atomic.KEY_D))
  222. {
  223. yaw = 45;
  224. }
  225. if (input.getKeyDown(Atomic.KEY_S) && input.getKeyDown(Atomic.KEY_A))
  226. {
  227. yaw = -135;
  228. }
  229. if (input.getKeyDown(Atomic.KEY_S) && input.getKeyDown(Atomic.KEY_D))
  230. {
  231. yaw = 135;
  232. }
  233. //mouseMoveX = input.getMouseMoveX();
  234. //mouseMoveY = input.getMouseMoveY();
  235. }
  236. function update(timeStep)
  237. {
  238. UpdateControls();
  239. /*if (cameraMode != 2) {
  240. yaw += mouseMoveX * YAW_SENSITIVITY;
  241. pitch += mouseMoveY * YAW_SENSITIVITY;
  242. }*/
  243. if (!okToJump)
  244. {
  245. timer -= 0.0048;
  246. }
  247. if (timer <= 0)
  248. {
  249. okToJump = true;
  250. onGround = true;
  251. timer = 0.75;
  252. }
  253. else if (timer < 0.65 && timer > 0.1)
  254. {
  255. okToJump = false;
  256. }
  257. /*if (pitch < -80)
  258. pitch = -80;
  259. if (pitch > 80)
  260. pitch = 80;*/
  261. if (button1)
  262. {
  263. cameraMode++;
  264. if (cameraMode == 3)
  265. cameraMode = 0;
  266. }
  267. }
  268. function postUpdate(timestep)
  269. {
  270. // Get camera lookat dir from character yaw + pitch
  271. var rot = node.getRotation();
  272. dir = quat.create();
  273. //quat.setAxisAngle(dir, [1, 0, 0], (pitch * Math.PI / 180.0));
  274. //quat.multiply(dir, [rot[1], rot[2], rot[3], rot[0]], dir);
  275. var headNode = node.getChild("Head_Tip", true);
  276. if (cameraMode == 1)
  277. {
  278. var headPos = headNode.getWorldPosition();
  279. var offset = [0.0, 0.15, 0.2];
  280. vec3.add(headPos, headPos, vec3.transformQuat(offset, offset, [rot[1], rot[2], rot[3], rot[0]]));
  281. cameraNode.setPosition(headPos);
  282. cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  283. quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
  284. node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  285. }
  286. if (cameraMode == 0)
  287. {
  288. var aimPoint = node.getPosition();
  289. var aimOffset = [0, 5, -15];
  290. //var rotPoint = cameraNode.getRotation();
  291. //var rotOffset = [0, 0, 0];
  292. vec3.transformQuat(aimOffset, aimOffset, dir);
  293. vec3.add(aimPoint, aimPoint, aimOffset);
  294. var rayDir = vec3.create();
  295. vec3.transformQuat(rayDir, [0, 0, -0.5], dir);
  296. vec3.scale(rayDir, rayDir, 8);
  297. vec3.add(aimPoint, aimPoint, rayDir);
  298. cameraNode.setPosition(aimPoint);
  299. cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  300. quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
  301. //quat.setAxisAngle(dir, [0, 0, 1], (roll * Math.PI / 180.0));
  302. node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  303. }
  304. //else
  305. //MoveCamera(timestep);
  306. }