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- // 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.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 = 0.0;
- // 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;
- }
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