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- // designate component
- "atomic component";
- "use strict";
- var __extends = (this && this.__extends) || function (d, b) {
- for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
- function __() { this.constructor = d; }
- d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
- };
- //import gl-matrix library
- //https://github.com/toji/gl-matrix for more information
- var gl_matrix_1 = require("gl-matrix");
- //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;
- //define a component AvatarController
- var AvatarController = (function (_super) {
- __extends(AvatarController, _super);
- function AvatarController() {
- _super.apply(this, arguments);
- //define an inspectorFields to make variables visible in editor
- this.inspectorFields = {
- //needs default value to make editor understand type of that value
- speed: 1.0
- };
- this.speed = 1.0;
- this.onGround = true;
- this.okToJump = true;
- this.inAirTime = 0.0;
- this.softGrounded = true;
- this.cameraMode = 0;
- this.yaw = 0;
- this.pitch = 0;
- this.moveForward = false;
- this.moveBackwards = false;
- this.moveLeft = false;
- this.moveRight = false;
- this.mouseMoveX = 0.0;
- this.mouseMoveY = 0.0;
- this.button0 = false;
- this.button1 = false;
- this.lastButton0 = false;
- this.lastButton1 = false;
- this.idle = true;
- }
- AvatarController.prototype.start = function () {
- //get main camera and set its node to cameraNode
- var camera = this.node.scene.getMainCamera();
- this.cameraNode = camera.node;
- // Create rigidbody, and set non-zero mass so that the body becomes dynamic
- var body = this.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 = this.node.createComponent("CollisionShape");
- shape.setCapsule(2, 4, [0, 2, 0]);
- };
- AvatarController.prototype.fixedUpdate = function (timeStep) {
- //get a RigidBody component from the current node
- var body = this.node.getComponent("RigidBody");
- // Update the in air timer. Reset if grounded
- if (!this.onGround) {
- this.inAirTime += timeStep;
- }
- else {
- this.inAirTime = 0.0;
- }
- // When character has been in air less than 1/10 second, it's still interpreted as being on ground
- var softGrounded = this.inAirTime < INAIR_THRESHOLD_TIME;
- // Get rotation of the current node
- var rot = this.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 (this.cameraMode != 2) {
- if (this.moveForward) {
- gl_matrix_1.vec3.add(moveDir, moveDir, [0, 0, 1]);
- }
- if (this.moveBackwards) {
- gl_matrix_1.vec3.add(moveDir, moveDir, [0, 0, -1]);
- }
- if (this.moveLeft) {
- gl_matrix_1.vec3.add(moveDir, moveDir, [-1, 0, 0]);
- }
- if (this.moveRight) {
- gl_matrix_1.vec3.add(moveDir, moveDir, [1, 0, 0]);
- }
- }
- if (gl_matrix_1.vec3.length(moveDir) > 0.0) {
- gl_matrix_1.vec3.normalize(moveDir, moveDir);
- }
- gl_matrix_1.vec3.transformQuat(moveDir, moveDir, [rot[1], rot[2], rot[3], rot[0]]);
- gl_matrix_1.vec3.scale(moveDir, moveDir, (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE));
- if (this.softGrounded) {
- gl_matrix_1.vec3.scale(moveDir, moveDir, this.speed);
- }
- body.applyImpulse(moveDir);
- if (this.softGrounded) {
- // When on ground, apply a braking force to limit maximum ground velocity
- gl_matrix_1.vec3.negate(planeVelocity, planeVelocity);
- gl_matrix_1.vec3.scale(planeVelocity, planeVelocity, BRAKE_FORCE);
- body.applyImpulse(planeVelocity);
- // Jump. Must release jump control inbetween jumps
- if (this.button1) {
- if (this.okToJump) {
- var jumpforce = [0, 1, 0];
- gl_matrix_1.vec3.scale(jumpforce, jumpforce, JUMP_FORCE);
- //Apply impulse to the body
- body.applyImpulse(jumpforce);
- this.okToJump = false;
- }
- }
- else {
- this.okToJump = true;
- }
- }
- if (this.softGrounded && gl_matrix_1.vec3.length(moveDir) > 0.0) {
- this.idle = false;
- }
- else {
- this.idle = true;
- }
- // Reset grounded flag for next frame
- this.onGround = true;
- };
- AvatarController.prototype.MoveCamera = function (timeStep) {
- // Movement speed as world units per second
- var MOVE_SPEED = 10.0;
- // Mouse sensitivity as degrees per pixel
- var MOUSE_SENSITIVITY = 0.1;
- this.yaw = this.yaw + MOUSE_SENSITIVITY * this.mouseMoveX;
- this.pitch = this.pitch + MOUSE_SENSITIVITY * this.mouseMoveY;
- if (this.pitch < -90) {
- this.pitch = -90;
- }
- if (this.pitch > 90) {
- this.pitch = 90;
- }
- // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- this.cameraNode.rotation = QuatFromEuler(this.pitch, this.yaw, 0.0);
- var speed = MOVE_SPEED * timeStep;
- //translate camera on the amount of speed value
- if (this.moveForward) {
- this.cameraNode.translate([0.0, 0.0, this.speed]);
- }
- if (this.moveBackwards) {
- this.cameraNode.translate([0.0, 0.0, -this.speed]);
- }
- if (this.moveLeft) {
- this.cameraNode.translate([-speed, 0.0, 0.0]);
- }
- if (this.moveRight) {
- this.cameraNode.translate([speed, 0.0, 0.0]);
- }
- };
- AvatarController.prototype.UpdateControls = function () {
- var input = Atomic.input;
- this.moveForward = false;
- this.moveBackwards = false;
- this.moveLeft = false;
- this.moveRight = false;
- this.mouseMoveX = 0.0;
- this.mouseMoveY = 0.0;
- this.button0 = false;
- this.button1 = false;
- // Movement speed as world units per second
- // let MOVE_SPEED = 20.0; -- unused
- // Mouse sensitivity as degrees per pixel
- // let MOUSE_SENSITIVITY = 0.1; -- unused
- //check input
- if (input.getKeyDown(Atomic.KEY_W) || input.getKeyDown(Atomic.KEY_UP)) {
- this.moveForward = true;
- }
- if (input.getKeyDown(Atomic.KEY_S) || input.getKeyDown(Atomic.KEY_DOWN)) {
- this.moveBackwards = true;
- }
- if (input.getKeyDown(Atomic.KEY_A) || input.getKeyDown(Atomic.KEY_LEFT)) {
- this.moveLeft = true;
- }
- if (input.getKeyDown(Atomic.KEY_D) || input.getKeyDown(Atomic.KEY_RIGHT)) {
- this.moveRight = true;
- }
- if (input.getKeyPress(Atomic.KEY_F)) {
- this.button0 = true;
- }
- if (input.getKeyPress(Atomic.KEY_SPACE)) {
- this.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;
- this.mouseMoveX = delta[0];
- this.mouseMoveY = delta[1];
- }
- }
- }
- else {
- // update mouse coordinates
- this.mouseMoveX = input.getMouseMoveX();
- this.mouseMoveY = input.getMouseMoveY();
- }
- };
- AvatarController.prototype.update = function (timeStep) {
- this.UpdateControls();
- //if it's a free view
- if (this.cameraMode != 2) {
- this.yaw += this.mouseMoveX * YAW_SENSITIVITY;
- this.pitch += this.mouseMoveY * YAW_SENSITIVITY;
- }
- if (this.pitch < -80) {
- this.pitch = -80;
- }
- if (this.pitch > 80) {
- this.pitch = 80;
- }
- if (this.button0) {
- this.cameraMode++;
- if (this.cameraMode == 3) {
- this.cameraMode = 0;
- }
- }
- };
- //that function called right after update function
- AvatarController.prototype.postUpdate = function (timestep) {
- // Get camera lookat dir from character yaw + pitch
- var rot = this.node.getRotation();
- //create quaternion
- var dir = gl_matrix_1.quat.create();
- //set X value
- gl_matrix_1.quat.setAxisAngle(dir, [1, 0, 0], (this.pitch * Math.PI / 180.0));
- gl_matrix_1.quat.multiply(dir, [rot[1], rot[2], rot[3], rot[0]], dir);
- var headNode = this.node.getChild("Head_Tip", true);
- //if it's a FPS view
- if (this.cameraMode == 1) {
- var headPos = headNode.getWorldPosition();
- var offset = [0.0, 0.15, 0.2];
- gl_matrix_1.vec3.add(headPos, headPos, gl_matrix_1.vec3.transformQuat(offset, offset, [rot[1], rot[2], rot[3], rot[0]]));
- this.cameraNode.setPosition(headPos);
- this.cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
- gl_matrix_1.quat.setAxisAngle(dir, [0, 1, 0], (this.yaw * Math.PI / 180.0));
- this.node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
- }
- //if it's a third person view
- if (this.cameraMode == 0) {
- var aimPoint = this.node.getWorldPosition();
- var aimOffset = [0, 1.7, 0];
- gl_matrix_1.vec3.transformQuat(aimOffset, aimOffset, dir);
- gl_matrix_1.vec3.add(aimPoint, aimPoint, aimOffset);
- var rayDir = gl_matrix_1.vec3.create();
- gl_matrix_1.vec3.transformQuat(rayDir, [0, 0, -1], dir);
- gl_matrix_1.vec3.scale(rayDir, rayDir, 8);
- gl_matrix_1.vec3.add(aimPoint, aimPoint, rayDir);
- this.cameraNode.setPosition(aimPoint);
- this.cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
- gl_matrix_1.quat.setAxisAngle(dir, [0, 1, 0], (this.yaw * Math.PI / 180.0));
- this.node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
- }
- else {
- this.MoveCamera(timestep);
- }
- };
- return AvatarController;
- }(Atomic.JSComponent));
- 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;
- }
- module.exports = AvatarController;
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