AvatarController.js 7.0 KB

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  1. // designate component
  2. "atomic component";
  3. var inspectorFields = {
  4. speed: 1.0
  5. }
  6. var glmatrix = require("gl-matrix");
  7. var quat = glmatrix.quat;
  8. var vec3 = glmatrix.vec3;
  9. exports.component = function(self) {
  10. var node = self.node;
  11. var cameraNode;
  12. var onGround = true;
  13. var okToJump = true;
  14. var inAirTime = 0;
  15. var MOVE_FORCE = 1.8;
  16. var INAIR_MOVE_FORCE = 0.02;
  17. var BRAKE_FORCE = 0.2;
  18. var JUMP_FORCE = 7.0;
  19. var YAW_SENSITIVITY = 0.1;
  20. var INAIR_THRESHOLD_TIME = 0.1;
  21. var cameraMode = 0;
  22. var yaw = 0;
  23. var pitch = 0;
  24. var moveForward = false;
  25. var moveBackwards = false;
  26. var moveLeft = false;
  27. var moveRight = false;
  28. var mouseMoveX = 0.0;
  29. var mouseMoveY = 0.0;
  30. var button0 = false;
  31. var button1 = false;
  32. var lastButton0 = false;
  33. var lastButton1 = false;
  34. self.idle = true;
  35. self.start = function() {
  36. var camera = node.scene.getMainCamera();
  37. cameraNode = camera.node;
  38. // Create rigidbody, and set non-zero mass so that the body becomes dynamic
  39. var body = node.createComponent("RigidBody");
  40. body.mass = 1.0;
  41. // Set zero angular factor so that physics doesn't turn the character on its own.
  42. // Instead we will control the character yaw manually
  43. body.angularFactor = [0, 0, 0];
  44. // Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
  45. body.collisionEventMode = Atomic.COLLISION_ALWAYS;
  46. // Set a capsule shape for collision
  47. var shape = node.createComponent("CollisionShape");
  48. shape.setCapsule(2, 4, [0, 2, 0]);
  49. }
  50. self.fixedUpdate = function(timestep) {
  51. var body = node.getComponent("RigidBody");
  52. // Update the in air timer. Reset if grounded
  53. if (!onGround)
  54. inAirTimer += timeStep;
  55. else
  56. inAirTimer = 0.0;
  57. // When character has been in air less than 1/10 second, it's still interpreted as being on ground
  58. var softGrounded = inAirTimer < INAIR_THRESHOLD_TIME;
  59. var rot = node.getRotation();
  60. var moveDir = [0, 0, 0];
  61. // Update movement & animation
  62. var velocity = body.getLinearVelocity();
  63. // Velocity on the XZ plane
  64. var planeVelocity = [velocity[0], 0.0, velocity[2]];
  65. if (cameraMode != 2) {
  66. if (moveForward) {
  67. vec3.add(moveDir, moveDir, [0, 0, 1])
  68. }
  69. if (moveBackwards) {
  70. vec3.add(moveDir, moveDir, [0, 0, -1])
  71. }
  72. if (moveLeft) {
  73. vec3.add(moveDir, moveDir, [-1, 0, 0])
  74. }
  75. if (moveRight) {
  76. vec3.add(moveDir, moveDir, [1, 0, 0])
  77. }
  78. }
  79. if (vec3.length(moveDir) > 0.0)
  80. vec3.normalize(moveDir, moveDir);
  81. vec3.transformQuat(moveDir, moveDir, [rot[1], rot[2], rot[3], rot[0]]);
  82. vec3.scale(moveDir, moveDir, (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE));
  83. if (softGrounded)
  84. vec3.scale(moveDir, moveDir, self.speed);
  85. body.applyImpulse(moveDir);
  86. if (softGrounded) {
  87. // When on ground, apply a braking force to limit maximum ground velocity
  88. vec3.negate(planeVelocity, planeVelocity);
  89. vec3.scale(planeVelocity, planeVelocity, BRAKE_FORCE);
  90. body.applyImpulse(planeVelocity);
  91. // Jump. Must release jump control inbetween jumps
  92. if (button1) {
  93. if (okToJump) {
  94. var jumpforce = [0, 1, 0];
  95. vec3.scale(jumpforce, jumpforce, JUMP_FORCE);
  96. body.applyImpulse(jumpforce);
  97. okToJump = false;
  98. }
  99. } else
  100. okToJump = true;
  101. }
  102. if (softGrounded && vec3.length(moveDir) > 0.0)
  103. self.idle = false;
  104. else
  105. self.idle = true;
  106. // Reset grounded flag for next frame
  107. onGround = true;
  108. }
  109. function MoveCamera(timeStep) {
  110. // Movement speed as world units per second
  111. var MOVE_SPEED = 10.0;
  112. // Mouse sensitivity as degrees per pixel
  113. var MOUSE_SENSITIVITY = 0.1;
  114. yaw = yaw + MOUSE_SENSITIVITY * mouseMoveX;
  115. pitch = pitch + MOUSE_SENSITIVITY * mouseMoveY;
  116. if (pitch < -90)
  117. pitch = -90;
  118. if (pitch > 90)
  119. pitch = 90;
  120. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  121. cameraNode.rotation = QuatFromEuler(pitch, yaw, 0.0);
  122. var speed = MOVE_SPEED * timeStep;
  123. if (moveForward)
  124. cameraNode.translate([0.0, 0.0, speed])
  125. if (moveBackwards)
  126. cameraNode.translate([0.0, 0.0, -speed])
  127. if (moveLeft)
  128. cameraNode.translate([-speed, 0.0, 0.0])
  129. if (moveRight)
  130. cameraNode.translate([speed, 0.0, 0.0])
  131. }
  132. function UpdateControls() {
  133. var input = Atomic.input;
  134. moveForward = false;
  135. moveBackwards = false;
  136. moveLeft = false;
  137. moveRight = false;
  138. mouseMoveX = 0.0;
  139. mouseMoveY = 0.0;
  140. button0 = false;
  141. button1 = false;
  142. // Movement speed as world units per second
  143. var MOVE_SPEED = 20.0;
  144. // Mouse sensitivity as degrees per pixel
  145. var MOUSE_SENSITIVITY = 0.1;
  146. if (input.getKeyDown(Atomic.KEY_W))
  147. moveForward = true;
  148. if (input.getKeyDown(Atomic.KEY_S))
  149. moveBackwards = true;
  150. if (input.getKeyDown(Atomic.KEY_A))
  151. moveLeft = true;
  152. if (input.getKeyDown(Atomic.KEY_D))
  153. moveRight = true;
  154. if (input.getKeyPress(Atomic.KEY_F))
  155. button0 = true;
  156. if (input.getKeyPress(Atomic.KEY_SPACE))
  157. button1 = true;
  158. mouseMoveX = input.getMouseMoveX();
  159. mouseMoveY = input.getMouseMoveY();
  160. }
  161. self.update = function(timeStep) {
  162. UpdateControls();
  163. if (cameraMode != 2) {
  164. yaw += mouseMoveX * YAW_SENSITIVITY;
  165. pitch += mouseMoveY * YAW_SENSITIVITY;
  166. }
  167. if (pitch < -80)
  168. pitch = -80;
  169. if (pitch > 80)
  170. pitch = 80;
  171. if (button0) {
  172. cameraMode++;
  173. if (cameraMode == 3)
  174. cameraMode = 0;
  175. }
  176. }
  177. self.postUpdate = function(timestep) {
  178. // Get camera lookat dir from character yaw + pitch
  179. var rot = node.getRotation();
  180. dir = quat.create();
  181. quat.setAxisAngle(dir, [1, 0, 0], (pitch * Math.PI / 180.0));
  182. quat.multiply(dir, [rot[1], rot[2], rot[3], rot[0]], dir);
  183. var headNode = node.getChild("Head_Tip", true);
  184. if (cameraMode == 1) {
  185. var headPos = headNode.getWorldPosition();
  186. var offset = [0.0, 0.15, 0.2];
  187. vec3.add(headPos, headPos, vec3.transformQuat(offset, offset, [rot[1], rot[2], rot[3], rot[0]]));
  188. cameraNode.setPosition(headPos);
  189. cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  190. quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
  191. node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  192. }
  193. if (cameraMode == 0) {
  194. var aimPoint = node.getWorldPosition();
  195. var aimOffset = [0, 1.7, 0];
  196. vec3.transformQuat(aimOffset, aimOffset, dir);
  197. vec3.add(aimPoint, aimPoint, aimOffset);
  198. var rayDir = vec3.create();
  199. vec3.transformQuat(rayDir, [0, 0, -1], dir);
  200. vec3.scale(rayDir, rayDir, 8);
  201. vec3.add(aimPoint, aimPoint, rayDir);
  202. cameraNode.setPosition(aimPoint);
  203. cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  204. quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
  205. node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  206. }
  207. else
  208. MoveCamera(timestep);
  209. }
  210. }