AvatarController.js 9.0 KB

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  1. // designate component
  2. "atomic component";
  3. //import gl-matrix library
  4. //https://github.com/toji/gl-matrix for more information
  5. var glmatrix = require("gl-matrix");
  6. var quat = glmatrix.quat;
  7. var vec3 = glmatrix.vec3;
  8. //define an inspectorFields to make variables visible in editor
  9. var inspectorFields = {
  10. //needs default value to make editor understand type of that value
  11. speed: 1.0
  12. }
  13. //define a component AvatarController
  14. exports.component = function(self) {
  15. //link to the current node
  16. var node = self.node;
  17. var cameraNode;
  18. var onGround = true;
  19. var okToJump = true;
  20. var inAirTime = 0;
  21. //define constans
  22. var MOVE_FORCE = 1.8;
  23. var INAIR_MOVE_FORCE = 0.02;
  24. var BRAKE_FORCE = 0.2;
  25. var JUMP_FORCE = 7.0;
  26. var YAW_SENSITIVITY = 0.1;
  27. var INAIR_THRESHOLD_TIME = 0.1;
  28. var cameraMode = 0;
  29. var yaw = 0;
  30. var pitch = 0;
  31. var moveForward = false;
  32. var moveBackwards = false;
  33. var moveLeft = false;
  34. var moveRight = false;
  35. var mouseMoveX = 0.0;
  36. var mouseMoveY = 0.0;
  37. var button0 = false;
  38. var button1 = false;
  39. var lastButton0 = false;
  40. var lastButton1 = false;
  41. self.idle = true;
  42. self.start = function() {
  43. //get main camera and set its node to cameraNode
  44. var camera = node.scene.getMainCamera();
  45. cameraNode = camera.node;
  46. // Create rigidbody, and set non-zero mass so that the body becomes dynamic
  47. var body = node.createComponent("RigidBody");
  48. body.mass = 1.0;
  49. // Set zero angular factor so that physics doesn't turn the character on its own.
  50. // Instead we will control the character yaw manually
  51. body.angularFactor = [0, 0, 0];
  52. // Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
  53. body.collisionEventMode = Atomic.COLLISION_ALWAYS;
  54. // Set a capsule shape for collision
  55. var shape = node.createComponent("CollisionShape");
  56. shape.setCapsule(2, 4, [0, 2, 0]);
  57. }
  58. self.fixedUpdate = function(timestep) {
  59. //get a RigidBody component from the current node
  60. var body = node.getComponent("RigidBody");
  61. // Update the in air timer. Reset if grounded
  62. if (!onGround)
  63. inAirTimer += timeStep;
  64. else
  65. inAirTimer = 0.0;
  66. // When character has been in air less than 1/10 second, it's still interpreted as being on ground
  67. var softGrounded = inAirTimer < INAIR_THRESHOLD_TIME;
  68. // Get rotation of the current node
  69. var rot = node.getRotation();
  70. var moveDir = [0, 0, 0];
  71. // Update movement & animation
  72. var velocity = body.getLinearVelocity();
  73. // Velocity on the XZ plane
  74. var planeVelocity = [velocity[0], 0.0, velocity[2]];
  75. if (cameraMode != 2) {
  76. if (moveForward) {
  77. vec3.add(moveDir, moveDir, [0, 0, 1])
  78. }
  79. if (moveBackwards) {
  80. vec3.add(moveDir, moveDir, [0, 0, -1])
  81. }
  82. if (moveLeft) {
  83. vec3.add(moveDir, moveDir, [-1, 0, 0])
  84. }
  85. if (moveRight) {
  86. vec3.add(moveDir, moveDir, [1, 0, 0])
  87. }
  88. }
  89. if (vec3.length(moveDir) > 0.0)
  90. vec3.normalize(moveDir, moveDir);
  91. vec3.transformQuat(moveDir, moveDir, [rot[1], rot[2], rot[3], rot[0]]);
  92. vec3.scale(moveDir, moveDir, (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE));
  93. if (softGrounded)
  94. vec3.scale(moveDir, moveDir, self.speed);
  95. body.applyImpulse(moveDir);
  96. if (softGrounded) {
  97. // When on ground, apply a braking force to limit maximum ground velocity
  98. vec3.negate(planeVelocity, planeVelocity);
  99. vec3.scale(planeVelocity, planeVelocity, BRAKE_FORCE);
  100. body.applyImpulse(planeVelocity);
  101. // Jump. Must release jump control inbetween jumps
  102. if (button1) {
  103. if (okToJump) {
  104. var jumpforce = [0, 1, 0];
  105. vec3.scale(jumpforce, jumpforce, JUMP_FORCE);
  106. //Apply impulse to the body
  107. body.applyImpulse(jumpforce);
  108. okToJump = false;
  109. }
  110. } else {
  111. okToJump = true;
  112. }
  113. }
  114. if (softGrounded && vec3.length(moveDir) > 0.0)
  115. self.idle = false;
  116. else
  117. self.idle = true;
  118. // Reset grounded flag for next frame
  119. onGround = true;
  120. }
  121. function MoveCamera(timeStep) {
  122. // Movement speed as world units per second
  123. var MOVE_SPEED = 10.0;
  124. // Mouse sensitivity as degrees per pixel
  125. var MOUSE_SENSITIVITY = 0.1;
  126. yaw = yaw + MOUSE_SENSITIVITY * mouseMoveX;
  127. pitch = pitch + MOUSE_SENSITIVITY * mouseMoveY;
  128. if (pitch < -90)
  129. pitch = -90;
  130. if (pitch > 90)
  131. pitch = 90;
  132. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  133. cameraNode.rotation = QuatFromEuler(pitch, yaw, 0.0);
  134. var speed = MOVE_SPEED * timeStep;
  135. //translate camera on the amount of speed value
  136. if (moveForward)
  137. cameraNode.translate([0.0, 0.0, speed])
  138. if (moveBackwards)
  139. cameraNode.translate([0.0, 0.0, -speed])
  140. if (moveLeft)
  141. cameraNode.translate([-speed, 0.0, 0.0])
  142. if (moveRight)
  143. cameraNode.translate([speed, 0.0, 0.0])
  144. }
  145. function UpdateControls() {
  146. var input = Atomic.input;
  147. moveForward = false;
  148. moveBackwards = false;
  149. moveLeft = false;
  150. moveRight = false;
  151. mouseMoveX = 0.0;
  152. mouseMoveY = 0.0;
  153. button0 = false;
  154. button1 = false;
  155. // Movement speed as world units per second
  156. var MOVE_SPEED = 20.0;
  157. // Mouse sensitivity as degrees per pixel
  158. var MOUSE_SENSITIVITY = 0.1;
  159. //check input
  160. if (input.getKeyDown(Atomic.KEY_W) || input.getKeyDown(Atomic.KEY_UP))
  161. moveForward = true;
  162. if (input.getKeyDown(Atomic.KEY_S) || input.getKeyDown(Atomic.KEY_DOWN))
  163. moveBackwards = true;
  164. if (input.getKeyDown(Atomic.KEY_A) || input.getKeyDown(Atomic.KEY_LEFT))
  165. moveLeft = true;
  166. if (input.getKeyDown(Atomic.KEY_D) || input.getKeyDown(Atomic.KEY_RIGHT))
  167. moveRight = true;
  168. if (input.getKeyPress(Atomic.KEY_F))
  169. button0 = true;
  170. if (input.getKeyPress(Atomic.KEY_SPACE))
  171. button1 = true;
  172. //if we are on mobile
  173. if(Atomic.platform == "Android" || Atomic.platform == "iOS") {
  174. //iterate through each TouchState, if it doesn't touch any widgets, use it as a `mouse`
  175. for(var i = 0; i < Atomic.input.getNumTouches(); i++) {
  176. var touchState = Atomic.input.getTouch(i);
  177. if(touchState.touchedWidget == null) {
  178. var delta = touchState.delta;
  179. mouseMoveX = delta[0];
  180. mouseMoveY = delta[1];
  181. }
  182. }
  183. //if its a desktop
  184. } else {
  185. // update mouse coordinates
  186. mouseMoveX = input.getMouseMoveX();
  187. mouseMoveY = input.getMouseMoveY();
  188. }
  189. }
  190. self.update = function(timeStep) {
  191. UpdateControls();
  192. //if it's a free view
  193. if (cameraMode != 2) {
  194. yaw += mouseMoveX * YAW_SENSITIVITY;
  195. pitch += mouseMoveY * YAW_SENSITIVITY;
  196. }
  197. if (pitch < -80)
  198. pitch = -80;
  199. if (pitch > 80)
  200. pitch = 80;
  201. if (button0) {
  202. cameraMode++;
  203. if (cameraMode == 3)
  204. cameraMode = 0;
  205. }
  206. }
  207. //that function called right after update function
  208. self.postUpdate = function(timestep) {
  209. // Get camera lookat dir from character yaw + pitch
  210. var rot = node.getRotation();
  211. //create quaternion
  212. dir = quat.create();
  213. //set X value
  214. quat.setAxisAngle(dir, [1, 0, 0], (pitch * Math.PI / 180.0));
  215. quat.multiply(dir, [rot[1], rot[2], rot[3], rot[0]], dir);
  216. var headNode = node.getChild("Head_Tip", true);
  217. //if it's a FPS view
  218. if (cameraMode == 1) {
  219. var headPos = headNode.getWorldPosition();
  220. var offset = [0.0, 0.15, 0.2];
  221. vec3.add(headPos, headPos, vec3.transformQuat(offset, offset, [rot[1], rot[2], rot[3], rot[0]]));
  222. cameraNode.setPosition(headPos);
  223. cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  224. quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
  225. node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  226. }
  227. //if it's a third person view
  228. if (cameraMode == 0) {
  229. var aimPoint = node.getWorldPosition();
  230. var aimOffset = [0, 1.7, 0];
  231. vec3.transformQuat(aimOffset, aimOffset, dir);
  232. vec3.add(aimPoint, aimPoint, aimOffset);
  233. var rayDir = vec3.create();
  234. vec3.transformQuat(rayDir, [0, 0, -1], dir);
  235. vec3.scale(rayDir, rayDir, 8);
  236. vec3.add(aimPoint, aimPoint, rayDir);
  237. cameraNode.setPosition(aimPoint);
  238. cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  239. quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
  240. node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  241. }
  242. else{
  243. MoveCamera(timestep);
  244. }
  245. }
  246. }
  247. function QuatFromEuler(x, y, z) {
  248. var M_PI = 3.14159265358979323846264338327950288;
  249. var q = [0, 0, 0, 0];
  250. x *= (M_PI / 360);
  251. y *= (M_PI / 360);
  252. z *= (M_PI / 360);
  253. var sinX = Math.sin(x);
  254. var cosX = Math.cos(x);
  255. var sinY = Math.sin(y);
  256. var cosY = Math.cos(y);
  257. var sinZ = Math.sin(z);
  258. var cosZ = Math.cos(z);
  259. q[0] = cosY * cosX * cosZ + sinY * sinX * sinZ;
  260. q[1] = cosY * sinX * cosZ + sinY * cosX * sinZ;
  261. q[2] = sinY * cosX * cosZ - cosY * sinX * sinZ;
  262. q[3] = cosY * cosX * sinZ - sinY * sinX * cosZ;
  263. return q;
  264. }