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.CollisionEventMode.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. var inAirTimer = 0.00;
  62. // Update the in air timer. Reset if grounded
  63. if (!onGround)
  64. inAirTimer += timestep;
  65. else
  66. inAirTimer = 0.0;
  67. // When character has been in air less than 1/10 second, it's still interpreted as being on ground
  68. var softGrounded = inAirTimer < INAIR_THRESHOLD_TIME;
  69. // Get rotation of the current node
  70. var rot = node.getRotation();
  71. var moveDir = [0, 0, 0];
  72. // Update movement & animation
  73. var velocity = body.getLinearVelocity();
  74. // Velocity on the XZ plane
  75. var planeVelocity = [velocity[0], 0.0, velocity[2]];
  76. if (cameraMode != 2) {
  77. if (moveForward) {
  78. vec3.add(moveDir, moveDir, [0, 0, 1]);
  79. }
  80. if (moveBackwards) {
  81. vec3.add(moveDir, moveDir, [0, 0, -1]);
  82. }
  83. if (moveLeft) {
  84. vec3.add(moveDir, moveDir, [-1, 0, 0]);
  85. }
  86. if (moveRight) {
  87. vec3.add(moveDir, moveDir, [1, 0, 0]);
  88. }
  89. }
  90. if (vec3.length(moveDir) > 0.0)
  91. vec3.normalize(moveDir, moveDir);
  92. vec3.transformQuat(moveDir, moveDir, [rot[1], rot[2], rot[3], rot[0]]);
  93. vec3.scale(moveDir, moveDir, (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE));
  94. if (softGrounded)
  95. vec3.scale(moveDir, moveDir, self.speed);
  96. body.applyImpulse(moveDir);
  97. if (softGrounded) {
  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 (button1) {
  104. if (okToJump) {
  105. var jumpforce = [0, 1, 0];
  106. vec3.scale(jumpforce, jumpforce, JUMP_FORCE);
  107. //Apply impulse to the body
  108. body.applyImpulse(jumpforce);
  109. okToJump = false;
  110. }
  111. } else {
  112. okToJump = true;
  113. }
  114. }
  115. if (softGrounded && vec3.length(moveDir) > 0.0)
  116. self.idle = false;
  117. else
  118. self.idle = true;
  119. // Reset grounded flag for next frame
  120. onGround = true;
  121. };
  122. function MoveCamera(timeStep) {
  123. // Movement speed as world units per second
  124. var MOVE_SPEED = 10.0;
  125. // Mouse sensitivity as degrees per pixel
  126. var MOUSE_SENSITIVITY = 0.1;
  127. yaw = yaw + MOUSE_SENSITIVITY * mouseMoveX;
  128. pitch = pitch + MOUSE_SENSITIVITY * mouseMoveY;
  129. if (pitch < -90)
  130. pitch = -90;
  131. if (pitch > 90)
  132. pitch = 90;
  133. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  134. cameraNode.rotation = QuatFromEuler(pitch, yaw, 0.0);
  135. var speed = MOVE_SPEED * timeStep;
  136. //translate camera on the amount of speed value
  137. if (moveForward)
  138. cameraNode.translate([0.0, 0.0, speed]);
  139. if (moveBackwards)
  140. cameraNode.translate([0.0, 0.0, -speed]);
  141. if (moveLeft)
  142. cameraNode.translate([-speed, 0.0, 0.0]);
  143. if (moveRight)
  144. cameraNode.translate([speed, 0.0, 0.0]);
  145. }
  146. function UpdateControls() {
  147. var input = Atomic.input;
  148. moveForward = false;
  149. moveBackwards = false;
  150. moveLeft = false;
  151. moveRight = false;
  152. mouseMoveX = 0.0;
  153. mouseMoveY = 0.0;
  154. button0 = false;
  155. button1 = false;
  156. // Movement speed as world units per second
  157. var MOVE_SPEED = 20.0;
  158. // Mouse sensitivity as degrees per pixel
  159. var MOUSE_SENSITIVITY = 0.1;
  160. //check input
  161. if (input.getKeyDown(Atomic.KEY_W) || input.getKeyDown(Atomic.KEY_UP))
  162. moveForward = true;
  163. if (input.getKeyDown(Atomic.KEY_S) || input.getKeyDown(Atomic.KEY_DOWN))
  164. moveBackwards = true;
  165. if (input.getKeyDown(Atomic.KEY_A) || input.getKeyDown(Atomic.KEY_LEFT))
  166. moveLeft = true;
  167. if (input.getKeyDown(Atomic.KEY_D) || input.getKeyDown(Atomic.KEY_RIGHT))
  168. moveRight = true;
  169. if (input.getKeyPress(Atomic.KEY_F))
  170. button0 = true;
  171. if (input.getKeyPress(Atomic.KEY_SPACE))
  172. button1 = true;
  173. //if we are on mobile
  174. if(Atomic.platform == "Android" || Atomic.platform == "iOS") {
  175. //iterate through each TouchState, if it doesn't touch any widgets, use it as a `mouse`
  176. for(var i = 0; i < Atomic.input.getNumTouches(); i++) {
  177. var touchState = Atomic.input.getTouch(i);
  178. if(touchState.touchedWidget == null) {
  179. var delta = touchState.delta;
  180. mouseMoveX = delta[0];
  181. mouseMoveY = delta[1];
  182. }
  183. }
  184. //if its a desktop
  185. } else {
  186. // update mouse coordinates
  187. mouseMoveX = input.getMouseMoveX();
  188. mouseMoveY = input.getMouseMoveY();
  189. }
  190. }
  191. self.update = function(timeStep) {
  192. UpdateControls();
  193. //if it's a free view
  194. if (cameraMode != 2) {
  195. yaw += mouseMoveX * YAW_SENSITIVITY;
  196. pitch += mouseMoveY * YAW_SENSITIVITY;
  197. }
  198. if (pitch < -80)
  199. pitch = -80;
  200. if (pitch > 80)
  201. pitch = 80;
  202. if (button0) {
  203. cameraMode++;
  204. if (cameraMode == 3)
  205. cameraMode = 0;
  206. }
  207. };
  208. //that function called right after update function
  209. self.postUpdate = function(timestep) {
  210. // Get camera lookat dir from character yaw + pitch
  211. var rot = node.getRotation();
  212. //create quaternion
  213. var dir = quat.create();
  214. //set X value
  215. quat.setAxisAngle(dir, [1, 0, 0], (pitch * Math.PI / 180.0));
  216. quat.multiply(dir, [rot[1], rot[2], rot[3], rot[0]], dir);
  217. var headNode = node.getChild("Head_Tip", true);
  218. //if it's a FPS view
  219. if (cameraMode == 1) {
  220. var headPos = headNode.getWorldPosition();
  221. var offset = [0.0, 0.15, 0.2];
  222. vec3.add(headPos, headPos, vec3.transformQuat(offset, offset, [rot[1], rot[2], rot[3], rot[0]]));
  223. cameraNode.setPosition(headPos);
  224. cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  225. quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
  226. node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  227. }
  228. //if it's a third person view
  229. if (cameraMode == 0) {
  230. var aimPoint = node.getWorldPosition();
  231. var aimOffset = [0, 1.7, 0];
  232. vec3.transformQuat(aimOffset, aimOffset, dir);
  233. vec3.add(aimPoint, aimPoint, aimOffset);
  234. var rayDir = vec3.create();
  235. vec3.transformQuat(rayDir, [0, 0, -1], dir);
  236. vec3.scale(rayDir, rayDir, 8);
  237. vec3.add(aimPoint, aimPoint, rayDir);
  238. cameraNode.setPosition(aimPoint);
  239. cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  240. quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
  241. node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
  242. }
  243. else{
  244. MoveCamera(timestep);
  245. }
  246. };
  247. };
  248. function QuatFromEuler(x, y, z) {
  249. var M_PI = 3.14159265358979323846264338327950288;
  250. var q = [0, 0, 0, 0];
  251. x *= (M_PI / 360);
  252. y *= (M_PI / 360);
  253. z *= (M_PI / 360);
  254. var sinX = Math.sin(x);
  255. var cosX = Math.cos(x);
  256. var sinY = Math.sin(y);
  257. var cosY = Math.cos(y);
  258. var sinZ = Math.sin(z);
  259. var cosZ = Math.cos(z);
  260. q[0] = cosY * cosX * cosZ + sinY * sinX * sinZ;
  261. q[1] = cosY * sinX * cosZ + sinY * cosX * sinZ;
  262. q[2] = sinY * cosX * cosZ - cosY * sinX * sinZ;
  263. q[3] = cosY * cosX * sinZ - sinY * sinX * cosZ;
  264. return q;
  265. }