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- /// <reference path="../TypeScript/Atomic.d.ts"/>
- /// <reference path="../TypeScript/AtomicWork.d.ts" />
- /// <reference path="../Modules/gl-matrix.d.ts" />
- 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; }
- __.prototype = b.prototype;
- d.prototype = new __();
- };
- var gl_matrix_1 = require('gl-matrix');
- "atomic component";
- var MOVE_FORCE = 1.8;
- var BRAKE_FORCE = 0.2;
- var YAW_SENSITIVITY = 0.1;
- var PITCH_SENSITIVITY = 0.1;
- var AvatarController = (function (_super) {
- __extends(AvatarController, _super);
- function AvatarController() {
- _super.apply(this, arguments);
- this.inspectorFields = {
- speed: 1.0,
- cameraDist: 12
- };
- this.yaw = 0;
- this.pitch = 0;
- this.mouseMoveX = 0;
- this.mouseMoveY = 0;
- this.moveForward = false;
- this.moveBackwards = false;
- this.moveLeft = false;
- this.moveRight = false;
- this.idle = true;
- this.speed = 1;
- this.cameraDist = 12;
- }
- AvatarController.prototype.start = function () {
- this.camera = this.node.scene.getMainCamera();
- this.cameraNode = this.camera.node;
- this.body = this.node.createComponent("RigidBody");
- this.body.mass = 1.0;
- this.body.angularFactor = [0, 0, 0];
- this.body.collisionEventMode = Atomic.COLLISION_ALWAYS;
- var shape = this.node.createComponent("CollisionShape");
- shape.setCapsule(2, 4, [0, 2, 0]);
- };
- AvatarController.prototype.update = function (timeStep) {
- this.updateControls();
- };
- AvatarController.prototype.fixedUpdate = function (timestep) {
- var rot = this.node.getRotation();
- var moveDir = [0, 0, 0];
- var velocity = this.body.getLinearVelocity();
- var planeVelocity = [velocity[0], 0.0, velocity[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, (MOVE_FORCE));
- gl_matrix_1.vec3.scale(moveDir, moveDir, this.speed);
- this.body.applyImpulse(moveDir);
- gl_matrix_1.vec3.negate(planeVelocity, planeVelocity);
- gl_matrix_1.vec3.scale(planeVelocity, planeVelocity, BRAKE_FORCE);
- this.body.applyImpulse(planeVelocity);
- if (gl_matrix_1.vec3.length(moveDir) > 0.0)
- this.idle = false;
- else
- this.idle = true;
- };
- 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;
- var MOVE_SPEED = 20.0;
- var MOUSE_SENSITIVITY = 0.1;
- if (input.getKeyDown(Atomic.KEY_W))
- this.moveForward = true;
- if (input.getKeyDown(Atomic.KEY_S))
- this.moveBackwards = true;
- if (input.getKeyDown(Atomic.KEY_A))
- this.moveLeft = true;
- if (input.getKeyDown(Atomic.KEY_D))
- this.moveRight = true;
- this.yaw += input.mouseMoveX * YAW_SENSITIVITY;
- this.pitch += input.mouseMoveY * PITCH_SENSITIVITY;
- if (this.pitch < -80)
- this.pitch = -80;
- if (this.pitch > 80)
- this.pitch = 80;
- };
- AvatarController.prototype.postUpdate = function (timestep) {
- var rot = this.node.getRotation();
- var dir = gl_matrix_1.quat.create();
- 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);
- 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, this.cameraDist);
- 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]]);
- };
- 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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