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character-physics.js
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/* this is the character physics implementation.
it sets up and ticks the physics loop for our local character */
import * as THREE from 'three';
import cameraManager from './camera-manager.js';
import {getPlayerCrouchFactor} from './character-controller.js';
import physicsManager from './physics-manager.js';
import ioManager from './io-manager.js';
import {getVelocityDampingFactor} from './util.js';
import {groundFriction, flyFriction, airFriction} from './constants.js';
import {applyVelocity} from './util.js';
import {getRenderer, camera} from './renderer.js';
// import physx from './physx.js';
import metaversefileApi from 'metaversefile';
const localVector = new THREE.Vector3();
const localVector2 = new THREE.Vector3();
const localVector3 = new THREE.Vector3();
const localVector4 = new THREE.Vector3();
const localVector5 = new THREE.Vector3();
const localQuaternion = new THREE.Quaternion();
const localQuaternion2 = new THREE.Quaternion();
const localEuler = new THREE.Euler();
const localMatrix = new THREE.Matrix4();
// const localOffset = new THREE.Vector3();
// const localOffset2 = new THREE.Vector3();
// const localArray = [];
// const localVelocity = new THREE.Vector3();
const zeroVector = new THREE.Vector3();
const upVector = new THREE.Vector3(0, 1, 0);
class CharacterPhysics {
constructor(player) {
this.player = player;
this.velocity = new THREE.Vector3();
this.lastGroundedTime = 0;
this.sitOffset = new THREE.Vector3();
}
setPosition(p) {
localVector.copy(p);
localVector.y -= this.player.avatar.height * 0.5;
physicsManager.setCharacterControllerPosition(this.player.characterController, localVector);
}
/* apply the currently held keys to the character */
applyWasd(keysDirection) {
if (this.player.avatar) {
this.velocity.add(keysDirection);
}
}
applyGravity(timeDiffS) {
// if (this.player) {
if (this.player.hasAction('jump') && !this.player.hasAction('fly')) {
localVector.copy(physicsManager.getGravity())
.multiplyScalar(timeDiffS);
this.velocity.add(localVector);
}
// }
}
applyAvatarPhysicsDetail(
velocityAvatarDirection,
updateRig,
now,
timeDiffS,
) {
if (this.player.avatar) {
// move character controller
const minDist = 0;
localVector3.copy(this.velocity)
.multiplyScalar(timeDiffS);
// console.log('got local vector', this.velocity.toArray().join(','), localVector3.toArray().join(','), timeDiffS);
const flags = physicsManager.moveCharacterController(
this.player.characterController,
localVector3,
minDist,
timeDiffS,
this.player.characterControllerObject.position
);
// const collided = flags !== 0;
const grounded = !!(flags & 0x1);
this.player.characterControllerObject.updateMatrixWorld();
this.player.characterControllerObject.matrixWorld.decompose(localVector, localQuaternion, localVector2);
localQuaternion.copy(this.player.quaternion);
localVector.y += this.player.avatar.height * 0.5;
// capsule physics
if (!this.player.hasAction('sit')) {
// avatar facing direction
if (velocityAvatarDirection) {
const horizontalVelocity = localVector5.set(
this.velocity.x,
0,
this.velocity.z
);
if (horizontalVelocity.lengthSq() > 0.001) {
localQuaternion.setFromRotationMatrix(
localMatrix.lookAt(
zeroVector,
horizontalVelocity,
upVector
)
);
}
} else {
localQuaternion.copy(camera.quaternion);
}
const jumpAction = this.player.getAction('jump');
const _ensureJumpAction = () => {
if (!jumpAction) {
const newJumpAction = {
type: 'jump',
time: 0,
};
this.player.addAction(newJumpAction);
} else {
jumpAction.set('time', 0);
}
};
const _ensureNoJumpAction = () => {
this.player.removeAction('jump');
};
if (grounded) {
this.lastGroundedTime = now;
this.velocity.y = -1;
}
if (!jumpAction) {
const lastGroundedTimeDiff = now - this.lastGroundedTime;
if (lastGroundedTimeDiff <= 100) {
_ensureNoJumpAction();
} else {
_ensureJumpAction();
this.velocity.y = 0;
}
} else {
if (grounded) {
_ensureNoJumpAction();
}
}
} else {
//Outdated vehicle code
this.velocity.y = 0;
const sitAction = this.player.getAction('sit');
const objInstanceId = sitAction.controllingId;
const controlledApp = metaversefileApi.getAppByInstanceId(objInstanceId);
const sitPos = sitAction.controllingBone ? sitAction.controllingBone : controlledApp;
const sitComponent = controlledApp.getComponent('sit');
const {
sitOffset = [0, 0, 0],
// damping,
} = sitComponent;
this.sitOffset.fromArray(sitOffset);
applyVelocity(controlledApp.position, this.velocity, timeDiffS);
if (this.velocity.lengthSq() > 0) {
controlledApp.quaternion
.setFromUnitVectors(
localVector4.set(0, 0, -1),
localVector5.set(this.velocity.x, 0, this.velocity.z).normalize()
)
.premultiply(localQuaternion2.setFromAxisAngle(localVector3.set(0, 1, 0), Math.PI));
}
controlledApp.updateMatrixWorld();
localMatrix.copy(sitPos.matrixWorld)
.decompose(localVector, localQuaternion, localVector2);
localVector.add(this.sitOffset);
localVector.y += this.player.avatar.height * 0.5;
physicsManager.setCharacterControllerPosition(this.player.characterController, localVector);
localVector.y += this.player.avatar.height * 0.5;
localQuaternion.premultiply(localQuaternion2.setFromAxisAngle(localVector3.set(0, 1, 0), Math.PI));
}
// localOffset2.set(0, 0.05, 0); // Feet offset: Or feet will be in ground, only cosmetical, works for all avatars
// localVector.add(localOffset2);
localMatrix.compose(localVector, localQuaternion, localVector2);
// apply to player
if (updateRig) {
this.player.matrix.copy(localMatrix);
} else {
this.player.matrix.identity();
}
this.player.matrix
.decompose(this.player.position, this.player.quaternion, this.player.scale);
this.player.matrixWorld.copy(this.player.matrix);
this.player.updateMatrixWorld();
if (this.avatar) {
if (this.player.hasAction('jump')) {
this.avatar.setFloorHeight(-0xFFFFFF);
} else {
this.avatar.setFloorHeight(localVector.y - this.player.avatar.height);
}
this.avatar.updateMatrixWorld();
}
}
}
/* dampen the velocity to make physical sense for the current avatar state */
applyVelocityDamping(velocity, timeDiff) {
if (this.player.hasAction('fly')) {
const factor = getVelocityDampingFactor(flyFriction, timeDiff);
velocity.multiplyScalar(factor);
} else {
const factor = getVelocityDampingFactor(groundFriction, timeDiff);
velocity.x *= factor;
velocity.z *= factor;
}
}
applyAvatarPhysics(now, timeDiffS) {
// const renderer = getRenderer();
// const session = renderer.xr.getSession();
/* if (session) {
if (ioManager.currentWalked || this.player.hasAction('jump')) {
// const originalPosition = avatarWorldObject.position.clone();
this.applyAvatarPhysicsDetail(false, false, now, timeDiffS);
// dolly.position.add(
// avatarWorldObject.position.clone().sub(originalPosition)
// );
} else {
// this.velocity.y = 0;
}
} else { */
if (this.player.hasAction('firstperson') || (this.player.hasAction('aim') && !this.player.hasAction('narutoRun'))) {
this.applyAvatarPhysicsDetail(false, true, now, timeDiffS);
} else {
this.applyAvatarPhysicsDetail(true, true, now, timeDiffS);
}
// }
}
/* offset the camera back from the avatar */
updateCamera(timeDiffS) {
const renderer = getRenderer();
const session = renderer.xr.getSession();
const avatarCameraOffset = session ? zeroVector : cameraManager.getCameraOffset();
const avatarHeight = this.player.avatar ? this.player.avatar.height : 0;
const crouchOffset = avatarHeight * (1 - getPlayerCrouchFactor(this.player)) * 0.5;
const cameraMode = cameraManager.getMode();
switch (cameraMode) {
case 'firstperson': {
if (this.player.avatar) {
const boneNeck = this.player.avatar.foundModelBones['Neck'];
const boneEyeL = this.player.avatar.foundModelBones['Eye_L'];
const boneEyeR = this.player.avatar.foundModelBones['Eye_R'];
const boneHead = this.player.avatar.foundModelBones['Head'];
boneNeck.quaternion.setFromEuler(localEuler.set(Math.min(camera.rotation.x * -0.5, 0.6), 0, 0, 'XYZ'));
boneNeck.updateMatrixWorld();
if (boneEyeL && boneEyeR) {
boneEyeL.matrixWorld.decompose(localVector, localQuaternion, localVector3);
boneEyeR.matrixWorld.decompose(localVector2, localQuaternion, localVector3);
localVector3.copy(localVector.add(localVector2).multiplyScalar(0.5));
} else {
boneHead.matrixWorld.decompose(localVector, localQuaternion, localVector3);
localVector.add(localVector2.set(0, 0, 0.1).applyQuaternion(localQuaternion));
localVector3.copy(localVector);
}
} else {
localVector3.copy(this.player.position);
}
camera.position.copy(localVector3)
.sub(localVector.copy(avatarCameraOffset).applyQuaternion(camera.quaternion));
break;
}
case 'isometric': {
camera.position.copy(this.player.position)
// .add(localVector.set(0, avatarHeight * 0.5, 0))
.sub(
localVector.copy(avatarCameraOffset)
.applyQuaternion(camera.quaternion)
);
break;
}
default: {
throw new Error('invalid camera mode: ' + cameraMode);
}
}
camera.position.y -= crouchOffset;
camera.updateMatrixWorld();
}
updateVelocity(timeDiffS) {
const timeDiff = timeDiffS * 1000;
this.applyVelocityDamping(this.velocity, timeDiff);
}
update(now, timeDiffS) {
this.applyGravity(timeDiffS);
this.updateVelocity(timeDiffS);
this.applyAvatarPhysics(now, timeDiffS);
}
reset() {
if (this.player.avatar) {
this.velocity.set(0, 0, 0);
}
}
destroy() {
// nothing
}
}
export {
CharacterPhysics,
};