import { Quaternion, Ray, Vector2, Vector3 } from "three"; import { Mathf } from "../engine/engine_math.js"; import { RaycastOptions } from "../engine/engine_physics.js"; import { serializable } from "../engine/engine_serialization.js"; import { getWorldPosition } from "../engine/engine_three_utils.js"; import { Collision } from "../engine/engine_types.js"; import { getParam } from "../engine/engine_utils.js"; import { Animator } from "./Animator.js" import { CapsuleCollider } from "./Collider.js"; import { Behaviour } from "./Component.js"; import { Rigidbody } from "./RigidBody.js"; const debug = getParam("debugcharactercontroller"); /** * @category Camera Controls * @group Components */ export class CharacterController extends Behaviour { @serializable(Vector3) center: Vector3 = new Vector3(0, 0, 0); @serializable() radius: number = .5; @serializable() height: number = 2; private _rigidbody: Rigidbody | null = null; get rigidbody(): Rigidbody { if (this._rigidbody) return this._rigidbody; this._rigidbody = this.gameObject.getComponent(Rigidbody); if (!this._rigidbody) this._rigidbody = this.gameObject.addComponent(Rigidbody) as Rigidbody; return this.rigidbody; } private _activeGroundCollisions!: Set; awake(): void { this._activeGroundCollisions = new Set(); } onEnable() { const rb = this.rigidbody; let collider = this.gameObject.getComponent(CapsuleCollider); if (!collider) collider = this.gameObject.addComponent(CapsuleCollider) as CapsuleCollider; collider.center.copy(this.center); collider.radius = this.radius; collider.height = this.height; // discard any rotation besides Y axis const wForward = new Vector3(0, 0, 1); const wRight = new Vector3(1, 0, 0); const wUp = new Vector3(0, 1, 0); const fwd = this.gameObject.getWorldDirection(new Vector3()); fwd.y = 0; const sign = wRight.dot(fwd) < 0 ? -1 : 1; const angleY = wForward.angleTo(fwd) * sign; this.gameObject.setRotationFromAxisAngle(wUp, angleY); rb.lockRotationX = true; rb.lockRotationY = true; rb.lockRotationZ = true; } move(vec: Vector3) { this.gameObject.position.add(vec); } onCollisionEnter(col: Collision) { // contacts can be empty, ignoring such collision results in a stuck grounded state // namely caused by mesh colliders if (col.contacts.length == 0 || col.contacts.some(contact => contact.normal.y > 0.2)) { this._activeGroundCollisions.add(col); if (debug) { console.log(`Collision(${this._activeGroundCollisions.size}): ${col.contacts.map(c => c.normal.y.toFixed(2)).join(", ")} - ${this.isGrounded}`); } } } onCollisionExit(col: Collision) { this._activeGroundCollisions.delete(col); if (debug) { console.log(`Collision(${this._activeGroundCollisions.size}) - ${this.isGrounded}`); } } get isGrounded(): boolean { return this._activeGroundCollisions.size > 0; } private _contactVelocity: Vector3 = new Vector3(); get contactVelocity(): Vector3 { this._contactVelocity.set(0, 0, 0); for (const col of this._activeGroundCollisions) { const vel = this.context.physics.engine?.getLinearVelocity(col.collider); if (!vel) continue; // const friction = col.collider.sharedMaterial?.dynamicFriction || 1; this._contactVelocity.x += vel.x; this._contactVelocity.y += vel.y; this._contactVelocity.z += vel.z; } return this._contactVelocity; } } /** * @category Camera Controls * @category Interactivity * @group Components */ export class CharacterControllerInput extends Behaviour { @serializable(CharacterController) controller?: CharacterController; @serializable() movementSpeed: number = 2; @serializable() rotationSpeed: number = 2; @serializable() jumpForce: number = 1; @serializable() doubleJumpForce: number = 2; @serializable(Animator) animator?: Animator; lookForward: boolean = true; awake(){ this._currentRotation = new Quaternion(); } update(){ const input = this.context.input; if(input.isKeyPressed("KeyW")) this.moveInput.y += 1; else if(input.isKeyPressed("KeyS")) this.moveInput.y -= 1; if(input.isKeyPressed("KeyD")) this.lookInput.x += 1; else if(input.isKeyPressed("KeyA")) this.lookInput.x -= 1; this.jumpInput ||= input.isKeyDown("Space"); } move(move: Vector2) { this.moveInput.add(move); } look(look: Vector2) { this.lookInput.add(look); } jump() { this.jumpInput = true; } private lookInput: Vector2 = new Vector2(0, 0); private moveInput: Vector2 = new Vector2(0, 0); private jumpInput: boolean = false; onBeforeRender() { this.handleInput(this.moveInput, this.lookInput, this.jumpInput); this.lookInput.set(0, 0); this.moveInput.set(0, 0); this.jumpInput = false; } private _currentSpeed: Vector3 = new Vector3(0, 0, 0); private _currentAngularSpeed: Vector3 = new Vector3(0, 0, 0); private _temp: Vector3 = new Vector3(0, 0, 0); private _jumpCount: number = 0; private _currentRotation!: Quaternion; handleInput (move: Vector2, look: Vector2, jump: boolean) { if (this.controller?.isGrounded) { this._jumpCount = 0; if (this.doubleJumpForce > 0) this.animator?.setBool("doubleJump", false); } this._currentSpeed.z += move.y * this.movementSpeed * this.context.time.deltaTime; this.animator?.setBool("running", move.length() > 0.01); this.animator?.setBool("jumping", this.controller?.isGrounded === true && jump); this._temp.copy(this._currentSpeed); this._temp.applyQuaternion(this.gameObject.quaternion); if (this.controller) this.controller.move(this._temp); else this.gameObject.position.add(this._temp); this._currentAngularSpeed.y += Mathf.toRadians(-look.x * this.rotationSpeed) * this.context.time.deltaTime; if (this.lookForward && Math.abs(this._currentAngularSpeed.y) < .01) { const forwardVector = this.context.mainCameraComponent!.forward; forwardVector.y = 0; forwardVector.normalize(); this._currentRotation.setFromUnitVectors(new Vector3(0, 0, 1), forwardVector); this.gameObject.quaternion.slerp(this._currentRotation, this.context.time.deltaTime * 10); } this.gameObject.rotateY(this._currentAngularSpeed.y); this._currentSpeed.multiplyScalar(1 - this.context.time.deltaTime * 10); this._currentAngularSpeed.y *= 1 - this.context.time.deltaTime * 10; if (this.controller && jump && this.jumpForce > 0) { let canJump = this.controller?.isGrounded; if (this.doubleJumpForce > 0 && !this.controller?.isGrounded && this._jumpCount === 1) { canJump = true; this.animator?.setBool("doubleJump", true); } if (canJump) { this._jumpCount += 1; // TODO: factor in mass const rb = this.controller.rigidbody; // const fullJumpHoldLength = .1; const factor = this._jumpCount === 2 ? this.doubleJumpForce : this.jumpForce;// Mathf.clamp((this.context.time.time - this._jumpDownTime), 0, fullJumpHoldLength) / fullJumpHoldLength; rb.applyImpulse(new Vector3(0, 1, 0).multiplyScalar(factor)); } } if (this.controller) { // TODO: should probably raycast to the ground or check if we're still in the jump animation const verticalSpeed = this.controller?.rigidbody.getVelocity().y; if (verticalSpeed < -1) { if (!this._raycastOptions.ray) this._raycastOptions.ray = new Ray(); this._raycastOptions.ray.origin.copy(getWorldPosition(this.gameObject)); this._raycastOptions.ray.direction.set(0, -1, 0); const currentLayer = this.layer; this.gameObject.layers.disableAll(); this.gameObject.layers.set(2); const hits = this.context.physics.raycast(this._raycastOptions); this.gameObject.layers.set(currentLayer); if ((hits.length && hits[0].distance > 2 || verticalSpeed < -10)) { this.animator?.setBool("falling", true); } } else this.animator?.setBool("falling", false); } } private _raycastOptions = new RaycastOptions(); }