Add crouching functionality and utility functions for player shape

This commit is contained in:
2026-04-11 18:32:25 +02:00
parent b29d046954
commit 4c0c5090b4

View File

@@ -1,5 +1,11 @@
import type { Vec3 } from "../core/vector";
const CROUCHED_HEIGHT_FACTOR = 0.6;
const CROUCHED_EYE_HEIGHT_FACTOR = 0.68;
const MIN_CAPSULE_CROUCH_CLEARANCE = 0.2;
const MIN_BOX_CROUCH_HEIGHT = 0.9;
const MIN_EYE_CLEARANCE = 0.12;
export type FirstPersonPlayerShape =
| {
mode: "capsule";
@@ -20,6 +26,8 @@ export type FirstPersonPlayerShape =
export interface ResolvedPlayerMotion {
feetPosition: Vec3;
grounded: boolean;
collisionCount: number;
groundCollisionNormal: Vec3 | null;
collidedAxes: {
x: boolean;
y: boolean;
@@ -27,6 +35,13 @@ export interface ResolvedPlayerMotion {
};
}
export interface PlayerGroundProbeResult {
grounded: boolean;
distance: number | null;
normal: Vec3 | null;
slopeDegrees: number | null;
}
export const FIRST_PERSON_PLAYER_SHAPE: FirstPersonPlayerShape = {
mode: "capsule",
radius: 0.3,
@@ -48,3 +63,95 @@ export function getFirstPersonPlayerHeight(shape: FirstPersonPlayerShape): numbe
return null;
}
}
export function cloneFirstPersonPlayerShape(
shape: FirstPersonPlayerShape
): FirstPersonPlayerShape {
switch (shape.mode) {
case "capsule":
return {
mode: "capsule",
radius: shape.radius,
height: shape.height,
eyeHeight: shape.eyeHeight
};
case "box":
return {
mode: "box",
size: {
x: shape.size.x,
y: shape.size.y,
z: shape.size.z
},
eyeHeight: shape.eyeHeight
};
case "none":
return {
mode: "none",
eyeHeight: shape.eyeHeight
};
}
}
export function createCrouchedFirstPersonPlayerShape(
shape: FirstPersonPlayerShape
): FirstPersonPlayerShape {
switch (shape.mode) {
case "capsule": {
const crouchedHeight = Math.max(
shape.radius * 2 + MIN_CAPSULE_CROUCH_CLEARANCE,
shape.height * CROUCHED_HEIGHT_FACTOR
);
return {
mode: "capsule",
radius: shape.radius,
height: crouchedHeight,
eyeHeight: Math.max(
shape.radius + MIN_EYE_CLEARANCE,
Math.min(
crouchedHeight - MIN_EYE_CLEARANCE,
shape.eyeHeight * CROUCHED_EYE_HEIGHT_FACTOR
)
)
};
}
case "box": {
const crouchedHeight = Math.max(
MIN_BOX_CROUCH_HEIGHT,
shape.size.y * CROUCHED_HEIGHT_FACTOR
);
return {
mode: "box",
size: {
x: shape.size.x,
y: crouchedHeight,
z: shape.size.z
},
eyeHeight: Math.max(
MIN_EYE_CLEARANCE,
Math.min(
crouchedHeight - MIN_EYE_CLEARANCE,
shape.eyeHeight * CROUCHED_EYE_HEIGHT_FACTOR
)
)
};
}
case "none":
return cloneFirstPersonPlayerShape(shape);
}
}
export function getFirstPersonPlayerShapeSignature(
shape: FirstPersonPlayerShape
): string {
switch (shape.mode) {
case "capsule":
return `capsule:${shape.radius}:${shape.height}:${shape.eyeHeight}`;
case "box":
return `box:${shape.size.x}:${shape.size.y}:${shape.size.z}:${shape.eyeHeight}`;
case "none":
return `none:${shape.eyeHeight}`;
}
}