Files
webeditor3d/src/runtime-three/third-person-navigation-controller.ts

438 lines
13 KiB
TypeScript

import { Vector3 } from "three";
import type { Vec3 } from "../core/vector";
import {
FIRST_PERSON_PLAYER_SHAPE,
cloneFirstPersonPlayerShape,
getFirstPersonPlayerEyeHeight
} from "./player-collision";
import {
resolvePlayerStartActionInputs,
resolvePlayerStartLookInput,
} from "./player-input-bindings";
import {
createIdleRuntimeLocomotionState,
stepPlayerLocomotion
} from "./player-locomotion";
import type {
NavigationController,
NavigationControllerDeactivateOptions,
RuntimeControllerContext,
RuntimeLocomotionState
} from "./navigation-controller";
import type { RuntimePlayerMovement } from "./runtime-scene-build";
const LOOK_SENSITIVITY = 0.008;
const GAMEPAD_LOOK_SPEED = 2.8;
const DEFAULT_CAMERA_DISTANCE = 4.5;
const MIN_CAMERA_DISTANCE = 1.5;
const MAX_CAMERA_DISTANCE = 7;
const DEFAULT_PITCH_RADIANS = 0.35;
const MIN_PITCH_RADIANS = -0.2;
const MAX_PITCH_RADIANS = Math.PI * 0.45;
const CAMERA_COLLISION_RADIUS = 0.2;
const CAMERA_PIVOT_EYE_HEIGHT_FACTOR = 0.85;
function clampPitch(pitchRadians: number): number {
return Math.max(
MIN_PITCH_RADIANS,
Math.min(MAX_PITCH_RADIANS, pitchRadians)
);
}
function clampCameraDistance(distance: number): number {
return Math.max(
MIN_CAMERA_DISTANCE,
Math.min(MAX_CAMERA_DISTANCE, distance)
);
}
function toEyePosition(feetPosition: Vec3, eyeHeight: number): Vec3 {
return {
x: feetPosition.x,
y: feetPosition.y + eyeHeight,
z: feetPosition.z
};
}
function cloneRuntimePlayerMovement(
movement: RuntimePlayerMovement
): RuntimePlayerMovement {
return {
templateKind: movement.templateKind,
moveSpeed: movement.moveSpeed,
capabilities: {
jump: movement.capabilities.jump,
sprint: movement.capabilities.sprint,
crouch: movement.capabilities.crouch
}
};
}
export class ThirdPersonNavigationController implements NavigationController {
readonly id = "thirdPerson" as const;
private context: RuntimeControllerContext | null = null;
private readonly pressedKeys = new Set<string>();
private readonly lookAtVector = new Vector3();
private feetPosition = {
x: 0,
y: 0,
z: 0
};
private standingPlayerShape = cloneFirstPersonPlayerShape(
FIRST_PERSON_PLAYER_SHAPE
);
private activePlayerShape = cloneFirstPersonPlayerShape(
FIRST_PERSON_PLAYER_SHAPE
);
private yawRadians = 0;
private cameraYawRadians = 0;
private pitchRadians = DEFAULT_PITCH_RADIANS;
private cameraDistance = DEFAULT_CAMERA_DISTANCE;
private verticalVelocity = 0;
private grounded = false;
private jumpPressed = false;
private locomotionState: RuntimeLocomotionState =
createIdleRuntimeLocomotionState("flying");
private inWaterVolume = false;
private inFogVolume = false;
private dragging = false;
private lastPointerClientX = 0;
private lastPointerClientY = 0;
private initializedFromSpawn = false;
activate(ctx: RuntimeControllerContext): void {
this.context = ctx;
if (!this.initializedFromSpawn) {
const runtimeScene = ctx.getRuntimeScene();
const spawn = runtimeScene.spawn;
this.feetPosition = {
...spawn.position
};
this.standingPlayerShape = cloneFirstPersonPlayerShape(
runtimeScene.playerCollider
);
this.activePlayerShape = cloneFirstPersonPlayerShape(
runtimeScene.playerCollider
);
this.yawRadians = (spawn.yawDegrees * Math.PI) / 180;
this.cameraYawRadians = this.yawRadians;
this.pitchRadians = DEFAULT_PITCH_RADIANS;
this.cameraDistance = DEFAULT_CAMERA_DISTANCE;
this.verticalVelocity = 0;
this.grounded = false;
this.jumpPressed = false;
this.locomotionState = createIdleRuntimeLocomotionState(
runtimeScene.playerCollider.mode === "none" ? "flying" : "airborne"
);
this.inWaterVolume = false;
this.inFogVolume = false;
this.initializedFromSpawn = true;
}
window.addEventListener("keydown", this.handleKeyDown);
window.addEventListener("keyup", this.handleKeyUp);
window.addEventListener("blur", this.handleBlur);
ctx.domElement.addEventListener("pointerdown", this.handlePointerDown);
ctx.domElement.addEventListener("wheel", this.handleWheel, {
passive: false
});
ctx.domElement.addEventListener("contextmenu", this.handleContextMenu);
window.addEventListener("pointermove", this.handlePointerMove);
window.addEventListener("pointerup", this.handlePointerUp);
ctx.setRuntimeMessage(
"Third Person active. Drag to orbit the camera, use the right stick for gamepad camera look, move with your authored bindings, and scroll to zoom."
);
this.updateCameraTransform();
this.publishTelemetry();
}
deactivate(
ctx: RuntimeControllerContext,
_options: NavigationControllerDeactivateOptions = {}
): void {
void _options;
window.removeEventListener("keydown", this.handleKeyDown);
window.removeEventListener("keyup", this.handleKeyUp);
window.removeEventListener("blur", this.handleBlur);
ctx.domElement.removeEventListener("pointerdown", this.handlePointerDown);
ctx.domElement.removeEventListener("wheel", this.handleWheel);
ctx.domElement.removeEventListener("contextmenu", this.handleContextMenu);
window.removeEventListener("pointermove", this.handlePointerMove);
window.removeEventListener("pointerup", this.handlePointerUp);
this.pressedKeys.clear();
this.dragging = false;
this.jumpPressed = false;
ctx.setRuntimeMessage(null);
ctx.setFirstPersonTelemetry(null);
this.context = null;
}
resetSceneState(): void {
this.pressedKeys.clear();
this.feetPosition = {
x: 0,
y: 0,
z: 0
};
this.yawRadians = 0;
this.cameraYawRadians = 0;
this.pitchRadians = DEFAULT_PITCH_RADIANS;
this.cameraDistance = DEFAULT_CAMERA_DISTANCE;
this.verticalVelocity = 0;
this.grounded = false;
this.jumpPressed = false;
this.standingPlayerShape = cloneFirstPersonPlayerShape(
FIRST_PERSON_PLAYER_SHAPE
);
this.activePlayerShape = cloneFirstPersonPlayerShape(
FIRST_PERSON_PLAYER_SHAPE
);
this.locomotionState = createIdleRuntimeLocomotionState("flying");
this.inWaterVolume = false;
this.inFogVolume = false;
this.dragging = false;
this.lastPointerClientX = 0;
this.lastPointerClientY = 0;
this.initializedFromSpawn = false;
}
update(dt: number): void {
if (this.context === null) {
return;
}
const runtimeScene = this.context.getRuntimeScene();
this.standingPlayerShape = cloneFirstPersonPlayerShape(
runtimeScene.playerCollider
);
const playerMovement = runtimeScene.playerMovement;
const lookInput = resolvePlayerStartLookInput(
runtimeScene.playerInputBindings
);
const inputState = resolvePlayerStartActionInputs(
this.pressedKeys,
runtimeScene.playerInputBindings
);
if (lookInput.horizontal !== 0 || lookInput.vertical !== 0) {
this.cameraYawRadians -= lookInput.horizontal * GAMEPAD_LOOK_SPEED * dt;
this.pitchRadians = clampPitch(
this.pitchRadians - lookInput.vertical * GAMEPAD_LOOK_SPEED * dt
);
}
const locomotionStep = stepPlayerLocomotion(
{
dt,
feetPosition: this.feetPosition,
movementYawRadians: this.cameraYawRadians,
activeShape: this.activePlayerShape,
standingShape: this.standingPlayerShape,
verticalVelocity: this.verticalVelocity,
crouched: this.locomotionState.crouched,
wasJumpPressed: this.jumpPressed,
input: inputState,
movement: playerMovement,
resolveMotion: (feetPosition, motion, shape) =>
this.context?.resolveFirstPersonMotion(feetPosition, motion, shape) ??
null,
resolveVolumeState: (feetPosition) =>
this.context?.resolvePlayerVolumeState(feetPosition) ?? {
inWater: false,
inFog: false
},
probeGround: (feetPosition, shape, maxDistance) =>
this.context?.probePlayerGround?.(feetPosition, shape, maxDistance) ?? {
grounded: false,
distance: null,
normal: null,
slopeDegrees: null
},
canOccupyShape: (feetPosition, shape) =>
this.context?.canOccupyPlayerShape?.(feetPosition, shape) ?? true
}
);
if (locomotionStep === null) {
this.updateCameraTransform();
this.publishTelemetry();
return;
}
this.feetPosition = locomotionStep.feetPosition;
this.activePlayerShape = locomotionStep.activeShape;
this.verticalVelocity = locomotionStep.verticalVelocity;
this.jumpPressed = locomotionStep.jumpPressed;
this.locomotionState = locomotionStep.locomotionState;
this.grounded = locomotionStep.locomotionState.grounded;
this.inWaterVolume = locomotionStep.inWaterVolume;
this.inFogVolume = locomotionStep.inFogVolume;
if (
Math.hypot(
locomotionStep.planarDisplacement.x,
locomotionStep.planarDisplacement.z
) > 1e-5
) {
this.yawRadians = Math.atan2(
locomotionStep.planarDisplacement.x,
locomotionStep.planarDisplacement.z
);
}
this.updateCameraTransform();
this.publishTelemetry();
}
teleportTo(feetPosition: Vec3, yawDegrees: number) {
this.feetPosition = {
...feetPosition
};
this.yawRadians = (yawDegrees * Math.PI) / 180;
this.cameraYawRadians = this.yawRadians;
this.pitchRadians = DEFAULT_PITCH_RADIANS;
this.verticalVelocity = 0;
this.grounded = false;
this.jumpPressed = false;
this.activePlayerShape = cloneFirstPersonPlayerShape(
this.context?.getRuntimeScene().playerCollider ?? FIRST_PERSON_PLAYER_SHAPE
);
this.standingPlayerShape = cloneFirstPersonPlayerShape(
this.context?.getRuntimeScene().playerCollider ?? FIRST_PERSON_PLAYER_SHAPE
);
this.locomotionState = createIdleRuntimeLocomotionState(
this.activePlayerShape.mode === "none" ? "flying" : "airborne"
);
this.inWaterVolume = false;
this.inFogVolume = false;
this.updateCameraTransform();
this.publishTelemetry();
}
private updateCameraTransform() {
if (this.context === null) {
return;
}
const eyeHeight = getFirstPersonPlayerEyeHeight(this.activePlayerShape);
const pivot = {
x: this.feetPosition.x,
y: this.feetPosition.y + eyeHeight * CAMERA_PIVOT_EYE_HEIGHT_FACTOR,
z: this.feetPosition.z
};
const horizontalDistance =
Math.cos(this.pitchRadians) * this.cameraDistance;
const desiredCameraPosition = {
x: pivot.x - Math.sin(this.cameraYawRadians) * horizontalDistance,
y: pivot.y + Math.sin(this.pitchRadians) * this.cameraDistance,
z: pivot.z - Math.cos(this.cameraYawRadians) * horizontalDistance
};
const resolvedCameraPosition =
this.context.resolveThirdPersonCameraCollision(
pivot,
desiredCameraPosition,
CAMERA_COLLISION_RADIUS
);
this.context.camera.position.set(
resolvedCameraPosition.x,
resolvedCameraPosition.y,
resolvedCameraPosition.z
);
this.lookAtVector.set(pivot.x, pivot.y, pivot.z);
this.context.camera.lookAt(this.lookAtVector);
}
private publishTelemetry() {
if (this.context === null) {
return;
}
const eyePosition = toEyePosition(
this.feetPosition,
getFirstPersonPlayerEyeHeight(this.activePlayerShape)
);
const cameraVolumeState = this.context.resolvePlayerVolumeState({
x: this.context.camera.position.x,
y: this.context.camera.position.y,
z: this.context.camera.position.z
});
this.context.setFirstPersonTelemetry({
feetPosition: {
...this.feetPosition
},
eyePosition,
grounded: this.grounded,
locomotionState: this.locomotionState,
movement: cloneRuntimePlayerMovement(
this.context.getRuntimeScene().playerMovement
),
inWaterVolume: this.inWaterVolume,
cameraSubmerged: cameraVolumeState.inWater,
inFogVolume: this.inFogVolume,
pointerLocked: false,
spawn: this.context.getRuntimeScene().spawn
});
}
private handleKeyDown = (event: KeyboardEvent) => {
this.pressedKeys.add(event.code);
};
private handleKeyUp = (event: KeyboardEvent) => {
this.pressedKeys.delete(event.code);
};
private handleBlur = () => {
this.pressedKeys.clear();
this.dragging = false;
};
private handlePointerDown = (event: PointerEvent) => {
if (event.button !== 0) {
return;
}
this.dragging = true;
this.lastPointerClientX = event.clientX;
this.lastPointerClientY = event.clientY;
};
private handlePointerMove = (event: PointerEvent) => {
if (!this.dragging) {
return;
}
const deltaX = event.clientX - this.lastPointerClientX;
const deltaY = event.clientY - this.lastPointerClientY;
this.lastPointerClientX = event.clientX;
this.lastPointerClientY = event.clientY;
this.cameraYawRadians -= deltaX * LOOK_SENSITIVITY;
this.pitchRadians = clampPitch(
this.pitchRadians + deltaY * LOOK_SENSITIVITY
);
};
private handlePointerUp = () => {
this.dragging = false;
};
private handleWheel = (event: WheelEvent) => {
event.preventDefault();
this.cameraDistance = clampCameraDistance(
this.cameraDistance + event.deltaY * 0.01
);
};
private handleContextMenu = (event: MouseEvent) => {
event.preventDefault();
};
}