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

596 lines
18 KiB
TypeScript

import { Euler } 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 { createPlayerControllerTelemetry } from "./player-controller-telemetry";
import { shouldAutoCapturePointerLockOnActivate } from "./pointer-lock-utils";
import { smoothGroundedStairHeight } from "./stair-height-smoothing";
import type { PlayerControllerTelemetry } from "./navigation-controller";
import type {
NavigationControllerDeactivateOptions,
NavigationController,
RuntimeControllerContext,
RuntimeLocomotionState
} from "./navigation-controller";
import type { RuntimePlayerMovement } from "./runtime-scene-build";
const LOOK_SENSITIVITY = 0.0022;
const GAMEPAD_LOOK_SPEED = 2.4;
const MAX_PITCH_RADIANS = Math.PI * 0.48;
function clampPitch(pitchRadians: number): number {
return Math.max(
-MAX_PITCH_RADIANS,
Math.min(MAX_PITCH_RADIANS, pitchRadians)
);
}
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,
maxSpeed: movement.maxSpeed,
maxStepHeight: movement.maxStepHeight,
capabilities: {
jump: movement.capabilities.jump,
sprint: movement.capabilities.sprint,
crouch: movement.capabilities.crouch
},
jump: {
speed: movement.jump.speed,
bufferMs: movement.jump.bufferMs,
coyoteTimeMs: movement.jump.coyoteTimeMs,
variableHeight: movement.jump.variableHeight,
maxHoldMs: movement.jump.maxHoldMs,
moveWhileJumping: movement.jump.moveWhileJumping,
moveWhileFalling: movement.jump.moveWhileFalling,
directionOnly: movement.jump.directionOnly,
bunnyHop: movement.jump.bunnyHop,
bunnyHopBoost: movement.jump.bunnyHopBoost
},
sprint: {
speedMultiplier: movement.sprint.speedMultiplier
},
crouch: {
speedMultiplier: movement.crouch.speedMultiplier
}
};
}
export class FirstPersonNavigationController implements NavigationController {
readonly id = "firstPerson" as const;
private context: RuntimeControllerContext | null = null;
private readonly pressedKeys = new Set<string>();
private readonly cameraRotation = new Euler(0, 0, 0, "YXZ");
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 pitchRadians = 0;
private verticalVelocity = 0;
private grounded = false;
private jumpPressed = false;
private locomotionState: RuntimeLocomotionState =
createIdleRuntimeLocomotionState("flying");
private inWaterVolume = false;
private inFogVolume = false;
private pointerLocked = false;
private suppressNextPointerLockError = false;
private initializedFromSpawn = false;
private previousTelemetry: PlayerControllerTelemetry | null = null;
private latestJumpStarted = false;
private latestHeadBump = false;
private smoothedFeetY = 0;
private previousPlanarDisplacement = {
x: 0,
y: 0,
z: 0
};
private jumpBufferRemainingMs = 0;
private coyoteTimeRemainingMs = 0;
private jumpHoldRemainingMs = 0;
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.pitchRadians = 0;
this.verticalVelocity = 0;
this.grounded = false;
this.jumpPressed = false;
this.smoothedFeetY = this.feetPosition.y;
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);
document.addEventListener("mousemove", this.handleMouseMove);
document.addEventListener(
"pointerlockchange",
this.handlePointerLockChange
);
document.addEventListener("pointerlockerror", this.handlePointerLockError);
ctx.domElement.addEventListener("pointerdown", this.handlePointerDown);
this.syncPointerLockState();
if (
shouldAutoCapturePointerLockOnActivate() &&
document.pointerLockElement !== ctx.domElement
) {
const pointerLockCapableElement = ctx.domElement as HTMLCanvasElement & {
requestPointerLock?: () => void | Promise<void>;
};
if (typeof pointerLockCapableElement.requestPointerLock === "function") {
this.suppressNextPointerLockError = true;
const pointerLockResult = pointerLockCapableElement.requestPointerLock();
if (pointerLockResult instanceof Promise) {
pointerLockResult.catch(() => {});
}
}
}
this.updateCameraTransform();
this.publishTelemetry();
}
deactivate(
ctx: RuntimeControllerContext,
options: NavigationControllerDeactivateOptions = {}
): void {
window.removeEventListener("keydown", this.handleKeyDown);
window.removeEventListener("keyup", this.handleKeyUp);
window.removeEventListener("blur", this.handleBlur);
document.removeEventListener("mousemove", this.handleMouseMove);
document.removeEventListener(
"pointerlockchange",
this.handlePointerLockChange
);
document.removeEventListener(
"pointerlockerror",
this.handlePointerLockError
);
ctx.domElement.removeEventListener("pointerdown", this.handlePointerDown);
this.pressedKeys.clear();
if (
(options.releasePointerLock ?? true) &&
document.pointerLockElement === ctx.domElement
) {
document.exitPointerLock();
}
this.pointerLocked = false;
this.suppressNextPointerLockError = false;
this.jumpPressed = false;
this.latestJumpStarted = false;
this.latestHeadBump = false;
this.previousPlanarDisplacement = {
x: 0,
y: 0,
z: 0
};
this.jumpBufferRemainingMs = 0;
this.coyoteTimeRemainingMs = 0;
this.jumpHoldRemainingMs = 0;
this.previousTelemetry = null;
ctx.setRuntimeMessage(null);
ctx.setPlayerControllerTelemetry(null);
this.context = null;
}
resetSceneState(): void {
this.pressedKeys.clear();
this.feetPosition = {
x: 0,
y: 0,
z: 0
};
this.yawRadians = 0;
this.pitchRadians = 0;
this.verticalVelocity = 0;
this.grounded = false;
this.jumpPressed = false;
this.smoothedFeetY = 0;
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.pointerLocked = false;
this.suppressNextPointerLockError = false;
this.initializedFromSpawn = false;
this.previousTelemetry = null;
this.latestJumpStarted = false;
this.latestHeadBump = false;
this.previousPlanarDisplacement = {
x: 0,
y: 0,
z: 0
};
this.jumpBufferRemainingMs = 0;
this.coyoteTimeRemainingMs = 0;
this.jumpHoldRemainingMs = 0;
}
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 (
this.context.isCameraDrivenExternally() !== true &&
(lookInput.horizontal !== 0 || lookInput.vertical !== 0)
) {
this.yawRadians -= 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.yawRadians,
airDirectionYawRadians: this.yawRadians,
standingShape: this.standingPlayerShape,
verticalVelocity: this.verticalVelocity,
previousLocomotionState: this.locomotionState,
previousPlanarDisplacement: this.previousPlanarDisplacement,
jumpBufferRemainingMs: this.jumpBufferRemainingMs,
coyoteTimeRemainingMs: this.coyoteTimeRemainingMs,
jumpHoldRemainingMs: this.jumpHoldRemainingMs,
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,
waterSurfaceHeight: null
},
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.jumpBufferRemainingMs = locomotionStep.jumpBufferRemainingMs;
this.coyoteTimeRemainingMs = locomotionStep.coyoteTimeRemainingMs;
this.jumpHoldRemainingMs = locomotionStep.jumpHoldRemainingMs;
this.jumpPressed = locomotionStep.jumpPressed;
this.latestJumpStarted = locomotionStep.jumpStarted;
this.latestHeadBump = locomotionStep.headBump;
this.locomotionState = locomotionStep.locomotionState;
this.previousPlanarDisplacement = locomotionStep.planarDisplacement;
this.grounded = locomotionStep.locomotionState.grounded;
this.inWaterVolume = locomotionStep.inWaterVolume;
this.inFogVolume = locomotionStep.inFogVolume;
this.smoothedFeetY = smoothGroundedStairHeight({
currentSmoothedFeetY: this.smoothedFeetY,
targetFeetY: this.feetPosition.y,
grounded: this.grounded,
dt,
maxStepHeight: playerMovement.maxStepHeight
});
this.updateCameraTransform();
this.publishTelemetry();
}
teleportTo(feetPosition: Vec3, yawDegrees: number) {
this.feetPosition = {
...feetPosition
};
this.yawRadians = (yawDegrees * Math.PI) / 180;
this.pitchRadians = 0;
this.verticalVelocity = 0;
this.grounded = false;
this.jumpPressed = false;
this.smoothedFeetY = this.feetPosition.y;
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.previousTelemetry = null;
this.latestJumpStarted = false;
this.latestHeadBump = false;
this.previousPlanarDisplacement = {
x: 0,
y: 0,
z: 0
};
this.jumpBufferRemainingMs = 0;
this.coyoteTimeRemainingMs = 0;
this.jumpHoldRemainingMs = 0;
this.inWaterVolume = false;
this.inFogVolume = false;
this.updateCameraTransform();
this.publishTelemetry();
}
private updateCameraTransform() {
if (this.context === null) {
return;
}
const renderedFeetPosition = {
x: this.feetPosition.x,
y: this.smoothedFeetY,
z: this.feetPosition.z
};
const eyePosition = toEyePosition(
renderedFeetPosition,
getFirstPersonPlayerEyeHeight(this.activePlayerShape)
);
this.cameraRotation.x = this.pitchRadians;
// Authoring yaw treats 0 degrees as facing +Z, while a three.js camera
// looks down -Z by default. Offset by 180 degrees so runtime view matches
// the authored PlayerStart marker and movement basis.
this.cameraRotation.y = this.yawRadians + Math.PI;
this.cameraRotation.z = 0;
this.context.camera.position.set(
eyePosition.x,
eyePosition.y,
eyePosition.z
);
this.context.camera.rotation.copy(this.cameraRotation);
}
private publishTelemetry() {
if (this.context === null) {
return;
}
const renderedFeetPosition = {
x: this.feetPosition.x,
y: this.smoothedFeetY,
z: this.feetPosition.z
};
const eyePosition = toEyePosition(
renderedFeetPosition,
getFirstPersonPlayerEyeHeight(this.activePlayerShape)
);
const cameraVolumeState =
this.context.resolvePlayerVolumeState(eyePosition);
const cameraSubmerged =
cameraVolumeState.inWater &&
cameraVolumeState.waterSurfaceHeight !== null &&
eyePosition.y < cameraVolumeState.waterSurfaceHeight;
const telemetry = createPlayerControllerTelemetry({
feetPosition: {
...this.feetPosition
},
eyePosition,
yawDegrees: (this.yawRadians * 180) / Math.PI,
grounded: this.grounded,
locomotionState: this.locomotionState,
movement: cloneRuntimePlayerMovement(
this.context.getRuntimeScene().playerMovement
),
inWaterVolume: this.inWaterVolume,
cameraSubmerged,
inFogVolume: this.inFogVolume,
pointerLocked: this.pointerLocked,
spawn: this.context.getRuntimeScene().spawn,
previousLocomotionState: this.previousTelemetry?.locomotionState ?? null,
previousInWaterVolume: this.previousTelemetry?.inWaterVolume ?? false,
jumpStarted: this.latestJumpStarted,
headBump: this.latestHeadBump
});
this.context.setPlayerControllerTelemetry(telemetry);
this.previousTelemetry = telemetry;
this.latestJumpStarted = false;
this.latestHeadBump = false;
}
private syncPointerLockState() {
if (this.context === null) {
return;
}
const wasPointerLocked = this.pointerLocked;
const pointerLocked =
document.pointerLockElement === this.context.domElement;
if (wasPointerLocked && !pointerLocked) {
this.pressedKeys.clear();
this.jumpPressed = false;
this.jumpHoldRemainingMs = 0;
}
this.pointerLocked = pointerLocked;
this.context.setRuntimeMessage(
pointerLocked
? "Mouse look active. Press Escape to release the cursor or switch to Third Person. The gamepad right stick also controls the camera."
: "Click inside the runner viewport to capture mouse look. If pointer lock fails, the gamepad right stick still controls the camera and Third Person remains available."
);
this.publishTelemetry();
}
private handleKeyDown = (event: KeyboardEvent) => {
this.pressedKeys.add(event.code);
};
private handleKeyUp = (event: KeyboardEvent) => {
this.pressedKeys.delete(event.code);
};
private handleBlur = () => {
this.pressedKeys.clear();
};
private handleMouseMove = (event: MouseEvent) => {
const context = this.context;
if (
!this.pointerLocked ||
context === null ||
context.isInputSuspended() === true ||
context.isCameraDrivenExternally() === true
) {
return;
}
const horizontalMouseLookSign =
context.getRuntimeScene().playerStart?.invertMouseCameraHorizontal === true
? -1
: 1;
const horizontalMovement = event.movementX * horizontalMouseLookSign;
const targetLookResult =
context.handleRuntimeTargetLookInput?.({
horizontal: horizontalMovement,
vertical: -event.movementY
}) ?? null;
if (targetLookResult?.activeTargetLocked === true) {
return;
}
this.yawRadians -= horizontalMovement * LOOK_SENSITIVITY;
this.pitchRadians = clampPitch(
this.pitchRadians - event.movementY * LOOK_SENSITIVITY
);
};
private handlePointerLockChange = () => {
this.suppressNextPointerLockError = false;
this.syncPointerLockState();
};
private handlePointerLockError = () => {
if (this.suppressNextPointerLockError) {
this.suppressNextPointerLockError = false;
return;
}
this.context?.setRuntimeMessage(
"Pointer lock was unavailable in this browser context. Third Person remains available as the non-FPS fallback."
);
};
private handlePointerDown = () => {
if (
this.context === null ||
this.context.isInputSuspended() ||
document.pointerLockElement === this.context.domElement
) {
return;
}
this.suppressNextPointerLockError = false;
const pointerLockCapableElement = this.context
.domElement as HTMLCanvasElement & {
requestPointerLock(): void | Promise<void>;
};
const pointerLockResult = pointerLockCapableElement.requestPointerLock();
if (pointerLockResult instanceof Promise) {
pointerLockResult.catch(() => {
this.context?.setRuntimeMessage(
"Pointer lock request was denied. Click again or use Third Person for non-locked navigation."
);
});
}
};
}