478 lines
16 KiB
Lua
478 lines
16 KiB
Lua
-- Lua Third person camera and character controller script
|
|
-- This script will load a simple scene with a character that can be controlled
|
|
--
|
|
-- CONTROLS:
|
|
-- WASD/left thumbstick: walk
|
|
-- SHIFT/right shoulder button: speed
|
|
-- SPACE/gamepad X/gamepad button 2: Jump
|
|
-- Right Mouse Button/Right thumbstick: rotate camera
|
|
-- Scoll middle mouse/Left-Right triggers: adjust camera distance
|
|
-- ESCAPE key: quit
|
|
-- ENTER: reload script
|
|
|
|
-- Debug Draw Helper
|
|
local DrawAxis = function(point,f)
|
|
DrawLine(point,point:Add(Vector(f,0,0)),Vector(1,0,0,1))
|
|
DrawLine(point,point:Add(Vector(0,f,0)),Vector(0,1,0,1))
|
|
DrawLine(point,point:Add(Vector(0,0,f)),Vector(0,0,1,1))
|
|
end
|
|
|
|
local scene = GetScene()
|
|
|
|
Character = {
|
|
model = INVALID_ENTITY,
|
|
target = INVALID_ENTITY, -- Camera will look at this location, rays will be started from this location, etc.
|
|
idle_anim = INVALID_ENTITY,
|
|
walk_anim = INVALID_ENTITY,
|
|
head = INVALID_ENTITY,
|
|
left_hand = INVALID_ENTITY,
|
|
right_hand = INVALID_ENTITY,
|
|
left_foot = INVALID_ENTITY,
|
|
right_foot = INVALID_ENTITY,
|
|
face = Vector(0,0,1), -- forward direction
|
|
force = Vector(),
|
|
velocity = Vector(),
|
|
savedPointerPos = Vector(),
|
|
moveSpeed = 90,
|
|
layerMask = 0x2, -- The character will be tagged to use this layer, so scene Picking can filter out the character
|
|
scale = Vector(0.8,0.8,0.8),
|
|
rotation = Vector(0,3.1415,0),
|
|
capsule = Capsule(Vector(), Vector(), 0),
|
|
|
|
states = {
|
|
STAND = 0,
|
|
WALK = 1,
|
|
JUMP = 2,
|
|
},
|
|
state = STAND,
|
|
state_prev = STAND,
|
|
|
|
Create = function(self,entity)
|
|
self.model = entity
|
|
local layer = scene.Component_GetLayer(self.model)
|
|
layer.SetLayerMask(self.layerMask)
|
|
|
|
self.idle_anim = scene.Entity_FindByName("idle")
|
|
self.walk_anim = scene.Entity_FindByName("walk")
|
|
self.head = scene.Entity_FindByName("testa")
|
|
self.left_hand = scene.Entity_FindByName("mano_L")
|
|
self.right_hand = scene.Entity_FindByName("mano_R")
|
|
self.left_foot = scene.Entity_FindByName("piede_L")
|
|
self.right_foot = scene.Entity_FindByName("piede_R")
|
|
|
|
local model_transform = scene.Component_GetTransform(self.model)
|
|
model_transform.ClearTransform()
|
|
model_transform.Scale(self.scale)
|
|
model_transform.Rotate(self.rotation)
|
|
model_transform.UpdateTransform()
|
|
|
|
self.target = CreateEntity()
|
|
local target_transform = scene.Component_CreateTransform(self.target)
|
|
target_transform.ClearTransform()
|
|
target_transform.Translate(Vector(0,3))
|
|
|
|
scene.Component_Attach(self.target, self.model)
|
|
end,
|
|
|
|
Jump = function(self,f)
|
|
self.force = vector.Add(self.force, Vector(0,f,0))
|
|
self.state = self.states.JUMP
|
|
end,
|
|
MoveDirection = function(self,dir,f)
|
|
local model_transform = scene.Component_GetTransform(self.model)
|
|
local target_transform = scene.Component_GetTransform(self.target)
|
|
local savedPos = model_transform.GetPosition()
|
|
model_transform.ClearTransform()
|
|
dir = vector.Transform(dir:Normalize(), target_transform.GetMatrix())
|
|
dir.SetY(0)
|
|
local dot = vector.Dot(self.face, dir)
|
|
if(dot < 0) then
|
|
self.face = vector.TransformNormal(self.face, matrix.RotationY(3.1415 * 0.01))
|
|
end
|
|
self.face = vector.Lerp(self.face, dir, 0.2);
|
|
self.face.Normalize()
|
|
model_transform.MatrixTransform(matrix.LookTo(Vector(),self.face):Inverse())
|
|
model_transform.Scale(self.scale)
|
|
model_transform.Rotate(self.rotation)
|
|
model_transform.Translate(savedPos)
|
|
model_transform.UpdateTransform()
|
|
scene.Component_Detach(self.target)
|
|
scene.Component_Attach(self.target, self.model)
|
|
if(dot > 0) then
|
|
self.force = vector.Add(self.force, self.face:Multiply(Vector(f,f,f)))
|
|
end
|
|
self.state = self.states.WALK
|
|
end,
|
|
|
|
Input = function(self)
|
|
|
|
local lookDir = Vector()
|
|
if(input.Down(KEYBOARD_BUTTON_LEFT) or input.Down(string.byte('A'))) then
|
|
lookDir = lookDir:Add( Vector(-1) )
|
|
end
|
|
if(input.Down(KEYBOARD_BUTTON_RIGHT) or input.Down(string.byte('D'))) then
|
|
lookDir = lookDir:Add( Vector(1) )
|
|
end
|
|
|
|
if(input.Down(KEYBOARD_BUTTON_UP) or input.Down(string.byte('W'))) then
|
|
lookDir = lookDir:Add( Vector(0,0,1) )
|
|
end
|
|
if(input.Down(KEYBOARD_BUTTON_DOWN) or input.Down(string.byte('S'))) then
|
|
lookDir = lookDir:Add( Vector(0,0,-1) )
|
|
end
|
|
|
|
local analog = input.GetAnalog(GAMEPAD_ANALOG_THUMBSTICK_L)
|
|
lookDir = vector.Add(lookDir, Vector(analog.GetX(), 0, analog.GetY()))
|
|
|
|
if(lookDir:Length()>0) then
|
|
if(input.Down(KEYBOARD_BUTTON_LSHIFT) or input.Down(GAMEPAD_BUTTON_6)) then
|
|
self:MoveDirection(lookDir,self.moveSpeed*2)
|
|
else
|
|
self:MoveDirection(lookDir,self.moveSpeed)
|
|
end
|
|
end
|
|
|
|
if( input.Press(string.byte('J')) or input.Press(KEYBOARD_BUTTON_SPACE) or input.Press(GAMEPAD_BUTTON_2) ) then
|
|
self:Jump(2000)
|
|
end
|
|
|
|
-- Camera target control:
|
|
|
|
-- read from gamepad analog stick:
|
|
local diff = input.GetAnalog(GAMEPAD_ANALOG_THUMBSTICK_R)
|
|
diff = vector.Multiply(diff, 0.016 * 4)
|
|
|
|
-- read from mouse:
|
|
if(input.Down(MOUSE_BUTTON_RIGHT)) then
|
|
local mousePosNew = input.GetPointer()
|
|
local mouseDif = vector.Subtract(mousePosNew,self.savedPointerPos)
|
|
mouseDif = mouseDif:Multiply(0.016 * 0.3)
|
|
diff = vector.Add(diff, mouseDif)
|
|
input.SetPointer(self.savedPointerPos)
|
|
input.HidePointer(true)
|
|
else
|
|
self.savedPointerPos = input.GetPointer()
|
|
input.HidePointer(false)
|
|
end
|
|
|
|
local target_transform = scene.Component_GetTransform(self.target)
|
|
target_transform.Rotate(Vector(diff.GetY(),diff.GetX()))
|
|
self.face.SetY(0)
|
|
self.face=self.face:Normalize()
|
|
|
|
end,
|
|
|
|
Update = function(self)
|
|
local model_transform = scene.Component_GetTransform(self.model)
|
|
local target_transform = scene.Component_GetTransform(self.target)
|
|
|
|
-- state and animation update
|
|
if(self.state == self.states.STAND) then
|
|
scene.Component_GetAnimation(self.walk_anim).Stop()
|
|
local anim = scene.Component_GetAnimation(self.idle_anim)
|
|
anim.Play()
|
|
anim.SetAmount(math.lerp(anim.GetAmount(), 1, 0.1))
|
|
if(self.state ~= self.state_prev) then
|
|
anim.SetAmount(0)
|
|
end
|
|
elseif(self.state == self.states.WALK) then
|
|
scene.Component_GetAnimation(self.idle_anim).Stop()
|
|
local anim = scene.Component_GetAnimation(self.walk_anim)
|
|
anim.Play()
|
|
anim.SetAmount(math.lerp(anim.GetAmount(), 1, 0.1))
|
|
if(self.state ~= self.state_prev) then
|
|
anim.SetAmount(0)
|
|
end
|
|
elseif(self.state == self.states.JUMP) then
|
|
scene.Component_GetAnimation(self.walk_anim).Stop()
|
|
local anim = scene.Component_GetAnimation(self.idle_anim)
|
|
anim.Play()
|
|
anim.SetAmount(math.lerp(anim.GetAmount(), 1, 0.1))
|
|
if(self.state ~= self.state_prev) then
|
|
anim.SetAmount(0)
|
|
end
|
|
end
|
|
self.state_prev = self.state
|
|
|
|
-- gravity:
|
|
self.force = vector.Add(self.force, Vector(0,-9.8 * 15,0))
|
|
|
|
-- apply force:
|
|
self.velocity = vector.Add(self.velocity, vector.Multiply(self.force, 0.016))
|
|
self.force = Vector(0,0,0,0)
|
|
|
|
-- Capsule collision for character:
|
|
local testcapsule = Capsule(Vector(-4,3),Vector(-4,6,-20),0.8) -- just place a test capsule into the scene
|
|
local original_capsulepos = model_transform.GetPosition()
|
|
local capsulepos = original_capsulepos
|
|
local capsuleheight = 4
|
|
local radius = 0.7
|
|
local ground_intersection = false
|
|
local ccd = 0
|
|
local ccd_max = 5
|
|
while(ccd < ccd_max) do
|
|
ccd = ccd + 1
|
|
local step = vector.Multiply(self.velocity, 1.0 / ccd_max * 0.016)
|
|
|
|
capsulepos = vector.Add(capsulepos, step)
|
|
self.capsule = Capsule(capsulepos, vector.Add(capsulepos, Vector(0, capsuleheight)), radius)
|
|
local o2, p2, n2, depth = self.capsule.Intersects(testcapsule) -- capsule/capsule collision
|
|
if(not o2) then
|
|
o2, p2, n2, depth = SceneIntersectCapsule(self.capsule, PICK_OPAQUE, ~self.layerMask) -- scene/capsule collision
|
|
end
|
|
if(o2 ~= INVALID_ENTITY) then
|
|
DrawPoint(p2,0.5,Vector(1,1,0,1))
|
|
DrawLine(p2, vector.Add(p2, n2), Vector(1,1,0,1))
|
|
|
|
-- Slide on contact surface:
|
|
local velocityLen = self.velocity.Length()
|
|
local velocityNormalized = self.velocity.Normalize()
|
|
local undesiredMotion = n2:Multiply(vector.Dot(velocityNormalized, n2))
|
|
local desiredMotion = vector.Subtract(velocityNormalized, undesiredMotion)
|
|
self.velocity = vector.Multiply(desiredMotion, velocityLen)
|
|
|
|
-- Remove penetration (penetration epsilon added to handle infinitely small penetration):
|
|
capsulepos = vector.Add(capsulepos, vector.Multiply(n2, depth + 0.0001))
|
|
|
|
-- Check whether it is intersecting the ground (ground normal is upwards)
|
|
if(vector.Dot(n2, Vector(0,1,0)) > 0.5) then
|
|
ground_intersection = true
|
|
end
|
|
|
|
end
|
|
end
|
|
DrawCapsule(self.capsule)
|
|
DrawCapsule(testcapsule, Vector(1,0,0,100))
|
|
|
|
if ground_intersection then
|
|
self.velocity = vector.Multiply(self.velocity, 0.85) -- ground friction
|
|
else
|
|
self.velocity = vector.Multiply(self.velocity, 0.94) -- air friction
|
|
end
|
|
if(vector.Length(self.velocity) < 0.001) then
|
|
self.state = self.states.STAND
|
|
end
|
|
model_transform.Translate(vector.Subtract(capsulepos, original_capsulepos)) -- transform by the sphere offset
|
|
model_transform.UpdateTransform()
|
|
|
|
-- try to put water ripple if character head is directly above water
|
|
local head_transform = scene.Component_GetTransform(self.head)
|
|
local waterRay = Ray(head_transform.GetPosition(),Vector(0,-1,0))
|
|
local w,wp,wn = Pick(waterRay,PICK_WATER)
|
|
if(w ~= INVALID_ENTITY and self.velocity.Length() > 2) then
|
|
PutWaterRipple("../Editor/images/ripple.png",wp)
|
|
end
|
|
|
|
end,
|
|
|
|
}
|
|
|
|
-- Third person camera controller class:
|
|
ThirdPersonCamera = {
|
|
camera = INVALID_ENTITY,
|
|
character = nil,
|
|
side_offset = 1,
|
|
height = 0,
|
|
rest_distance = 6,
|
|
rest_distance_new = 6,
|
|
|
|
Create = function(self, character)
|
|
self.character = character
|
|
|
|
self.camera = CreateEntity()
|
|
local camera_transform = scene.Component_CreateTransform(self.camera)
|
|
end,
|
|
|
|
Update = function(self)
|
|
if(self.character ~= nil) then
|
|
|
|
-- Mouse scroll or gamepad triggers will move the camera distance:
|
|
local scroll = input.GetPointer().GetZ() -- pointer.z is the mouse wheel delta this frame
|
|
scroll = scroll + input.GetAnalog(GAMEPAD_ANALOG_TRIGGER_R).GetX()
|
|
scroll = scroll - input.GetAnalog(GAMEPAD_ANALOG_TRIGGER_L).GetX()
|
|
self.rest_distance_new = math.max(self.rest_distance_new - scroll, 2) -- do not allow too close using max
|
|
self.rest_distance = math.lerp(self.rest_distance, self.rest_distance_new, 0.1) -- lerp will smooth out the zooming
|
|
|
|
-- We update the scene so that character's target_transform will be using up to date values
|
|
scene.Update(0)
|
|
|
|
local camera_transform = scene.Component_GetTransform(self.camera)
|
|
local target_transform = scene.Component_GetTransform(self.character.target)
|
|
|
|
|
|
-- First calculate the rest orientation (transform) of the camera:
|
|
local mat = matrix.Translation(Vector(self.side_offset, self.height, -self.rest_distance))
|
|
mat = matrix.Multiply(mat, target_transform.GetMatrix())
|
|
camera_transform.ClearTransform()
|
|
camera_transform.MatrixTransform(mat)
|
|
camera_transform.UpdateTransform()
|
|
|
|
|
|
-- Camera collision:
|
|
|
|
-- Compute the relation vectors between camera and target:
|
|
local camPos = camera_transform.GetPosition()
|
|
local targetPos = target_transform.GetPosition()
|
|
local camDistance = vector.Subtract(camPos, targetPos).Length()
|
|
|
|
-- These will store the closest collision distance and required camera position:
|
|
local bestDistance = camDistance
|
|
local bestPos = camPos
|
|
|
|
-- Update global camera matrices for rest position:
|
|
GetCamera().TransformCamera(camera_transform)
|
|
GetCamera().UpdateCamera()
|
|
|
|
-- Cast rays from target to clip space points on the camera near plane to avoid clipping through objects:
|
|
local unproj = GetCamera().GetInvViewProjection() -- camera matrix used to unproject from clip space to world space
|
|
local clip_coords = {
|
|
Vector(0,0,1,1), -- center
|
|
Vector(-1,-1,1,1), -- bottom left
|
|
Vector(-1,1,1,1), -- top left
|
|
Vector(1,-1,1,1), -- bottom right
|
|
Vector(1,1,1,1), -- top right
|
|
}
|
|
for i,coord in ipairs(clip_coords) do
|
|
local corner = vector.TransformCoord(coord, unproj)
|
|
local target_to_corner = vector.Subtract(corner, targetPos)
|
|
local corner_to_campos = vector.Subtract(camPos, corner)
|
|
|
|
local ray = Ray(targetPos, target_to_corner.Normalize())
|
|
|
|
local collObj,collPos,collNor = Pick(ray, PICK_OPAQUE, ~self.character.layerMask)
|
|
if(collObj ~= INVALID_ENTITY) then
|
|
-- It hit something, see if it is between the player and camera:
|
|
local collDiff = vector.Subtract(collPos, targetPos)
|
|
local collDist = collDiff.Length()
|
|
if(collDist > 0 and collDist < bestDistance) then
|
|
bestDistance = collDist
|
|
bestPos = vector.Add(collPos, corner_to_campos)
|
|
--DrawPoint(collPos, 0.1, Vector(1,0,0,1))
|
|
end
|
|
end
|
|
end
|
|
|
|
-- We have the best candidate for new camera position now, so offset the camera with the delta between the old and new camera position:
|
|
local collision_offset = vector.Subtract(bestPos, camPos)
|
|
mat = matrix.Multiply(mat, matrix.Translation(collision_offset))
|
|
camera_transform.ClearTransform()
|
|
camera_transform.MatrixTransform(mat)
|
|
camera_transform.UpdateTransform()
|
|
--DrawPoint(bestPos, 0.1, Vector(1,1,0,1))
|
|
|
|
-- Feed back camera after collision:
|
|
GetCamera().TransformCamera(camera_transform)
|
|
GetCamera().UpdateCamera()
|
|
|
|
end
|
|
end,
|
|
}
|
|
|
|
|
|
-- Player Controller
|
|
local player = Character
|
|
-- Third Person camera
|
|
local camera = ThirdPersonCamera
|
|
|
|
-- Main loop:
|
|
runProcess(function()
|
|
|
|
ClearWorld()
|
|
|
|
-- We will override the render path so we can invoke the script from Editor and controls won't collide with editor scripts
|
|
-- Also save the active component that we can restore when ESCAPE is pressed
|
|
local prevPath = main.GetActivePath()
|
|
local path = RenderPath3D_TiledForward()
|
|
path.SetLightShaftsEnabled(true)
|
|
main.SetActivePath(path)
|
|
|
|
local font = Font("This script is showcasing how to perform scene collision with raycasts for character and camera.\nControls:\n#####################\n\nWASD/arrows/left analog stick: walk\nSHIFT/right shoulder button: movement speed\nSPACE/gamepad X/gamepad button 2: Jump\nRight Mouse Button/Right thumbstick: rotate camera\nScoll middle mouse/Left-Right triggers: adjust camera distance\nESCAPE key: quit\nR: reload script");
|
|
font.SetSize(24)
|
|
font.SetPos(Vector(10, GetScreenHeight() - 10))
|
|
font.SetAlign(WIFALIGN_LEFT, WIFALIGN_BOTTOM)
|
|
font.SetColor(0xFFADA3FF)
|
|
font.SetShadowColor(Vector(0,0,0,1))
|
|
path.AddFont(font)
|
|
|
|
LoadModel("../models/playground.wiscene")
|
|
|
|
player:Create(LoadModel("../models/girl.wiscene"))
|
|
camera:Create(player)
|
|
|
|
while true do
|
|
|
|
player:Input()
|
|
|
|
player:Update()
|
|
|
|
camera:Update()
|
|
|
|
-- Wait for Engine fixed update tick
|
|
fixedupdate()
|
|
|
|
|
|
if(input.Press(KEYBOARD_BUTTON_ESCAPE)) then
|
|
-- restore previous component
|
|
-- so if you loaded this script from the editor, you can go back to the editor with ESC
|
|
backlog_post("EXIT")
|
|
killProcesses()
|
|
main.SetActivePath(prevPath)
|
|
return
|
|
end
|
|
if(input.Press(string.byte('R'))) then
|
|
-- reload script
|
|
backlog_post("RELOAD")
|
|
killProcesses()
|
|
main.SetActivePath(prevPath)
|
|
dofile("character_controller_tps.lua")
|
|
return
|
|
end
|
|
|
|
end
|
|
end)
|
|
|
|
|
|
|
|
-- Draw
|
|
runProcess(function()
|
|
|
|
while true do
|
|
|
|
-- Do some debug draw geometry:
|
|
|
|
-- If backlog is opened, skip debug draw:
|
|
while(backlog_isactive()) do
|
|
waitSeconds(1)
|
|
end
|
|
|
|
local model_transform = scene.Component_GetTransform(player.model)
|
|
local target_transform = scene.Component_GetTransform(player.target)
|
|
|
|
--velocity
|
|
DrawLine(target_transform.GetPosition(),target_transform.GetPosition():Add(player.velocity))
|
|
--face
|
|
DrawLine(target_transform.GetPosition(),target_transform.GetPosition():Add(player.face:Normalize()),Vector(0,1,0,1))
|
|
--intersection
|
|
--DrawAxis(player.p,0.5)
|
|
|
|
-- camera target box and axis
|
|
--DrawBox(target_transform.GetMatrix())
|
|
|
|
-- Head bone
|
|
DrawPoint(scene.Component_GetTransform(player.head).GetPosition(),0.2, Vector(0,1,1,1))
|
|
-- Left hand bone
|
|
DrawPoint(scene.Component_GetTransform(player.left_hand).GetPosition(),0.2, Vector(0,1,1,1))
|
|
-- Right hand bone
|
|
DrawPoint(scene.Component_GetTransform(player.right_hand).GetPosition(),0.2, Vector(0,1,1,1))
|
|
-- Left foot bone
|
|
DrawPoint(scene.Component_GetTransform(player.left_foot).GetPosition(),0.2, Vector(0,1,1,1))
|
|
-- Right foot bone
|
|
DrawPoint(scene.Component_GetTransform(player.right_foot).GetPosition(),0.2, Vector(0,1,1,1))
|
|
|
|
|
|
-- Wait for the engine to render the scene
|
|
render()
|
|
end
|
|
end)
|
|
|