Files
WickedEngine/scripts/character_controller_tps.lua
T
2020-04-25 15:14:01 +01:00

505 lines
17 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()
local testcapsule = Capsule(Vector(-4,3),Vector(-4,6,-20),0.8) -- just place a test capsule into the scene
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(),
gravity = 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
-- 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 original_capsulepos = model_transform.GetPosition()
local capsulepos = original_capsulepos
local capsuleheight = 4
local radius = 0.7
local ground_intersection = false
local ccd_max = 5
local ccd = 0
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(p2,0.1,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))
end
end
-- Gravity collision is separate:
-- This is to avoid sliding down slopes and easier traversing of slopes/stairs
-- Unlike normal character motion collision, surface sliding is not computed
self.gravity = vector.Add(self.gravity, Vector(0,-9.8*0.1,0))
ccd = 0
ccd_max = 5
while(ccd < ccd_max) do
ccd = ccd + 1
local step = vector.Multiply(self.gravity, 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(p2,0.1,Vector(1,1,0,1))
DrawLine(p2, vector.Add(p2, n2), Vector(1,1,0,1))
-- 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)) > 0.3) then
ground_intersection = true
self.gravity = vector.Multiply(self.gravity, 0)
break
end
end
end
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 = SpriteFont("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))
DrawCapsule(player.capsule)
DrawCapsule(testcapsule, Vector(1,0,0,100))
-- Wait for the engine to render the scene
render()
end
end)