324 lines
9.8 KiB
Lua
324 lines
9.8 KiB
Lua
-- Lua Third person camera and character controller script
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-- To use this, first load a scene so our character can stand on something. Otherwise, it will be undefined behaviour
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-- For example, you can load the dungeon generator script first, then this and you will have a scene to try navigate.
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--
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-- CONTROLS:
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-- WASD: walk
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-- SHIFT: speed
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-- SPACE: Jump
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-- Right Mouse Button: Camera control
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-- Mouse: Rotate camera after pressing Right Mouse Button
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-- Very simple additive gravity for now
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local gravity = Vector(0,-0.076,0)
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-- Character controller class:
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characterController = {
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skeleton = Armature(),
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target = Transform(), -- Camera will look at this location
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face = Vector(0,0,1),
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velocity = Vector(),
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ray = Ray(),
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o,p,n = Vector(0,0,0), -- collision props with scene (object,position,normal)
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savedPointerPos = Vector(),
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moveSpeed = 0.28,
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layerMask = 0x2, -- The character will be tagged to use this layer, so scene Picking can filter out the character
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states = {
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STAND = 0,
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TURN = 1,
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WALK = 2,
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JUMP = 3,
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},
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state = STAND,
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Load = function(self,fileName,objectname,armaturename)
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local model = LoadModel(fileName)
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model.SetLayerMask(self.layerMask)
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self.skeleton = GetArmature(armaturename)
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end,
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Reset = function(self)
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self.skeleton.ClearTransform()
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self.target.ClearTransform()
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self.skeleton.Rotate(Vector(0,3.1415))
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self.skeleton.Scale(Vector(1.9,1.9,1.9))
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self.target.Translate(Vector(0,7))
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self.target.AttachTo(self.skeleton,1,0,1)
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end,
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Reposition = function(self, pos)
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self.skeleton.Translate(pos)
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end,
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MoveForward = function(self,f)
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local velocityPrev = self.velocity;
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self.velocity = self.face:Multiply(Vector(f,f,f))
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self.velocity.SetY(velocityPrev.GetY())
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self.ray = Ray(self.skeleton.GetPosition():Add(self.velocity):Add(Vector(0,4)),Vector(0,-1,0))
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self.o,self.p,self.n = Pick(self.ray, PICK_OPAQUE, ~self.layerMask)
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if(self.o.IsValid()) then
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self.state = self.states.WALK
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else
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self.state = self.states.STAND
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self.velocity = velocityPrev
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end
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--front block
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local ray2 = Ray(self.skeleton.GetPosition():Add(self.velocity:Normalize():Multiply(1.2)):Add(Vector(0,4)),self.velocity)
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local o2,p2,n2 = Pick(ray2, PICK_OPAQUE, ~self.layerMask)
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local dist = vector.Subtract(self.skeleton.GetPosition():Add(Vector(0,4)),p2):Length()
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if(o2.IsValid() and dist < 2.8) then
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-- run along wall instead of going through it
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local velocityLen = self.velocity.Length()
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local velocityNormalized = self.velocity.Normalize()
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local undesiredMotion = n2:Multiply(vector.Dot(velocityNormalized, n2))
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local desiredMotion = vector.Subtract(velocityNormalized, undesiredMotion)
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self.velocity = vector.Multiply(desiredMotion, velocityLen)
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end
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end,
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Turn = function(self,f)
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self.skeleton.Rotate(Vector(0,f))
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self.face = self.face.Transform(matrix.RotationY(f))
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self.state = self.states.TURN
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end,
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Jump = function(self,f)
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self.velocity = self.velocity:Add(Vector(0,f,0))
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self.state = self.states.JUMP
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end,
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MoveDirection = function(self,dir,f)
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local savedPos = self.skeleton.GetPosition()
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self.target.Detach()
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self.skeleton.ClearTransform()
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self.face = dir:Normalize().Transform(self.target.GetMatrix())
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self.face.SetY(0)
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self.face = self.face.Normalize()
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self.skeleton.MatrixTransform(matrix.LookTo(Vector(),self.face):Inverse())
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self.skeleton.Scale(Vector(1.9,1.9,1.9))
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self.skeleton.Rotate(Vector(0,3.1415))
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self.skeleton.Translate(savedPos)
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self.skeleton.GetMatrix()
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self.target.AttachTo(self.skeleton)
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self:MoveForward(f)
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end,
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Input = function(self)
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if(self.state==self.states.STAND) then
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local lookDir = Vector()
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if(input.Down(VK_LEFT) or input.Down(string.byte('A'))) then
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lookDir = lookDir:Add( Vector(-1) )
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end
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if(input.Down(VK_RIGHT) or input.Down(string.byte('D'))) then
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lookDir = lookDir:Add( Vector(1) )
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end
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if(input.Down(VK_UP) or input.Down(string.byte('W'))) then
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lookDir = lookDir:Add( Vector(0,0,1) )
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end
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if(input.Down(VK_DOWN) or input.Down(string.byte('S'))) then
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lookDir = lookDir:Add( Vector(0,0,-1) )
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end
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if(lookDir:Length()>0) then
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if(input.Down(VK_LSHIFT)) then
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self:MoveDirection(lookDir,self.moveSpeed*3)
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else
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self:MoveDirection(lookDir,self.moveSpeed)
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end
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end
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end
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if( input.Press(string.byte('J')) or input.Press(VK_SPACE) ) then
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self:Jump(1.3)
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end
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if(input.Down(VK_RBUTTON)) then
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local mousePosNew = input.GetPointer()
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local mouseDif = vector.Subtract(mousePosNew,self.savedPointerPos)
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mouseDif = mouseDif:Multiply(0.01)
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self.target.Rotate(Vector(mouseDif.GetY(),mouseDif.GetX()))
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self.face.SetY(0)
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self.face=self.face:Normalize()
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input.SetPointer(self.savedPointerPos)
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else
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self.savedPointerPos = input.GetPointer()
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end
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end,
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Update = function(self)
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if(self.state == self.states.STAND) then
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self.skeleton.PauseAction()
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self.state = self.states.STAND
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elseif(self.state == self.states.TURN) then
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self.skeleton.PlayAction()
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self.state = self.states.STAND
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elseif(self.state == self.states.WALK) then
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self.skeleton.PlayAction()
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self.state = self.states.STAND
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elseif(self.state == self.states.JUMP) then
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self.skeleton.PauseAction()
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self.state = self.states.STAND
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end
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local w,wp,wn = Pick(self.ray,PICK_WATER)
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if(w.IsValid() and self.velocity.Length()>0) then
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PutWaterRipple("../Editor/images/ripple.png",wp)
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end
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self.velocity = vector.Add(self.velocity, gravity)
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self.skeleton.Translate(vector.Multiply(getDeltaTime() * 60, self.velocity))
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self.ray = Ray(self.skeleton.GetPosition():Add(Vector(0,4)),Vector(0,-1,0))
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local pPrev = self.p
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self.o,self.p,self.n = Pick(self.ray, PICK_OPAQUE, ~self.layerMask)
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if(not self.o.IsValid()) then
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self.p=pPrev
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end
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if(self.skeleton.GetPosition().GetY() < self.p.GetY() and self.velocity.GetY()<=0) then
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self.state = self.states.STAND
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self.skeleton.Translate(vector.Subtract(self.p,self.skeleton.GetPosition()))
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self.velocity=Vector()
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end
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end
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}
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-- Third person camera controller class:
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-- It references a characterController (targetPlayer)
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tpCamera = {
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camera = GetCamera(),
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targetPlayer = nil,
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Reset = function(self)
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self.targetPlayer = nil
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self.camera.ClearTransform()
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end,
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Follow = function(self, targetPlayer)
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self.targetPlayer = targetPlayer
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self.camera.Rotate(Vector(0.1))
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self.camera.Translate(Vector(2,7,-12))
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self.camera.AttachTo(targetPlayer.target)
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end,
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UnFollow = function(self)
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self.targetPlayer = nil
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self.camera.Detach()
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end,
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Update = function(self)
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if(self.targetPlayer ~= nil) then
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local camRestDistance = 12.0
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local camTargetDiff = vector.Subtract(self.targetPlayer.target.GetPosition(), self.camera.GetPosition())
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local camTargetDistance = camTargetDiff.Length()
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if(camTargetDistance < camRestDistance) then
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-- Camera is closer to target than rest distance, push it back some amount...
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self.camera.Translate(vector.Multiply(getDeltaTime() * 60, Vector(0,0,-0.14)))
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end
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-- Cast a ray from the camera eye and check if it hits something other than the player...
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local camRay = Ray(self.camera.GetPosition(),camTargetDiff.Normalize())
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local camCollObj,camCollPos,camCollNor = Pick(camRay, PICK_OPAQUE, ~self.targetPlayer.layerMask)
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if(camCollObj.IsValid()) then
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-- It hit something, see if it is between the player and camera:
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local camCollDiff = vector.Subtract(camCollPos, self.camera.GetPosition())
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local camCollDistance = camCollDiff.Length()
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if(camCollDistance < camTargetDistance) then
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-- If there was something between player and camera, clamp camera position inside:
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self.camera.Translate(Vector(0,0,camCollDistance))
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end
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end
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end
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end,
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}
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-- Player Controller
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local player = characterController
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-- Third Person camera
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local camera = tpCamera
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-- Main loop:
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runProcess(function()
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-- We will override the render component so we can invoke the script from Editor and controls won't collide with editor scripts
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-- TODO: for example ESC key could bring us back to editor component and destroy this?
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local component = TiledForwardRenderableComponent()
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component.SetSSREnabled(false)
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component.SetSSAOEnabled(false)
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main.SetActiveComponent(component)
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--ClearWorld()
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--LoadModel("../models/Misc/scene.wimf")
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player:Load("../models/girl/girl.wimf","omino_common","Armature_common")
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player:Reset()
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--player:Reposition(Vector(0,4,-20))
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camera:Reset()
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camera:Follow(player)
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while true do
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player:Input()
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player:Update()
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camera:Update()
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-- Wait for Engine update tick
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update()
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end
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end)
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-- Debug draw:
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-- Draw Helpers
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local DrawAxis = function(point,f)
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DrawLine(point,point:Add(Vector(f,0,0)),Vector(1,0,0,1))
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DrawLine(point,point:Add(Vector(0,f,0)),Vector(0,1,0,1))
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DrawLine(point,point:Add(Vector(0,0,f)),Vector(0,0,1,1))
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end
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local DrawAxisTransformed = function(point,f,transform)
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DrawLine(point,point:Add( Vector(f,0,0).Transform(transform) ),Vector(1,0,0,1))
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DrawLine(point,point:Add( Vector(0,f,0).Transform(transform) ),Vector(0,1,0,1))
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DrawLine(point,point:Add( Vector(0,0,f).Transform(transform) ),Vector(0,0,1,1))
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end
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-- Draw
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runProcess(function()
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while true do
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while( backlog_isactive() ) do
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waitSeconds(1)
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end
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-- Drawing additional render data (slow, only for debug purposes)
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--velocity
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DrawLine(player.skeleton.GetPosition():Add(Vector(0,4)),player.skeleton.GetPosition():Add(Vector(0,4)):Add(player.velocity))
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--face
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DrawLine(player.skeleton.GetPosition():Add(Vector(0,4)),player.skeleton.GetPosition():Add(Vector(0,4)):Add(player.face:Normalize()),Vector(1,0,0,1))
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--intersection
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DrawAxis(player.p,0.5)
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-- Head bone
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DrawAxis(player.skeleton.GetBone("testa").GetPosition(),1.0)
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-- Left hand bone
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DrawAxis(player.skeleton.GetBone("mano_L").GetPosition(),1.0)
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-- Right hand bone
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DrawAxis(player.skeleton.GetBone("mano_R").GetPosition(),1.0)
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-- Wait for the engine to render the scene
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render()
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end
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end)
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