Files
WickedEngine/scripts/character_controller_tps.lua
T
2019-09-14 23:50:33 +01:00

454 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
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(),
ray = Ray(Vector(),Vector()),
o = INVALID_ENTITY, -- collision prop with scene (entity)
p,n = Vector(), -- collision props with scene (position,normal)
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),
states = {
STAND = 0,
WALK = 1,
JUMP = 2,
},
state = 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("avampiede_L")
self.right_foot = scene.Entity_FindByName("avampiede_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()
self.face = vector.Transform(dir:Normalize(), target_transform.GetMatrix())
self.face.SetY(0)
self.face = 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)
self.force = vector.Add(self.force, self.face:Multiply(Vector(f,f,f)))
self.state = self.states.WALK
end,
Input = function(self)
if(self.state==self.states.STAND) then
local lookDir = Vector()
if(input.Down(VK_LEFT) or input.Down(string.byte('A'))) then
lookDir = lookDir:Add( Vector(-1) )
end
if(input.Down(VK_RIGHT) or input.Down(string.byte('D'))) then
lookDir = lookDir:Add( Vector(1) )
end
if(input.Down(VK_UP) or input.Down(string.byte('W'))) then
lookDir = lookDir:Add( Vector(0,0,1) )
end
if(input.Down(VK_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(VK_LSHIFT) or input.Down(GAMEPAD_BUTTON_6, INPUT_TYPE_GAMEPAD)) then
self:MoveDirection(lookDir,self.moveSpeed*2)
else
self:MoveDirection(lookDir,self.moveSpeed)
end
end
end
if( input.Press(string.byte('J')) or input.Press(VK_SPACE) or input.Press(GAMEPAD_BUTTON_2, INPUT_TYPE_GAMEPAD) ) 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, getDeltaTime() * 4)
-- read from mouse:
if(input.Down(VK_RBUTTON)) then
local mousePosNew = input.GetPointer()
local mouseDif = vector.Subtract(mousePosNew,self.savedPointerPos)
mouseDif = mouseDif:Multiply(getDeltaTime() * 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)
-- gravity:
self.force = vector.Add(self.force, Vector(0,-9.8 * 10,0))
-- apply force:
self.velocity = vector.Add(self.velocity, vector.Multiply(self.force, getDeltaTime()))
self.force = Vector(0,0,0,0)
-- state and animation update
if(self.state == self.states.STAND) then
scene.Component_GetAnimation(self.idle_anim).Play()
scene.Component_GetAnimation(self.walk_anim).Stop()
self.state = self.states.STAND
elseif(self.state == self.states.WALK) then
scene.Component_GetAnimation(self.idle_anim).Stop()
scene.Component_GetAnimation(self.walk_anim).Play()
self.state = self.states.STAND
elseif(self.state == self.states.JUMP) then
scene.Component_GetAnimation(self.idle_anim).Play()
scene.Component_GetAnimation(self.walk_anim).Stop()
self.state = self.states.STAND
end
-- front block shoots multiple rays in front to try to find obstruction
local rotations = {0, 3.1415*0.3, -3.1415*0.3}
for i,rot in ipairs(rotations) do
local origin = vector.Add(model_transform.GetPosition(), Vector(0,1,0)) -- this ray starts a little above character ground position
local dir = vector.Transform(self.face, matrix.RotationY(rot))
local ray2 = Ray(origin,dir)
local o2,p2,n2 = Pick(ray2, PICK_OPAQUE, ~self.layerMask)
local dist = vector.Subtract(origin,p2):Length()
if(o2 ~= INVALID_ENTITY and dist < 1) then
-- run along wall instead of going through it
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)
end
end
-- check what is below the character
self.ray = Ray(target_transform.GetPosition(),Vector(0,-1,0))
local pPrev = self.p
self.o,self.p,self.n = Pick(self.ray, PICK_OPAQUE, ~self.layerMask)
if(self.o == INVALID_ENTITY) then
self.p=pPrev -- if nothing, go back to previous position
end
-- 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
-- apply velocity:
model_transform.Translate(vector.Multiply(self.velocity, getDeltaTime()))
model_transform.UpdateTransform()
-- check if we are below or on the ground:
local posY = model_transform.GetPosition().GetY()
if(posY <= self.p.GetY() and self.velocity.GetY()<=0) then
self.state = self.states.STAND
if(self.o == INVALID_ENTITY) then
model_transform.Translate(vector.Subtract(self.p,model_transform.GetPosition())) -- snap back to last succesfully traced position
else
model_transform.Translate(Vector(0,self.p.GetY()-posY,0)) -- snap to ground
end
self.velocity.SetY(0) -- don't fall below ground
self.velocity = vector.Multiply(self.velocity, 0.8) -- slow down on ground
else
self.velocity = vector.Multiply(self.velocity, 0.96) -- slow down in air
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 update tick
update()
if(input.Press(VK_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)
-- 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
-- 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)