609 lines
21 KiB
Lua
609 lines
21 KiB
Lua
-- Lua Third person camera and character controller script
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-- This script will load a simple scene with a character that can be controlled
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--
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-- CONTROLS:
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-- WASD/left thumbstick: walk
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-- SHIFT/right shoulder button: walk -> jog
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-- E/left shoulder button: jog -> run
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-- SPACE/gamepad X/gamepad button 2: jump
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-- Right Mouse Button/Right thumbstick: rotate camera
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-- Scoll middle mouse/Left-Right triggers: adjust camera distance
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-- H: toggle debug draw
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-- ESCAPE key: quit
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-- ENTER: reload script
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-- Debug Draw Helper
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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 debug = true -- press H to toggle
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local scene = GetScene()
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Character = {
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model = INVALID_ENTITY,
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target = INVALID_ENTITY, -- Camera will look at this location, rays will be started from this location, etc.
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current_anim = INVALID_ENTITY,
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idle_anim = INVALID_ENTITY,
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walk_anim = INVALID_ENTITY,
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jog_anim = INVALID_ENTITY,
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run_anim = INVALID_ENTITY,
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jump_anim = INVALID_ENTITY,
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swim_idle_anim = INVALID_ENTITY,
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swim_anim = INVALID_ENTITY,
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all_anims = {},
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neck = INVALID_ENTITY,
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head = INVALID_ENTITY,
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left_hand = INVALID_ENTITY,
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right_hand = INVALID_ENTITY,
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left_foot = INVALID_ENTITY,
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right_foot = INVALID_ENTITY,
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face = Vector(0,0,1), -- forward direction
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force = Vector(),
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velocity = Vector(),
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savedPointerPos = Vector(),
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walk_speed = 0.2,
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jog_speed = 0.4,
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run_speed = 0.8,
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jump_speed = 14,
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swim_speed = 0.5,
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layerMask = 0x2, -- The character will be tagged to use this layer, so scene intersection can filter out the character
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scale = Vector(1, 1, 1),
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rotation = Vector(0,math.pi,0),
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start_position = Vector(0, 1, 0),
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states = {
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IDLE = "idle",
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WALK = "walk",
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JOG = "jog",
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RUN = "run",
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JUMP = "jump",
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SWIM_IDLE = "swim_idle",
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SWIM = "swim",
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},
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Create = function(self, model_name)
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local character_scene = Scene()
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self.model = LoadModel(character_scene, model_name)
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local layer = character_scene.Component_GetLayer(self.model)
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layer.SetLayerMask(self.layerMask)
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self.state = self.states.IDLE
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self.state_prev = self.state
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for i,entity in ipairs(character_scene.Entity_GetAnimationArray()) do
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table.insert(self.all_anims, entity)
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end
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self.idle_anim = character_scene.Entity_FindByName("idle")
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self.walk_anim = character_scene.Entity_FindByName("walk")
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self.jog_anim = character_scene.Entity_FindByName("jog")
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self.run_anim = character_scene.Entity_FindByName("run")
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self.jump_anim = character_scene.Entity_FindByName("jump")
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self.swim_idle_anim = character_scene.Entity_FindByName("swim_idle")
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self.swim_anim = character_scene.Entity_FindByName("swim")
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self.collider = character_scene.Entity_GetHumanoidArray()[1]
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local humanoid = character_scene.Component_GetHumanoidArray()[1]
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humanoid.SetLookAtEnabled(false)
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self.neck = humanoid.GetBoneEntity(HumanoidBone.Neck)
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self.head = humanoid.GetBoneEntity(HumanoidBone.Head)
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self.left_hand = humanoid.GetBoneEntity(HumanoidBone.LeftHand)
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self.right_hand = humanoid.GetBoneEntity(HumanoidBone.RightHand)
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self.left_foot = humanoid.GetBoneEntity(HumanoidBone.LeftFoot)
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self.right_foot = humanoid.GetBoneEntity(HumanoidBone.RightFoot)
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local model_transform = character_scene.Component_GetTransform(self.model)
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model_transform.ClearTransform()
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model_transform.Scale(self.scale)
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model_transform.Rotate(self.rotation)
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model_transform.Translate(self.start_position)
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model_transform.UpdateTransform()
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self.target = CreateEntity()
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local target_transform = character_scene.Component_CreateTransform(self.target)
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target_transform.Translate(character_scene.Component_GetTransform(self.head).GetPosition())
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target_transform.Translate(self.start_position)
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character_scene.Component_Attach(self.target, self.model)
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scene.Merge(character_scene)
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end,
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Jump = function(self,f)
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self.force.SetY(f)
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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 target_transform = scene.Component_GetTransform(self.target)
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dir = vector.Transform(dir:Normalize(), target_transform.GetMatrix())
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dir.SetY(0)
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local dot = vector.Dot(self.face, dir)
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if(dot < 0) then
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self.face = vector.TransformNormal(self.face, matrix.RotationY(math.pi * 0.01))
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end
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self.face = vector.Lerp(self.face, dir, 0.2);
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self.face.Normalize()
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if(dot > 0) then
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self.force = vector.Add(self.force, self.face:Multiply(Vector(f,f,f)))
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end
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end,
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Update = function(self)
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local dt = getDeltaTime()
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local model_transform = scene.Component_GetTransform(self.model)
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local savedPos = model_transform.GetPosition()
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model_transform.ClearTransform()
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model_transform.MatrixTransform(matrix.LookTo(Vector(),self.face):Inverse())
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model_transform.Scale(self.scale)
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model_transform.Rotate(self.rotation)
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model_transform.Translate(savedPos)
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model_transform.UpdateTransform()
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scene.Component_Detach(self.target)
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scene.Component_Attach(self.target, self.model)
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-- Camera target control:
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-- read from gamepad analog stick:
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local diff = input.GetAnalog(GAMEPAD_ANALOG_THUMBSTICK_R)
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diff = vector.Multiply(diff, dt * 4)
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-- read from mouse:
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if(input.Down(MOUSE_BUTTON_RIGHT)) then
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local mouseDif = input.GetPointerDelta()
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mouseDif = mouseDif:Multiply(dt * 0.3)
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diff = vector.Add(diff, mouseDif)
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input.SetPointer(self.savedPointerPos)
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input.HidePointer(true)
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else
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self.savedPointerPos = input.GetPointer()
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input.HidePointer(false)
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end
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local target_transform = scene.Component_GetTransform(self.target)
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target_transform.Rotate(Vector(diff.GetY(),diff.GetX()))
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-- state and animation update
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if(self.state == self.states.IDLE) then
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self.current_anim = self.idle_anim
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elseif(self.state == self.states.WALK) then
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self.current_anim = self.walk_anim
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elseif(self.state == self.states.JOG) then
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self.current_anim = self.jog_anim
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elseif(self.state == self.states.RUN) then
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self.current_anim = self.run_anim
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elseif(self.state == self.states.JUMP) then
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self.current_anim = self.jump_anim
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elseif(self.state == self.states.SWIM_IDLE) then
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self.current_anim = self.swim_idle_anim
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elseif(self.state == self.states.SWIM) then
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self.current_anim = self.swim_anim
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end
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local current_anim = scene.Component_GetAnimation(self.current_anim)
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if current_anim ~= nil then
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-- Blend in current animation:
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current_anim.SetAmount(math.lerp(current_anim.GetAmount(), 1, 0.1))
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current_anim.Play()
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if self.state_prev ~= self.state then
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-- If anim just started in this frame, reset timer to beginning:
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current_anim.SetTimer(current_anim.GetStart())
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self.state_prev = self.state
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end
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-- Ease out other animations:
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for i,anim in ipairs(self.all_anims) do
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if (anim ~= INVALID_ENTITY) and (anim ~= self.current_anim) then
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local prev_anim = scene.Component_GetAnimation(anim)
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prev_anim.SetAmount(math.lerp(prev_anim.GetAmount(), 0, 0.1))
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if prev_anim.GetAmount() <= 0 then
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prev_anim.Stop()
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end
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end
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end
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-- Simple state transition to idle:
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if self.state == self.states.JUMP then
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if current_anim.GetTimer() > current_anim.GetEnd() then
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self.state = self.states.IDLE
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end
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else
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if self.velocity.Length() < 0.1 and self.state ~= self.states.SWIM_IDLE and self.state ~= self.states.SWIM then
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self.state = self.states.IDLE
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end
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end
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end
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if dt > 0.1 then
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return -- avoid processing too large delta times to avoid instability
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end
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-- swim test:
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if self.neck ~= INVALID_ENTITY then
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local neck_pos = scene.Component_GetTransform(self.neck).GetPosition()
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local water_threshold = 0.05
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neck_pos = vector.Add(neck_pos, Vector(0, -water_threshold, 0))
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local swim_ray = Ray(neck_pos, Vector(0,1,0), 0, 100)
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local water_entity, water_pos, water_normal, water_distance = scene.Intersects(swim_ray, FILTER_WATER)
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if water_entity ~= INVALID_ENTITY then
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model_transform.Translate(Vector(0,water_distance - water_threshold,0))
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model_transform.UpdateTransform()
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self.force.SetY(0)
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self.force = vector.Multiply(self.force, 0.8) -- water friction
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self.velocity.SetY(0)
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self.state = self.states.SWIM_IDLE
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end
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end
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-- Movement input:
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local lookDir = Vector()
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if(input.Down(KEYBOARD_BUTTON_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(KEYBOARD_BUTTON_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(KEYBOARD_BUTTON_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(KEYBOARD_BUTTON_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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local analog = input.GetAnalog(GAMEPAD_ANALOG_THUMBSTICK_L)
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lookDir = vector.Add(lookDir, Vector(analog.GetX(), 0, analog.GetY()))
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if self.state ~= self.states.JUMP and self.state_prev ~= self.states.JUMP and self.velocity.GetY() == 0 then
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if(lookDir.Length() > 0) then
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if self.state == self.states.SWIM_IDLE then
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self:MoveDirection(lookDir,self.swim_speed)
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self.state = self.states.SWIM
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else
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if(input.Down(KEYBOARD_BUTTON_LSHIFT) or input.Down(GAMEPAD_BUTTON_6)) then
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if input.Down(string.byte('E')) or input.Down(GAMEPAD_BUTTON_5) then
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self:MoveDirection(lookDir,self.run_speed)
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self.state = self.states.RUN
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else
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self:MoveDirection(lookDir,self.jog_speed)
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self.state = self.states.JOG
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end
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else
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self:MoveDirection(lookDir,self.walk_speed)
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self.state = self.states.WALK
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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(KEYBOARD_BUTTON_SPACE) or input.Press(GAMEPAD_BUTTON_2)) then
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self:Jump(self.jump_speed)
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end
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elseif self.velocity.GetY() > 0 then
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self:MoveDirection(lookDir,self.walk_speed)
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end
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self.face.SetY(0)
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self.face=self.face:Normalize()
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self.force = vector.Add(self.force, Vector(0, -1, 0)) -- gravity
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self.velocity = vector.Multiply(self.force, dt)
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-- Capsule collision for character:
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local capsule = scene.Component_GetCollider(self.collider).GetCapsule()
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local original_capsulepos = model_transform.GetPosition()
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local capsulepos = original_capsulepos
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local capsuleheight = vector.Subtract(capsule.GetTip(), capsule.GetBase()).Length()
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local radius = capsule.GetRadius()
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local ground_intersect = false
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local fixed_update_remain = dt
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local fixed_update_fps = 120
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local fixed_update_rate = 1.0 / fixed_update_fps
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local fixed_dt = fixed_update_rate / dt
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while fixed_update_remain > 0 do
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fixed_update_remain = fixed_update_remain - fixed_update_rate
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local step = vector.Multiply(self.velocity, fixed_dt)
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capsulepos = vector.Add(capsulepos, step)
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capsule = Capsule(capsulepos, vector.Add(capsulepos, Vector(0, capsuleheight)), radius)
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local o2, p2, n2, depth, velocity = scene.Intersects(capsule, FILTER_NAVIGATION_MESH | FILTER_COLLIDER, ~self.layerMask) -- scene/capsule collision
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if(o2 ~= INVALID_ENTITY) then
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if debug then
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DrawPoint(p2,0.1,Vector(1,1,0,1))
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DrawLine(p2, vector.Add(p2, n2), Vector(1,1,0,1))
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end
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local ground_slope = vector.Dot(n2, Vector(0,1,0))
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local slope_threshold = 0.1
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if self.velocity.GetY() < 0 and ground_slope > slope_threshold then
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-- Ground intersection, remove falling motion:
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self.velocity.SetY(0)
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capsulepos = vector.Add(capsulepos, Vector(0, depth, 0))
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capsulepos = vector.Add(capsulepos, velocity) -- apply moving platform velocity
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self.force = vector.Multiply(self.force, 0.85) -- ground friction
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ground_intersect = true
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elseif ground_slope <= slope_threshold then
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-- Slide on contact surface:
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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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if ground_intersect then
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desiredMotion.SetY(0)
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end
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self.velocity = vector.Multiply(desiredMotion, velocityLen)
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capsulepos = vector.Add(capsulepos, vector.Multiply(n2, depth))
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end
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end
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end
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model_transform.Translate(vector.Subtract(capsulepos, original_capsulepos)) -- transform by the capsule offset
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model_transform.UpdateTransform()
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-- try to put water ripple:
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if self.velocity.Length() > 0.01 and self.state ~= self.states.SWIM_IDLE then
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local w,wp = scene.Intersects(capsule, FILTER_WATER)
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if w ~= INVALID_ENTITY then
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PutWaterRipple(script_dir() .. "assets/ripple.png", wp)
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end
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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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ThirdPersonCamera = {
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camera = INVALID_ENTITY,
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character = nil,
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side_offset = 0.2,
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rest_distance = 1,
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rest_distance_new = 1,
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min_distance = 0.5,
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zoom_speed = 0.3,
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Create = function(self, character)
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self.character = character
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self.camera = CreateEntity()
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local camera_transform = scene.Component_CreateTransform(self.camera)
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end,
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Update = function(self)
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if self.character == nil then
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return
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end
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-- Mouse scroll or gamepad triggers will move the camera distance:
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local scroll = input.GetPointer().GetZ() -- pointer.z is the mouse wheel delta this frame
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scroll = scroll + input.GetAnalog(GAMEPAD_ANALOG_TRIGGER_R).GetX()
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scroll = scroll - input.GetAnalog(GAMEPAD_ANALOG_TRIGGER_L).GetX()
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scroll = scroll * self.zoom_speed
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self.rest_distance_new = math.max(self.rest_distance_new - scroll, self.min_distance) -- do not allow too close using max
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self.rest_distance = math.lerp(self.rest_distance, self.rest_distance_new, 0.1) -- lerp will smooth out the zooming
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-- We update the scene so that character's target_transform will be using up to date values
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scene.UpdateHierarchy()
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local camera_transform = scene.Component_GetTransform(self.camera)
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local target_transform = scene.Component_GetTransform(self.character.target)
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-- First calculate the rest orientation (transform) of the camera:
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local mat = matrix.Translation(Vector(self.side_offset, 0, -self.rest_distance))
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mat = matrix.Multiply(mat, target_transform.GetMatrix())
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camera_transform.ClearTransform()
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camera_transform.MatrixTransform(mat)
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camera_transform.UpdateTransform()
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-- Camera collision:
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-- Compute the relation vectors between camera and target:
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local camPos = camera_transform.GetPosition()
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local targetPos = target_transform.GetPosition()
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local camDistance = vector.Subtract(camPos, targetPos).Length()
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-- These will store the closest collision distance and required camera position:
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local bestDistance = camDistance
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local bestPos = camPos
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local camera = GetCamera()
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-- Update global camera matrices for rest position:
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camera.TransformCamera(camera_transform)
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camera.UpdateCamera()
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-- Cast rays from target to clip space points on the camera near plane to avoid clipping through objects:
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local unproj = camera.GetInvViewProjection() -- camera matrix used to unproject from clip space to world space
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local clip_coords = {
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Vector(0,0,1,1), -- center
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Vector(-1,-1,1,1), -- bottom left
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Vector(-1,1,1,1), -- top left
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Vector(1,-1,1,1), -- bottom right
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Vector(1,1,1,1), -- top right
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}
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for i,coord in ipairs(clip_coords) do
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local corner = vector.TransformCoord(coord, unproj)
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local target_to_corner = vector.Subtract(corner, targetPos)
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local corner_to_campos = vector.Subtract(camPos, corner)
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local TMin = 0
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local TMax = target_to_corner.Length() -- optimization: limit the ray tracing distance
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local ray = Ray(targetPos, target_to_corner.Normalize(), TMin, TMax)
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local collObj,collPos,collNor = scene.Intersects(ray, FILTER_NAVIGATION_MESH | FILTER_COLLIDER, ~self.character.layerMask)
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if(collObj ~= INVALID_ENTITY) then
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-- It hit something, see if it is between the player and camera:
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local collDiff = vector.Subtract(collPos, targetPos)
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local collDist = collDiff.Length()
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if(collDist > 0 and collDist < bestDistance) then
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bestDistance = collDist
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bestPos = vector.Add(collPos, corner_to_campos)
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--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:
|
|
camera.TransformCamera(camera_transform)
|
|
camera.UpdateCamera()
|
|
|
|
end,
|
|
}
|
|
|
|
|
|
ClearWorld()
|
|
LoadModel(script_dir() .. "assets/level.wiscene")
|
|
--LoadModel(script_dir() .. "assets/terrain.wiscene")
|
|
--dofile(script_dir() .. "../dungeon_generator/dungeon_generator.lua")
|
|
|
|
local player = Character
|
|
player:Create(script_dir() .. "assets/character.wiscene")
|
|
local camera = ThirdPersonCamera
|
|
camera:Create(player)
|
|
|
|
-- Main loop:
|
|
runProcess(function()
|
|
|
|
-- 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 = application.GetActivePath()
|
|
local path = RenderPath3D()
|
|
--path.SetLightShaftsEnabled(true)
|
|
path.SetLightShaftsStrength(0.01)
|
|
path.SetAO(AO_MSAO)
|
|
path.SetAOPower(0.25)
|
|
path.SetOutlineEnabled(true)
|
|
path.SetOutlineThreshold(0.11)
|
|
path.SetOutlineThickness(1.7)
|
|
path.SetOutlineColor(0,0,0,0.6)
|
|
path.SetBloomThreshold(5)
|
|
application.SetActivePath(path)
|
|
|
|
--application.SetInfoDisplay(false)
|
|
application.SetFPSDisplay(true)
|
|
--path.SetResolutionScale(0.5)
|
|
|
|
while true do
|
|
|
|
player:Update()
|
|
camera:Update()
|
|
update()
|
|
|
|
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()
|
|
application.SetActivePath(prevPath)
|
|
return
|
|
end
|
|
if(input.Press(string.byte('R'))) then
|
|
-- reload script
|
|
backlog_post("RELOAD")
|
|
killProcesses()
|
|
application.SetActivePath(prevPath)
|
|
dofile(script_file())
|
|
return
|
|
end
|
|
|
|
end
|
|
|
|
end)
|
|
|
|
-- Draw
|
|
runProcess(function()
|
|
|
|
local help_text = "Wicked Engine Character demo (LUA)\n\n"
|
|
help_text = help_text .. "Controls:\n"
|
|
help_text = help_text .. "#############\n"
|
|
help_text = help_text .. "WASD/arrows/left analog stick: walk\n"
|
|
help_text = help_text .. "SHIFT/right shoulder button: walk -> jog\n"
|
|
help_text = help_text .. "E/left shoulder button: jog -> run\n"
|
|
help_text = help_text .. "SPACE/gamepad X/gamepad button 2: Jump\n"
|
|
help_text = help_text .. "Right Mouse Button/Right thumbstick: rotate camera\n"
|
|
help_text = help_text .. "Scoll middle mouse/Left-Right triggers: adjust camera distance\n"
|
|
help_text = help_text .. "ESCAPE key: quit\n"
|
|
help_text = help_text .. "R: reload script\n"
|
|
help_text = help_text .. "H: toggle debug draw\n"
|
|
|
|
while true do
|
|
|
|
-- Do some debug draw geometry:
|
|
|
|
DrawDebugText(help_text, Vector(0,2,2), Vector(1,1,1,1), 0.1, DEBUG_TEXT_DEPTH_TEST)
|
|
|
|
if input.Press(string.byte('H')) then
|
|
debug = not debug
|
|
end
|
|
|
|
if debug and backlog_isactive() == false then
|
|
|
|
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())
|
|
|
|
-- Neck bone
|
|
DrawPoint(scene.Component_GetTransform(player.neck).GetPosition(),0.05, Vector(0,1,1,1))
|
|
-- Head bone
|
|
DrawPoint(scene.Component_GetTransform(player.head).GetPosition(),0.05, Vector(0,1,1,1))
|
|
-- Left hand bone
|
|
DrawPoint(scene.Component_GetTransform(player.left_hand).GetPosition(),0.05, Vector(0,1,1,1))
|
|
-- Right hand bone
|
|
DrawPoint(scene.Component_GetTransform(player.right_hand).GetPosition(),0.05, Vector(0,1,1,1))
|
|
-- Left foot bone
|
|
DrawPoint(scene.Component_GetTransform(player.left_foot).GetPosition(),0.05, Vector(0,1,1,1))
|
|
-- Right foot bone
|
|
DrawPoint(scene.Component_GetTransform(player.right_foot).GetPosition(),0.05, Vector(0,1,1,1))
|
|
|
|
|
|
local capsule = scene.Component_GetCollider(player.collider).GetCapsule()
|
|
DrawCapsule(capsule)
|
|
|
|
local str = "State: " .. player.state .. "\n"
|
|
--str = str .. "Velocity = " .. player.velocity.GetX() .. ", " .. player.velocity.GetY() .. "," .. player.velocity.GetZ() .. "\n"
|
|
--str = str .. "Force = " .. player.force.GetX() .. ", " .. player.force.GetY() .. "," .. player.force.GetZ() .. "\n"
|
|
DrawDebugText(str, vector.Add(capsule.GetBase(), Vector(0,0.4)), Vector(1,1,1,1), 1, DEBUG_TEXT_CAMERA_FACING | DEBUG_TEXT_CAMERA_SCALING)
|
|
|
|
end
|
|
|
|
-- Wait for the engine to render the scene
|
|
render()
|
|
end
|
|
end)
|
|
|