162 lines
6.3 KiB
TypeScript
162 lines
6.3 KiB
TypeScript
import { observer } from "mobx-react-lite";
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import type { Character } from "../types";
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import { SyncRigidBody } from "./SyncRigidBody";
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import { state } from "../state";
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import { useEffect, useRef } from "react";
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import { Euler, Quaternion, Vector3 } from "three";
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import { useFrame, useThree } from "@react-three/fiber";
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import { useKeyboardControls } from "@react-three/drei";
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import { useRapier, useBeforePhysicsStep, type RapierRigidBody, type RapierCollider, RoundCuboidCollider } from "@react-three/rapier";
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import { joystickValues } from "../joystickInput";
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const SPEED = 5;
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const JUMP_SPEED = 8;
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const GRAVITY = 20;
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const SENSITIVITY = 0.002;
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const SHOULDER_OFFSET = new Vector3(0.1, 1.5, 2.5);
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const LOOK_RATE = 2000;
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// recreate private types
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type RapierWorldCreateCharacterControllerFunction = ReturnType<typeof useRapier>['world']['createCharacterController'];
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type KinematicCharacterController = ReturnType<RapierWorldCreateCharacterControllerFunction>;
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const _q = new Quaternion();
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const _e = new Euler(0, 0, 0, 'YXZ');
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const _offset = new Vector3();
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const _charPos = new Vector3();
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const _lookAt = new Vector3();
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type CharacterViewProps = {
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character: Character;
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editMode?: boolean;
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}
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export const CharacterView = observer(function ({ character, editMode }: CharacterViewProps) {
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const pos = character.transform.position;
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const rbRef = useRef<RapierRigidBody>(null);
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const colliderRef = useRef<RapierCollider>(null);
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const [, get] = useKeyboardControls();
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const { gl } = useThree();
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const { world } = useRapier();
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const yawRef = useRef(0);
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const pitchRef = useRef(0);
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const mouseRef = useRef({ x: 0, y: 0 });
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const jumpPressedRef = useRef(false);
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const vyRef = useRef(0);
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const controllerRef = useRef<KinematicCharacterController | null>(null);
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useEffect(() => {
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const controller = world.createCharacterController(0.01);
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controller.setUp({ x: 0, y: 1, z: 0 });
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controller.setMaxSlopeClimbAngle(45 * Math.PI / 180);
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controller.setMinSlopeSlideAngle(30 * Math.PI / 180);
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controller.enableAutostep(0.5, 0.2, true);
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controller.enableSnapToGround(0.5);
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controller.setApplyImpulsesToDynamicBodies(true);
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controllerRef.current = controller;
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return () => { world.removeCharacterController(controller); };
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}, [world]);
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useEffect(() => {
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if (editMode) return;
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const canvas = gl.domElement;
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const onClick = () => canvas.requestPointerLock();
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const onMouseMove = (e: MouseEvent) => {
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if (document.pointerLockElement !== canvas) return;
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mouseRef.current.x += e.movementX;
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mouseRef.current.y += e.movementY;
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};
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canvas.addEventListener('click', onClick);
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document.addEventListener('mousemove', onMouseMove);
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return () => {
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canvas.removeEventListener('click', onClick);
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document.removeEventListener('mousemove', onMouseMove);
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};
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}, [gl, editMode]);
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useBeforePhysicsStep((world) => {
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if (editMode) return;
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const rb = rbRef.current;
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const collider = colliderRef.current;
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const controller = controllerRef.current;
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if (!rb || !collider || !controller) return;
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if (state.game?.isPaused) return;
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const dt = world.timestep;
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const yaw = yawRef.current;
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const { forward, backward, left, right, jump } = get();
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const fwdX = -Math.sin(yaw);
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const fwdZ = -Math.cos(yaw);
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const fwdScale = Math.max(-1, Math.min(1, (forward ? 1 : 0) - (backward ? 1 : 0) + joystickValues.move.y));
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const rightScale = Math.max(-1, Math.min(1, (right ? 1 : 0) - (left ? 1 : 0) + joystickValues.move.x));
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const vx = (fwdX * fwdScale - fwdZ * rightScale) * SPEED;
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const vz = (fwdZ * fwdScale + fwdX * rightScale) * SPEED;
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const jumpInput = jump || joystickValues.jump;
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const isGrounded = controller.computedGrounded();
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if (jumpInput && !jumpPressedRef.current && isGrounded) {
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vyRef.current = JUMP_SPEED;
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} else if (!isGrounded) {
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vyRef.current -= GRAVITY * dt;
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} else {
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vyRef.current = 0;
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}
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jumpPressedRef.current = jumpInput;
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controller.computeColliderMovement(collider, { x: vx * dt, y: vyRef.current * dt, z: vz * dt });
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const corrected = controller.computedMovement();
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const t = rb.translation();
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rb.setNextKinematicTranslation({
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x: t.x + corrected.x,
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y: t.y + corrected.y,
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z: t.z + corrected.z,
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});
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_q.setFromEuler(_e.set(0, yaw, 0));
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rb.setNextKinematicRotation({ x: _q.x, y: _q.y, z: _q.z, w: _q.w });
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});
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useFrame(({ camera }, delta) => {
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if (editMode) return;
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const rb = rbRef.current;
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if (!rb) return;
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mouseRef.current.x += joystickValues.look.x * LOOK_RATE * delta;
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mouseRef.current.y += -joystickValues.look.y * LOOK_RATE * delta;
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yawRef.current -= mouseRef.current.x * SENSITIVITY;
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pitchRef.current = Math.max(-0.85, Math.min(0.5, pitchRef.current - mouseRef.current.y * SENSITIVITY));
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mouseRef.current.x = 0;
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mouseRef.current.y = 0;
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const t = rb.translation();
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_charPos.set(t.x, t.y, t.z);
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_offset.copy(SHOULDER_OFFSET).applyEuler(_e.set(pitchRef.current, yawRef.current, 0, 'YXZ'));
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camera.position.copy(_charPos).add(_offset);
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_lookAt.set(t.x, t.y + 1, t.z);
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camera.lookAt(_lookAt);
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});
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return (
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<SyncRigidBody
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ref={rbRef}
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type="kinematicPosition"
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colliders={false}
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position={[pos[0] + 0.5, pos[1] + 0.5, pos[2] + 0.5]}
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onSync={() => { }}
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>
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{/* <BallCollider ref={colliderRef} args={[0.55]} /> */}
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{/* <CapsuleCollider ref={colliderRef} args={[0.4, 0.5]} /> */}
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{/* <CuboidCollider ref={colliderRef} args={[0.55, 0.4, 0.55]} /> */}
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<RoundCuboidCollider ref={colliderRef} args={[0.4, 0.4, 0.4, 0.1]} />
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<group>
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<mesh rotation={[-Math.PI / 2, -Math.PI / 4, 0]}>
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<coneGeometry args={[0.55, 0.8, 4]} />
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<meshStandardMaterial color="yellow" />
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</mesh>
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</group>
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</SyncRigidBody>
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);
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});
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