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Update deplacement_dans_env/ctrl_camera_pr_env.js
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deplacement_dans_env/ctrl_camera_pr_env.js
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//
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// ============================================================================
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//
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//
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//
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//
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// ============================================================================
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FreeCamera.attributes.add('pitchAngleMax', { type: 'number', default: 89, title: 'Pitch Max (deg)' });
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//
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// Vitesse (m/s)
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function vAdd(a,b){ return new pc.Vec3(a.x+b.x,a.y+b.y,a.z+b.z); }
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function vSub(a,b){ return new pc.Vec3(a.x-b.x,a.y-b.y,a.z-b.z); }
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function vScale(v,s){ return new pc.Vec3(v.x*s,v.y*s,v.z*s); }
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function vLen(v){ return Math.sqrt(v.x*v.x+v.y*v.y+v.z*v.z); }
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function vDot(a,b){ return a.x*b.x+a.y*b.y+a.z*b.z; }
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function vNorm(v){ var l=vLen(v)||1; return new pc.Vec3(v.x/l,v.y/l,v.z/l); }
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function clamp(v,a,b){ return Math.max(a, Math.min(b,v)); }
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// Capsule util: point bas et point haut (segment) centrés sur p
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function capsuleSegment(p, height, radius) {
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// Capsule vertical : segment longueur (height - 2*radius), clampée >= 0
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var seg = Math.max(0, height - 2*radius);
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var half = seg * 0.5;
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return {
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a: new pc.Vec3(p.x, p.y - half, p.z),
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b: new pc.Vec3(p.x, p.y + half, p.z),
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len: seg
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};
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}
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// Distance point-segment au cube AABB (renvoie penetration > 0 si intersecte)
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function capsuleVsAabbPenetration(center, height, radius, aabb, outPush) {
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// approx : on projette les extrémités de la capsule et on prend le pire cas
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var seg = capsuleSegment(center, height, radius);
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// Trouver le point du segment le plus proche de l'AABB (on fait binaire en échantillonnant)
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// Optimisation simple: on teste 3 points: a, b et milieu
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var pts = [seg.a, seg.b, new pc.Vec3((seg.a.x+seg.b.x)/2,(seg.a.y+seg.b.y)/2,(seg.a.z+seg.b.z)/2)];
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var amin = aabb.getMin();
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var amax = aabb.getMax();
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var eps = 1e-9;
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var bestPen = 0;
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var bestPush = null;
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for (var i=0;i<pts.length;i++){
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var p = pts[i];
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var cx = clamp(p.x, amin.x, amax.x);
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var cy = clamp(p.y, amin.y, amax.y);
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var cz = clamp(p.z, amin.z, amax.z);
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var dx = p.x - cx, dy = p.y - cy, dz = p.z - cz;
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var d2 = dx*dx + dy*dy + dz*dz;
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var d = Math.sqrt(Math.max(d2, eps));
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var pen = radius - d;
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if (pen > bestPen) {
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if (d > 1e-6) {
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bestPush = new pc.Vec3(dx/d * pen, dy/d * pen, dz/d * pen);
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} else {
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// si coïncident, pousse le long de l'axe le plus proche
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var ex = Math.min(Math.abs(p.x - amin.x), Math.abs(amax.x - p.x));
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var ey = Math.min(Math.abs(p.y - amin.y), Math.abs(amax.y - p.y));
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var ez = Math.min(Math.abs(p.z - amin.z), Math.abs(amax.z - p.z));
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if (ex <= ey && ex <= ez) bestPush = new pc.Vec3((Math.abs(p.x - amin.x) < Math.abs(amax.x - p.x) ? -1:1)*pen,0,0);
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else if (ey <= ex && ey <= ez) bestPush = new pc.Vec3(0,(Math.abs(p.y - amin.y) < Math.abs(amax.y - p.y) ? -1:1)*pen,0);
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else bestPush = new pc.Vec3(0,0,(Math.abs(p.z - amin.z) < Math.abs(amax.z - p.z) ? -1:1)*pen);
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}
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bestPen = pen;
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}
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}
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// ======================== Getters pitch/yaw ===========================
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Object.defineProperty(FreeCamera.prototype, 'pitch', {
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get: function () { return this._targetPitch; },
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set: function (v) { this._targetPitch = pc.math.clamp(v, this.pitchAngleMin, this.pitchAngleMax); }
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});
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Object.defineProperty(FreeCamera.prototype, 'yaw', {
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get: function () { return this._targetYaw; },
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set: function (v) { this._targetYaw = v; }
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});
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// ======================== Init ===========================
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FreeCamera.prototype.initialize = function () {
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// angles init
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var q = this.entity.getRotation();
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var f = new pc.Vec3(); q.transformVector(pc.Vec3.FORWARD, f);
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this._yaw = Math.atan2(f.x, f.z) * pc.math.RAD_TO_DEG;
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var yawQuat = new pc.Quat().setFromEulerAngles(0, -this._yaw, 0);
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var noYawQ = new pc.Quat().mul2(yawQuat,
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var fNoYaw = new pc.Vec3(); noYawQ.transformVector(pc.Vec3.FORWARD, fNoYaw);
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this._pitch =
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this._targetYaw = this._yaw;
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this._targetPitch = this._pitch;
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this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);
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// état partagé
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this.app.systems.script.app.freeCamState = this.app.systems.script.app.freeCamState || {};
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this.state = this.app.systems.script.app.freeCamState;
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// Construire les colliders depuis focusEntity (GLB environnement)
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this._buildAabbsFromFocus();
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// Clamp très léger au spawn (sans déplacement “loin”)
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var p0 = this.entity.getPosition().clone();
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var p1 = this._resolveCapsuleCollisions(p0, this.maxResolveIters);
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if (vLen(vSub(p1,p0)) > this.capsuleRadius * 0.25) {
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// limite la correction pour ne PAS expulser hors bâtiment
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var dir = vSub(p1,p0); var L = vLen(dir)||1;
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p1 = vAdd(p0, vScale(dir, (this.capsuleRadius*0.25)/L));
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}
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this._clampBBoxMinY(p1);
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this.entity.setPosition(p1);
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//
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this.
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window.addEventListener('resize', this._onResize, false);
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this._checkAspectRatio();
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};
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this._yaw = pc.math.lerp(this._yaw, this._targetYaw, t);
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this._pitch = pc.math.lerp(this._pitch, this._targetPitch, t);
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this.entity.setLocalEulerAngles(this._pitch, this._yaw, 0);
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// maintien propre (au cas où)
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var pos = this.entity.getPosition().clone();
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pos = this._resolveCapsuleCollisions(pos, this.maxResolveIters);
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this._clampBBoxMinY(pos);
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this.entity.setPosition(pos);
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};
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if (!gd) return;
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this.entity.camera.horizontalFov = (gd.height > gd.width);
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};
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//
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this.
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// 1) collecter
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var boxes = [];
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var stack = [root];
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while (stack.length) {
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var e = stack.pop();
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var rc = e.render;
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if (rc && rc.meshInstances && rc.meshInstances.length) {
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for (var i=0;i<rc.meshInstances.length;i++){
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var bb = rc.meshInstances[i].aabb;
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boxes.push(new pc.BoundingBox(bb.center.clone(), bb.halfExtents.clone()));
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}
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}
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var ch = e.children;
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if (ch && ch.length) for (var j=0;j<ch.length;j++) stack.push(ch[j]);
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}
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if (boxes.length === 0) return;
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// 2) monde
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var world = boxes[0].clone();
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for (var k=1;k<boxes.length;k++) world.add(boxes[k]);
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// 3) filtrer quasi-global
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var frac = pc.math.clamp(this.globalCullFrac, 0, 0.49);
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var wh = world.halfExtents;
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var filtered = [];
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for (var m=0;m<boxes.length;m++){
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var h = boxes[m].halfExtents;
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var nearGlobal = (h.x >= wh.x*(1-frac)) && (h.y >= wh.y*(1-frac)) && (h.z >= wh.z*(1-frac));
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if (!nearGlobal) filtered.push(boxes[m]);
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}
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//
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//
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merged[n].halfExtents.add(new pc.Vec3(inflate, inflate, inflate));
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}
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this.
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this.
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}
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};
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if (
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var changed = true;
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function overlap(a,b,t){
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var amin=a.getMin(), amax=a.getMax();
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var bmin=b.getMin(), bmax=b.getMax();
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return !(
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amax.x < bmin.x - t || amin.x > bmax.x + t ||
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amax.y < bmin.y - t || amin.y > bmax.y + t ||
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amax.z < bmin.z - t || amin.z > bmax.z + t
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);
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}
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if (used[i]) continue;
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var acc = out[i];
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for (var j=i+1;j<out.length;j++){
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if (used[j]) continue;
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if (overlap(acc,out[j],tol)){
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var aMin=acc.getMin(), aMax=acc.getMax();
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var bMin=out[j].getMin(), bMax=out[j].getMax();
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var nMin=new pc.Vec3(Math.min(aMin.x,bMin.x), Math.min(aMin.y,bMin.y), Math.min(aMin.z,bMin.z));
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var nMax=new pc.Vec3(Math.max(aMax.x,bMax.x), Math.max(aMax.y,bMax.y), Math.max(aMax.z,bMax.z));
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var c=nMin.clone().add(nMax).mulScalar(0.5);
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var h=new pc.Vec3(Math.abs(nMax.x-c.x), Math.abs(nMax.y-c.y), Math.abs(nMax.z-c.z));
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acc = new pc.BoundingBox(c,h);
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used[j]=true; changed=true;
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}
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}
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used[i]=true; next.push(acc);
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}
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out=next;
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}
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return out;
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};
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};
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FreeCamera.prototype._clampBBoxMinY = function (p) {
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if (p.y < this.minY) p.y = this.minY;
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if (!this._bboxEnabled()) return;
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p.x = clamp(p.x, this.Xmin, this.Xmax);
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p.y = clamp(p.y, Math.max(this.Ymin, this.minY), this.Ymax);
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p.z = clamp(p.z, this.Zmin, this.Zmax);
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};
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// ======================== Capsule vs AABBs : resolve ===========================
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FreeCamera.prototype._resolveCapsuleCollisions = function (pos, maxIters) {
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if (!this._useCollision) return pos.clone();
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if (
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}
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}
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if (!moved) break;
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}
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return p;
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};
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//
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var
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if (
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var
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var
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for (var i=0;i<steps;i++) cur = this._moveStep(cur, step);
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return cur;
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};
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var collided = (vLen(vSub(after, target)) > 0);
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}
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//
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if (n) {
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var desire = delta.clone();
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// projeter le déplacement sur le plan perpendiculaire à n
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var slide = vSub(desire, vScale(n, vDot(desire, n)));
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var slideTarget = vAdd(from, slide);
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var slideAfter = this._resolveCapsuleCollisions(slideTarget, this.maxResolveIters);
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// C) step-up si slide insuffisant
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if (vLen(vSub(slideAfter, slideTarget)) > 0) {
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var stepped = this._tryStepUp(from, desire);
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if (stepped) {
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if (this.enableGroundSnap) stepped = this._snapDown(stepped);
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return stepped;
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}
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}
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|
| 388 |
-
|
| 389 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 390 |
}
|
| 391 |
|
| 392 |
-
|
| 393 |
-
|
| 394 |
-
|
|
|
|
|
|
|
| 395 |
|
| 396 |
-
|
| 397 |
-
FreeCamera.prototype._estimateNormal = function (p) {
|
| 398 |
-
if (!this._colliders) return null;
|
| 399 |
-
var probe = 0.02;
|
| 400 |
-
var base = this._resolveCapsuleCollisions(p, this.maxResolveIters);
|
| 401 |
-
var nx = this._resolveCapsuleCollisions(new pc.Vec3(p.x+probe,p.y,p.z), this.maxResolveIters);
|
| 402 |
-
var px = this._resolveCapsuleCollisions(new pc.Vec3(p.x-probe,p.y,p.z), this.maxResolveIters);
|
| 403 |
-
var ny = this._resolveCapsuleCollisions(new pc.Vec3(p.x,p.y+probe,p.z), this.maxResolveIters);
|
| 404 |
-
var py = this._resolveCapsuleCollisions(new pc.Vec3(p.x,p.y-probe,p.z), this.maxResolveIters);
|
| 405 |
-
var nz = this._resolveCapsuleCollisions(new pc.Vec3(p.x,p.y,p.z+probe), this.maxResolveIters);
|
| 406 |
-
var pz = this._resolveCapsuleCollisions(new pc.Vec3(p.x,p.y,p.z-probe), this.maxResolveIters);
|
| 407 |
-
|
| 408 |
-
function d(a,b){ return vLen(vSub(a,b)); }
|
| 409 |
-
var dx = d(nx,base) - d(px,base);
|
| 410 |
-
var dy = d(ny,base) - d(py,base);
|
| 411 |
-
var dz = d(nz,base) - d(pz,base);
|
| 412 |
-
var n = new pc.Vec3(dx,dy,dz);
|
| 413 |
-
var L = vLen(n);
|
| 414 |
-
if (L < 1e-5) return null;
|
| 415 |
-
return vScale(n, 1/L);
|
| 416 |
};
|
| 417 |
|
| 418 |
-
//
|
| 419 |
-
|
| 420 |
-
|
| 421 |
-
var H = Math.max(2*R, this.capsuleHeight);
|
| 422 |
-
var eps = Math.max(1e-4, this.collisionEps);
|
| 423 |
-
var maxH = Math.max(0, this.stepHeight || 0.35);
|
| 424 |
-
var ahead = Math.max(0.05, this.stepAhead || 0.20);
|
| 425 |
-
|
| 426 |
-
var horiz = new pc.Vec3(wishDelta.x, 0, wishDelta.z);
|
| 427 |
-
var hLen = vLen(horiz);
|
| 428 |
-
if (hLen < 1e-6) return null;
|
| 429 |
-
horiz = vScale(horiz, 1/hLen);
|
| 430 |
-
|
| 431 |
-
// on avance un peu, on monte, puis on applique le delta complet
|
| 432 |
-
var probe = vAdd(from, vScale(horiz, Math.min(hLen, ahead)));
|
| 433 |
-
// tester plusieurs hauteurs jusqu'à maxH
|
| 434 |
-
var trials = 3;
|
| 435 |
-
for (var i=1;i<=trials;i++){
|
| 436 |
-
var up = maxH * (i/trials);
|
| 437 |
-
var raised = new pc.Vec3(probe.x, probe.y + up, probe.z);
|
| 438 |
-
raised = this._resolveCapsuleCollisions(raised, this.maxResolveIters);
|
| 439 |
-
var stepped = this._resolveCapsuleCollisions(vAdd(raised, wishDelta), this.maxResolveIters);
|
| 440 |
-
|
| 441 |
-
// validé si on a gagné horizontalement
|
| 442 |
-
if (vLen(vSub(stepped, raised)) > 0.02) return stepped;
|
| 443 |
-
}
|
| 444 |
-
return null;
|
| 445 |
-
};
|
| 446 |
|
| 447 |
-
//
|
| 448 |
-
|
| 449 |
-
var
|
| 450 |
-
|
| 451 |
-
var maxDown = Math.max(0, this.snapDownMax || 0.6);
|
| 452 |
-
|
| 453 |
-
// On descend par petits incréments pour “chercher” le sol
|
| 454 |
-
var steps = 4;
|
| 455 |
-
var step = maxDown / steps;
|
| 456 |
-
var cur = p.clone();
|
| 457 |
-
for (var i=0;i<steps;i++){
|
| 458 |
-
var down = new pc.Vec3(cur.x, cur.y - step, cur.z);
|
| 459 |
-
var resolved = this._resolveCapsuleCollisions(down, this.maxResolveIters);
|
| 460 |
-
if (vLen(vSub(resolved, down)) > 0) {
|
| 461 |
-
// on a tapé quelque chose : remonter légèrement et arrêter
|
| 462 |
-
return this._resolveCapsuleCollisions(new pc.Vec3(resolved.x, resolved.y + 0.01, resolved.z), this.maxResolveIters);
|
| 463 |
-
}
|
| 464 |
-
cur.copy(down);
|
| 465 |
-
}
|
| 466 |
-
return p;
|
| 467 |
-
};
|
| 468 |
|
| 469 |
-
|
| 470 |
-
var
|
| 471 |
-
|
| 472 |
-
|
| 473 |
|
| 474 |
-
|
| 475 |
-
|
| 476 |
-
|
| 477 |
-
|
| 478 |
|
| 479 |
-
|
| 480 |
-
this.app.mouse.on(pc.EVENT_MOUSEDOWN, this.onMouseDown, this);
|
| 481 |
-
this.app.mouse.on(pc.EVENT_MOUSEUP, this.onMouseUp, this);
|
| 482 |
-
this.app.mouse.on(pc.EVENT_MOUSEMOVE, this.onMouseMove, this);
|
| 483 |
-
this.app.mouse.on(pc.EVENT_MOUSEWHEEL, this.onMouseWheel, this);
|
| 484 |
-
this.app.mouse.disableContextMenu();
|
| 485 |
-
}
|
| 486 |
-
var self = this;
|
| 487 |
-
this._onOut = function(){ self.isLooking = false; };
|
| 488 |
-
window.addEventListener('mouseout', this._onOut, false);
|
| 489 |
-
|
| 490 |
-
this.on('destroy', () => {
|
| 491 |
-
if (this.app.mouse) {
|
| 492 |
-
this.app.mouse.off(pc.EVENT_MOUSEDOWN, this.onMouseDown, this);
|
| 493 |
-
this.app.mouse.off(pc.EVENT_MOUSEUP, this.onMouseUp, this);
|
| 494 |
-
this.app.mouse.off(pc.EVENT_MOUSEMOVE, this.onMouseMove, this);
|
| 495 |
-
this.app.mouse.off(pc.EVENT_MOUSEWHEEL, this.onMouseWheel, this);
|
| 496 |
-
}
|
| 497 |
-
window.removeEventListener('mouseout', this._onOut, false);
|
| 498 |
-
});
|
| 499 |
-
};
|
| 500 |
|
| 501 |
-
|
| 502 |
-
|
| 503 |
-
|
| 504 |
-
};
|
| 505 |
|
| 506 |
-
|
| 507 |
-
this.isLooking = false;
|
| 508 |
-
};
|
| 509 |
|
| 510 |
-
|
| 511 |
-
|
| 512 |
-
var
|
| 513 |
-
|
| 514 |
-
this.freeCam.pitch = this.freeCam.pitch - e.dy * sens;
|
| 515 |
-
this.last.set(e.x, e.y);
|
| 516 |
};
|
| 517 |
|
| 518 |
-
|
| 519 |
-
|
| 520 |
-
var
|
| 521 |
-
var
|
| 522 |
-
|
| 523 |
-
|
| 524 |
-
|
| 525 |
-
var
|
| 526 |
-
var
|
| 527 |
-
|
| 528 |
-
|
| 529 |
-
|
| 530 |
-
e.event.preventDefault();
|
| 531 |
};
|
| 532 |
|
| 533 |
-
|
| 534 |
-
var
|
| 535 |
-
|
| 536 |
-
|
| 537 |
-
|
| 538 |
-
FreeCameraInputTouch.prototype.initialize = function () {
|
| 539 |
-
this.freeCam = this.entity.script.orbitCamera;
|
| 540 |
-
this.last = new pc.Vec2();
|
| 541 |
-
this.isLooking = false;
|
| 542 |
-
this.lastPinch = 0;
|
| 543 |
-
|
| 544 |
-
if (this.app.touch) {
|
| 545 |
-
this.app.touch.on(pc.EVENT_TOUCHSTART, this.onTouchStartEndCancel, this);
|
| 546 |
-
this.app.touch.on(pc.EVENT_TOUCHEND, this.onTouchStartEndCancel, this);
|
| 547 |
-
this.app.touch.on(pc.EVENT_TOUCHCANCEL, this.onTouchStartEndCancel, this);
|
| 548 |
-
this.app.touch.on(pc.EVENT_TOUCHMOVE, this.onTouchMove, this);
|
| 549 |
-
}
|
| 550 |
|
| 551 |
-
|
| 552 |
-
|
| 553 |
-
|
| 554 |
-
this.app.touch.off(pc.EVENT_TOUCHEND, this.onTouchStartEndCancel, this);
|
| 555 |
-
this.app.touch.off(pc.EVENT_TOUCHCANCEL, this.onTouchStartEndCancel, this);
|
| 556 |
-
this.app.touch.off(pc.EVENT_TOUCHMOVE, this.onTouchMove, this);
|
| 557 |
-
}
|
| 558 |
-
});
|
| 559 |
};
|
| 560 |
|
| 561 |
-
|
|
|
|
| 562 |
var t = e.touches;
|
| 563 |
if (t.length === 1) {
|
| 564 |
-
this.
|
| 565 |
-
this.
|
| 566 |
} else if (t.length === 2) {
|
| 567 |
var dx = t[0].x - t[1].x, dy = t[0].y - t[1].y;
|
| 568 |
-
this.
|
|
|
|
| 569 |
} else {
|
| 570 |
-
this.
|
| 571 |
}
|
| 572 |
};
|
| 573 |
|
| 574 |
-
|
| 575 |
var t = e.touches;
|
| 576 |
-
if (
|
| 577 |
-
|
| 578 |
-
|
| 579 |
-
|
| 580 |
-
|
| 581 |
-
this.
|
| 582 |
-
this.freeCam.pitch = this.freeCam.pitch - dy * s;
|
| 583 |
-
this.last.set(t[0].x, t[0].y);
|
| 584 |
} else if (t.length === 2) {
|
| 585 |
var dx = t[0].x - t[1].x, dy = t[0].y - t[1].y;
|
| 586 |
var dist = Math.sqrt(dx*dx + dy*dy);
|
| 587 |
-
var delta = dist - this.
|
| 588 |
-
|
| 589 |
-
var cam = this.entity;
|
| 590 |
-
var fwd = cam.forward.clone(); if (fwd.lengthSq()>1e-8) fwd.normalize();
|
| 591 |
-
var from = cam.getPosition().clone();
|
| 592 |
-
var to = from.clone().add(fwd.mulScalar(delta * this.pinchDollyFactor * this.freeCam.dollySpeed));
|
| 593 |
-
var next = this.freeCam._moveSwept(from, to.sub(from));
|
| 594 |
-
this.freeCam._clampBBoxMinY(next);
|
| 595 |
-
cam.setPosition(next);
|
| 596 |
}
|
| 597 |
};
|
| 598 |
|
| 599 |
-
|
| 600 |
-
|
| 601 |
-
FreeCameraInputKeyboard.attributes.add('acceleration', { type: 'number', default: 1.0, title: 'Accel (unused, future)' });
|
| 602 |
-
|
| 603 |
-
FreeCameraInputKeyboard.prototype.initialize = function () {
|
| 604 |
-
this.freeCam = this.entity.script.orbitCamera;
|
| 605 |
-
this.kb = this.app.keyboard || null;
|
| 606 |
};
|
| 607 |
|
| 608 |
-
|
| 609 |
-
|
| 610 |
-
|
| 611 |
-
var fwd = (this.kb.isPressed(pc.KEY_UP) || this.kb.isPressed(pc.KEY_Z)) ? 1 :
|
| 612 |
-
(this.kb.isPressed(pc.KEY_DOWN) || this.kb.isPressed(pc.KEY_S)) ? -1 : 0;
|
| 613 |
-
|
| 614 |
-
var strf = (this.kb.isPressed(pc.KEY_RIGHT) || this.kb.isPressed(pc.KEY_D)) ? 1 :
|
| 615 |
-
(this.kb.isPressed(pc.KEY_LEFT) || this.kb.isPressed(pc.KEY_Q)) ? -1 : 0;
|
| 616 |
|
| 617 |
-
|
| 618 |
-
|
| 619 |
-
var from = cam.getPosition().clone();
|
| 620 |
|
| 621 |
-
|
| 622 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 623 |
|
| 624 |
-
|
| 625 |
-
|
| 626 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 627 |
|
| 628 |
-
|
| 629 |
-
|
| 630 |
-
|
| 631 |
-
|
|
|
|
|
|
|
| 632 |
|
| 633 |
-
|
| 634 |
-
|
| 635 |
-
|
| 636 |
-
|
| 637 |
-
|
| 638 |
-
var yawSpeed = 120, pitchSpeed = 90;
|
| 639 |
-
if (yawDir !== 0) this.freeCam.yaw = this.freeCam.yaw + yawDir * yawSpeed * dt;
|
| 640 |
-
if (pitchDir !== 0) this.freeCam.pitch = this.freeCam.pitch + pitchDir * pitchSpeed * dt;
|
| 641 |
}
|
| 642 |
};
|
|
|
|
|
|
|
|
|
| 1 |
+
// ctrl_camera_rigidbody_fps.js
|
| 2 |
// ============================================================================
|
| 3 |
+
// Contrôle caméra pour la version "physique" (Ammo) avec player capsule dynamique.
|
| 4 |
+
// - À attacher sur l'entité **Player** (rigidbody capsule) créée par viewer_pr_env.js
|
| 5 |
+
// - La caméra doit être **enfant** de Player (hauteur des yeux). Le script gère:
|
| 6 |
+
// * Souris / Touch : yaw (Player) + pitch (Camera enfant)
|
| 7 |
+
// * Clavier : ZQSD/WSAD/Flèches + E/Space (monter) + A/Ctrl (descendre) + Shift (dash)
|
| 8 |
+
// * Molette / Pinch : avancer/reculer (dolly) en ajustant la vélocité
|
| 9 |
+
// * Modes : Free-fly (gravité nulle) ou Grounded (gravité, jump)
|
| 10 |
+
// - Fonctionne aussi si les attributs ne sont pas renseignés: auto-détection Player/Camera
|
| 11 |
// ============================================================================
|
| 12 |
|
| 13 |
+
/*
|
| 14 |
+
UTILISATION
|
| 15 |
+
----------
|
| 16 |
+
1) Ajoute ce fichier en ScriptAsset sur l'app.
|
| 17 |
+
2) Sur l'entité Player (capsule), ajoute un ScriptComponent et crée "fpController".
|
| 18 |
+
- cameraChild: (optionnel) référence vers ta caméra enfant. Si vide, pris 1er child avec component "camera".
|
| 19 |
+
3) (Optionnel) Ajoute aussi fpInputMouse, fpInputTouch, fpInputKeyboard sur la même entité (Player).
|
| 20 |
+
Sinon fpController attache des listeners par défaut (mais séparer reste plus propre).
|
| 21 |
|
| 22 |
+
NB: Si tu utilises le viewer fourni, la caméra est déjà enfant de Player.
|
| 23 |
+
*/
|
| 24 |
+
|
| 25 |
+
var FPC = pc.createScript('fpController');
|
|
|
|
| 26 |
|
| 27 |
+
// ----------------------- Attributs -----------------------
|
| 28 |
+
FPC.attributes.add('cameraChild', { type: 'entity', title: 'Camera (child of Player)' });
|
| 29 |
+
FPC.attributes.add('freeFly', { type: 'boolean', default: true, title: 'Free Fly (no gravity)' });
|
| 30 |
|
| 31 |
// Vitesse (m/s)
|
| 32 |
+
FPC.attributes.add('moveSpeed', { type: 'number', default: 2.2, title: 'Move Speed' });
|
| 33 |
+
FPC.attributes.add('strafeSpeed', { type: 'number', default: 2.2, title: 'Strafe Speed' });
|
| 34 |
+
FPC.attributes.add('verticalSpeed', { type: 'number', default: 2.0, title: 'Vertical Speed (free-fly)'});
|
| 35 |
+
FPC.attributes.add('dashMultiplier', { type: 'number', default: 1.8, title: 'Shift Dash Multiplier' });
|
| 36 |
+
FPC.attributes.add('maxVelocity', { type: 'number', default: 6.5, title: 'Max Linear Velocity (clamp)' });
|
| 37 |
+
|
| 38 |
+
// Saut (grounded)
|
| 39 |
+
FPC.attributes.add('jumpImpulse', { type: 'number', default: 4.6, title: 'Jump Impulse (grounded)' });
|
| 40 |
+
FPC.attributes.add('groundCheckOffset', { type: 'number', default: 0.05, title: 'Ground Check Extra (m)' });
|
| 41 |
+
FPC.attributes.add('groundMaxSlopeDeg', { type: 'number', default: 55, title: 'Ground Max Slope (deg)' });
|
| 42 |
+
|
| 43 |
+
// Look
|
| 44 |
+
FPC.attributes.add('lookSensitivity', { type: 'number', default: 0.27, title: 'Mouse/Touch Look Sensitivity' });
|
| 45 |
+
FPC.attributes.add('invertY', { type: 'boolean', default: false, title: 'Invert Y' });
|
| 46 |
+
FPC.attributes.add('pitchMin', { type: 'number', default: -85, title: 'Pitch Min (deg)' });
|
| 47 |
+
FPC.attributes.add('pitchMax', { type: 'number', default: 85, title: 'Pitch Max (deg)' });
|
| 48 |
+
FPC.attributes.add('smoothing', { type: 'number', default: 0.18, title: 'Velocity Lerp (0..1s)'});
|
| 49 |
+
|
| 50 |
+
// Dolly / Pinch
|
| 51 |
+
FPC.attributes.add('wheelFactor', { type: 'number', default: 0.9, title: 'Wheel Factor (m per notch)'});
|
| 52 |
+
FPC.attributes.add('pinchFactor', { type: 'number', default: 0.02, title: 'Pinch Factor'});
|
| 53 |
+
|
| 54 |
+
// Debug
|
| 55 |
+
FPC.attributes.add('debugRays', { type: 'boolean', default: false, title: 'Debug Ground Raycasts (console)'});
|
| 56 |
+
|
| 57 |
+
// ----------------------- Helpers -----------------------
|
| 58 |
+
function clamp(v, a, b){ return Math.max(a, Math.min(b, v)); }
|
| 59 |
+
function toRad(deg){ return deg * pc.math.DEG_TO_RAD; }
|
| 60 |
+
function horiz(v){ return new pc.Vec3(v.x, 0, v.z); }
|
| 61 |
+
|
| 62 |
+
// ----------------------- Lifecycle -----------------------
|
| 63 |
+
FPC.prototype.initialize = function(){
|
| 64 |
+
this.app.mouse && this.app.mouse.disableContextMenu();
|
| 65 |
+
|
| 66 |
+
// Trouver la caméra enfant si non liée
|
| 67 |
+
if (!this.cameraChild) {
|
| 68 |
+
var found = null;
|
| 69 |
+
for (var i=0;i<this.entity.children.length;i++){
|
| 70 |
+
var c = this.entity.children[i];
|
| 71 |
+
if (c.camera) { found = c; break; }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
| 72 |
}
|
| 73 |
+
this.cameraChild = found || null;
|
| 74 |
}
|
| 75 |
|
| 76 |
+
// État yaw/pitch depuis rotations actuelles
|
| 77 |
+
var cam = this.cameraChild || this.entity; // fallback
|
| 78 |
+
var qCam = cam.getRotation();
|
| 79 |
+
var f = new pc.Vec3(); qCam.transformVector(pc.Vec3.FORWARD, f);
|
|
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|
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|
| 80 |
|
| 81 |
+
// yaw sur Player, pitch sur Camera
|
| 82 |
this._yaw = Math.atan2(f.x, f.z) * pc.math.RAD_TO_DEG;
|
| 83 |
var yawQuat = new pc.Quat().setFromEulerAngles(0, -this._yaw, 0);
|
| 84 |
+
var noYawQ = new pc.Quat().mul2(yawQuat, qCam);
|
| 85 |
var fNoYaw = new pc.Vec3(); noYawQ.transformVector(pc.Vec3.FORWARD, fNoYaw);
|
| 86 |
+
this._pitch = clamp(Math.atan2(-fNoYaw.y, -fNoYaw.z) * pc.math.RAD_TO_DEG, this.pitchMin, this.pitchMax);
|
|
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|
| 87 |
|
| 88 |
+
// Inputs accumulés
|
| 89 |
+
this._wish = new pc.Vec3(0,0,0); // input axes
|
| 90 |
+
this._wishLook = new pc.Vec2(0,0); // dx, dy
|
|
|
|
|
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|
| 91 |
|
| 92 |
+
// Touch state
|
| 93 |
+
this._touchLookActive = false;
|
| 94 |
+
this._lastTouchDist = 0;
|
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|
| 95 |
|
| 96 |
+
// Grounded cache
|
| 97 |
+
this._isGrounded = false;
|
|
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|
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|
| 98 |
|
| 99 |
+
// Pointer lock (optionnel) — simple clic gauche
|
| 100 |
+
var self = this;
|
| 101 |
+
if (this.app.mouse) {
|
| 102 |
+
this.app.mouse.on(pc.EVENT_MOUSEDOWN, function(e){
|
| 103 |
+
if (e.button === pc.MOUSEBUTTON_LEFT && document.activeElement === self.app.graphicsDevice.canvas) {
|
| 104 |
+
if (self.app.graphicsDevice.canvas.requestPointerLock) {
|
| 105 |
+
self.app.graphicsDevice.canvas.requestPointerLock();
|
| 106 |
+
}
|
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|
| 107 |
}
|
| 108 |
+
}, this);
|
|
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|
| 109 |
}
|
| 110 |
|
| 111 |
+
// Listeners de base si pas d'inputs dédiés
|
| 112 |
+
this._attachDefaultListeners();
|
| 113 |
|
| 114 |
+
// Clamp pitch & appliquer orientation initiale
|
| 115 |
+
this._applyOrientationImmediate();
|
| 116 |
+
};
|
|
|
|
|
|
|
| 117 |
|
| 118 |
+
FPC.prototype._attachDefaultListeners = function(){
|
| 119 |
+
var self = this;
|
| 120 |
+
if (this.app.mouse){
|
| 121 |
+
this._onMouseMove = function(e){ if (document.pointerLockElement !== self.app.graphicsDevice.canvas) return; self._wishLook.x += e.dx; self._wishLook.y += e.dy; };
|
| 122 |
+
this._onWheel = function(e){ self._dollyByWheel(e.wheelDelta); e.event.preventDefault(); };
|
| 123 |
+
this.app.mouse.on(pc.EVENT_MOUSEMOVE, this._onMouseMove, this);
|
| 124 |
+
this.app.mouse.on(pc.EVENT_MOUSEWHEEL, this._onWheel, this);
|
| 125 |
+
}
|
| 126 |
+
if (this.app.touch){
|
| 127 |
+
this._onTStart = this._touchStart.bind(this);
|
| 128 |
+
this._onTMove = this._touchMove.bind(this);
|
| 129 |
+
this._onTEnd = this._touchEnd.bind(this);
|
| 130 |
+
this.app.touch.on(pc.EVENT_TOUCHSTART, this._onTStart, this);
|
| 131 |
+
this.app.touch.on(pc.EVENT_TOUCHMOVE, this._onTMove, this);
|
| 132 |
+
this.app.touch.on(pc.EVENT_TOUCHEND, this._onTEnd, this);
|
| 133 |
+
this.app.touch.on(pc.EVENT_TOUCHCANCEL,this._onTEnd, this);
|
| 134 |
}
|
| 135 |
|
| 136 |
+
if (this.app.keyboard){
|
| 137 |
+
this._kb = this.app.keyboard;
|
| 138 |
+
}
|
| 139 |
};
|
| 140 |
|
| 141 |
+
FPC.prototype._detachDefaultListeners = function(){
|
| 142 |
+
if (this.app.mouse && this._onMouseMove){
|
| 143 |
+
this.app.mouse.off(pc.EVENT_MOUSEMOVE, this._onMouseMove, this);
|
| 144 |
+
this.app.mouse.off(pc.EVENT_MOUSEWHEEL, this._onWheel, this);
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
| 145 |
}
|
| 146 |
+
if (this.app.touch && this._onTStart){
|
| 147 |
+
this.app.touch.off(pc.EVENT_TOUCHSTART, this._onTStart, this);
|
| 148 |
+
this.app.touch.off(pc.EVENT_TOUCHMOVE, this._onTMove, this);
|
| 149 |
+
this.app.touch.off(pc.EVENT_TOUCHEND, this._onTEnd, this);
|
| 150 |
+
this.app.touch.off(pc.EVENT_TOUCHCANCEL,this._onTEnd, this);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
| 151 |
}
|
|
|
|
| 152 |
};
|
| 153 |
|
| 154 |
+
FPC.prototype._applyOrientationImmediate = function(){
|
| 155 |
+
// Player: yaw
|
| 156 |
+
this.entity.setLocalEulerAngles(0, this._yaw, 0);
|
| 157 |
+
// Camera (pitch)
|
| 158 |
+
var cam = this.cameraChild || this.entity;
|
| 159 |
+
cam.setLocalEulerAngles(this._pitch, 0, 0);
|
| 160 |
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 161 |
|
| 162 |
+
// ----------------------- Update -----------------------
|
| 163 |
+
FPC.prototype.update = function(dt){
|
| 164 |
+
// 1) Lire inputs clavier et former le vecteur d'intention
|
| 165 |
+
var kb = this._kb;
|
| 166 |
+
var fwdAxis = 0, strAxis = 0, upAxis = 0, dash = 0;
|
| 167 |
+
if (kb) {
|
| 168 |
+
// Avant/arrière — support ZQSD/WSAD/Flèches
|
| 169 |
+
fwdAxis = ((kb.isPressed(pc.KEY_UP) || kb.isPressed(pc.KEY_W) || kb.isPressed(pc.KEY_Z)) ? 1 : 0)
|
| 170 |
+
+ ((kb.isPressed(pc.KEY_DOWN) || kb.isPressed(pc.KEY_S)) ? -1 : 0);
|
| 171 |
+
// Strafe
|
| 172 |
+
strAxis = ((kb.isPressed(pc.KEY_RIGHT) || kb.isPressed(pc.KEY_D)) ? 1 : 0)
|
| 173 |
+
+ ((kb.isPressed(pc.KEY_LEFT) || kb.isPressed(pc.KEY_AZERTY ? pc.KEY_Q : pc.KEY_A)) ? -1 : 0);
|
| 174 |
+
// Monter/descendre
|
| 175 |
+
upAxis = ((kb.isPressed(pc.KEY_E) || kb.isPressed(pc.KEY_SPACE)) ? 1 : 0)
|
| 176 |
+
+ ((kb.isPressed(pc.KEY_C) || kb.isPressed(pc.KEY_X) || kb.isPressed(pc.KEY_CTRL)) ? -1 : 0);
|
| 177 |
+
dash = kb.isPressed(pc.KEY_SHIFT) ? 1 : 0;
|
| 178 |
+
|
| 179 |
+
// Jump (impulsion unique) si grounded & mode grounded
|
| 180 |
+
if (!this.freeFly && (kb.wasPressed(pc.KEY_SPACE) || kb.wasPressed(pc.KEY_E))) {
|
| 181 |
+
if (this._isGrounded && this.entity.rigidbody) {
|
| 182 |
+
var vel = this.entity.rigidbody.linearVelocity.clone();
|
| 183 |
+
vel.y = 0; // reset ascendante
|
| 184 |
+
this.entity.rigidbody.linearVelocity = vel;
|
| 185 |
+
this.entity.rigidbody.applyImpulse(0, this.jumpImpulse, 0);
|
| 186 |
}
|
| 187 |
}
|
|
|
|
| 188 |
}
|
|
|
|
|
|
|
| 189 |
|
| 190 |
+
// 2) Yaw/pitch depuis souris/touch accumulé
|
| 191 |
+
if (this._wishLook.x !== 0 || this._wishLook.y !== 0){
|
| 192 |
+
var sens = this.lookSensitivity;
|
| 193 |
+
var dx = this._wishLook.x * sens;
|
| 194 |
+
var dy = this._wishLook.y * (this.invertY ? 1 : -1) * sens;
|
| 195 |
+
this._wishLook.set(0,0);
|
| 196 |
+
|
| 197 |
+
this._yaw += dx;
|
| 198 |
+
this._pitch = clamp(this._pitch + dy, this.pitchMin, this.pitchMax);
|
| 199 |
+
this.entity.setLocalEulerAngles(0, this._yaw, 0);
|
| 200 |
+
(this.cameraChild || this.entity).setLocalEulerAngles(this._pitch, 0, 0);
|
| 201 |
+
}
|
| 202 |
|
| 203 |
+
// 3) Mouvement (physique): calcule la vélocité cible
|
| 204 |
+
var body = this.entity.rigidbody;
|
| 205 |
+
if (!body) return;
|
| 206 |
|
| 207 |
+
// Base directions (horizontales) dans l'espace Player
|
| 208 |
+
var forward = this.entity.forward.clone(); forward.y = 0; if (forward.lengthSq()>1e-8) forward.normalize();
|
| 209 |
+
var right = this.entity.right.clone(); right.y = 0; if (right.lengthSq()>1e-8) right.normalize();
|
|
|
|
|
|
|
|
|
|
| 210 |
|
| 211 |
+
var speedMul = 1 + dash * (this.dashMultiplier - 1);
|
| 212 |
+
var wish = new pc.Vec3(0,0,0);
|
| 213 |
+
wish.add(forward.mulScalar(fwdAxis * this.moveSpeed * speedMul));
|
| 214 |
+
wish.add(right .mulScalar(strAxis * this.strafeSpeed * speedMul));
|
|
|
|
| 215 |
|
| 216 |
+
// Free-fly: composante verticale contrôlée
|
| 217 |
+
var curVel = body.linearVelocity.clone();
|
| 218 |
+
if (this.freeFly) {
|
| 219 |
+
wish.y = upAxis * this.verticalSpeed * speedMul;
|
| 220 |
+
} else {
|
| 221 |
+
// Grounded: conserve Y (gravité). On autorise une légère descente via C si tu veux, mais en général 0.
|
| 222 |
+
wish.y = curVel.y;
|
| 223 |
}
|
| 224 |
|
| 225 |
+
// 4) Ground check (pour info + jump)
|
| 226 |
+
this._isGrounded = this._checkGrounded();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 227 |
|
| 228 |
+
// 5) Lerp la vélocité pour un feeling doux
|
| 229 |
+
var lerpT = 1 - Math.exp(-dt / Math.max(0.001, this.smoothing));
|
| 230 |
+
var target = wish;
|
| 231 |
+
|
| 232 |
+
// Clamp vitesse max (sécurité)
|
| 233 |
+
var maxV = Math.max(0.1, this.maxVelocity);
|
| 234 |
+
if (this.freeFly) {
|
| 235 |
+
if (target.length() > maxV) target.normalize().mulScalar(maxV);
|
| 236 |
+
} else {
|
| 237 |
+
// clamp horizontal uniquement
|
| 238 |
+
var hv = new pc.Vec3(target.x, 0, target.z);
|
| 239 |
+
if (hv.length() > maxV) hv.normalize().mulScalar(maxV);
|
| 240 |
+
target = new pc.Vec3(hv.x, target.y, hv.z);
|
| 241 |
}
|
| 242 |
|
| 243 |
+
var out = new pc.Vec3(
|
| 244 |
+
pc.math.lerp(curVel.x, target.x, lerpT),
|
| 245 |
+
pc.math.lerp(curVel.y, target.y, lerpT),
|
| 246 |
+
pc.math.lerp(curVel.z, target.z, lerpT)
|
| 247 |
+
);
|
| 248 |
|
| 249 |
+
body.linearVelocity = out;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 250 |
};
|
| 251 |
|
| 252 |
+
// ----------------------- Ground detection -----------------------
|
| 253 |
+
FPC.prototype._checkGrounded = function(){
|
| 254 |
+
if (this.freeFly || !this.entity || !this.entity.rigidbody) return false;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 255 |
|
| 256 |
+
// Capsule dims: essaye de récupérer depuis Collision component
|
| 257 |
+
var col = this.entity.collision;
|
| 258 |
+
var radius = 0.3, height = 1.6;
|
| 259 |
+
if (col && col.type === 'capsule') { radius = col.radius; height = col.height; }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 260 |
|
| 261 |
+
var origin = this.entity.getPosition().clone();
|
| 262 |
+
var start = origin.clone();
|
| 263 |
+
var extra = Math.max(0.01, this.groundCheckOffset);
|
| 264 |
+
var end = origin.clone();
|
| 265 |
|
| 266 |
+
// Rayon part un peu au dessous du bas de la capsule vers le bas
|
| 267 |
+
var bottom = origin.y - Math.max(radius, (height*0.5 - radius));
|
| 268 |
+
start.y = bottom + 0.05;
|
| 269 |
+
end.y = bottom - (0.25 + extra);
|
| 270 |
|
| 271 |
+
var result = this.app.systems.rigidbody.raycastFirst(start, end);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 272 |
|
| 273 |
+
if (this.debugRays) {
|
| 274 |
+
console.log('[FPC] ray:', start, '->', end, 'hit=', !!result);
|
| 275 |
+
}
|
|
|
|
| 276 |
|
| 277 |
+
if (!result) return false;
|
|
|
|
|
|
|
| 278 |
|
| 279 |
+
// Vérifier pente (angle avec la normale)
|
| 280 |
+
var n = result.normal || new pc.Vec3(0,1,0);
|
| 281 |
+
var slope = Math.acos(clamp(n.y, -1, 1)) * pc.math.RAD_TO_DEG; // approx: normal.y = cos(angle)
|
| 282 |
+
return slope <= this.groundMaxSlopeDeg;
|
|
|
|
|
|
|
| 283 |
};
|
| 284 |
|
| 285 |
+
// ----------------------- Dolly (wheel/pinch) -----------------------
|
| 286 |
+
FPC.prototype._dollyByWheel = function(delta){
|
| 287 |
+
var body = this.entity.rigidbody; if (!body) return;
|
| 288 |
+
var fwd = this.entity.forward.clone();
|
| 289 |
+
if (fwd.lengthSq()>1e-8) fwd.normalize();
|
| 290 |
+
var amt = -delta * this.wheelFactor * 0.02; // scale doux
|
| 291 |
+
|
| 292 |
+
var cur = body.linearVelocity.clone();
|
| 293 |
+
var add = fwd.mulScalar(amt);
|
| 294 |
+
cur.add(add);
|
| 295 |
+
body.linearVelocity = cur;
|
|
|
|
|
|
|
| 296 |
};
|
| 297 |
|
| 298 |
+
FPC.prototype._dollyByPinchDelta = function(d){
|
| 299 |
+
var body = this.entity.rigidbody; if (!body) return;
|
| 300 |
+
var fwd = this.entity.forward.clone();
|
| 301 |
+
if (fwd.lengthSq()>1e-8) fwd.normalize();
|
| 302 |
+
var amt = d * this.pinchFactor * this.moveSpeed;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 303 |
|
| 304 |
+
var cur = body.linearVelocity.clone();
|
| 305 |
+
var add = fwd.mulScalar(amt);
|
| 306 |
+
body.linearVelocity = cur.add(add);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 307 |
};
|
| 308 |
|
| 309 |
+
// ----------------------- Touch handlers -----------------------
|
| 310 |
+
FPC.prototype._touchStart = function(e){
|
| 311 |
var t = e.touches;
|
| 312 |
if (t.length === 1) {
|
| 313 |
+
this._touchLookActive = true;
|
| 314 |
+
this._lastTouch = new pc.Vec2(t[0].x, t[0].y);
|
| 315 |
} else if (t.length === 2) {
|
| 316 |
var dx = t[0].x - t[1].x, dy = t[0].y - t[1].y;
|
| 317 |
+
this._lastTouchDist = Math.sqrt(dx*dx + dy*dy);
|
| 318 |
+
this._touchLookActive = false;
|
| 319 |
} else {
|
| 320 |
+
this._touchLookActive = false;
|
| 321 |
}
|
| 322 |
};
|
| 323 |
|
| 324 |
+
FPC.prototype._touchMove = function(e){
|
| 325 |
var t = e.touches;
|
| 326 |
+
if (t.length === 1 && this._touchLookActive) {
|
| 327 |
+
var dx = t[0].x - this._lastTouch.x;
|
| 328 |
+
var dy = t[0].y - this._lastTouch.y;
|
| 329 |
+
this._wishLook.x += dx;
|
| 330 |
+
this._wishLook.y += dy;
|
| 331 |
+
this._lastTouch.set(t[0].x, t[0].y);
|
|
|
|
|
|
|
| 332 |
} else if (t.length === 2) {
|
| 333 |
var dx = t[0].x - t[1].x, dy = t[0].y - t[1].y;
|
| 334 |
var dist = Math.sqrt(dx*dx + dy*dy);
|
| 335 |
+
var delta = dist - this._lastTouchDist; this._lastTouchDist = dist;
|
| 336 |
+
this._dollyByPinchDelta(delta);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 337 |
}
|
| 338 |
};
|
| 339 |
|
| 340 |
+
FPC.prototype._touchEnd = function(){
|
| 341 |
+
this._touchLookActive = false;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 342 |
};
|
| 343 |
|
| 344 |
+
FPC.prototype.onDestroy = function(){
|
| 345 |
+
this._detachDefaultListeners();
|
| 346 |
+
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 347 |
|
| 348 |
+
// ----------------------- Inputs dédiés (optionnels) -----------------------
|
| 349 |
+
// Si tu préfères séparer, tu peux ajouter ces scripts sur Player. Ils pilotent fpController.
|
|
|
|
| 350 |
|
| 351 |
+
var FPMouse = pc.createScript('fpInputMouse');
|
| 352 |
+
FPMouse.attributes.add('sensitivity', { type: 'number', default: 0.27 });
|
| 353 |
+
FPMouse.prototype.initialize = function(){
|
| 354 |
+
this.ctrl = this.entity.script && this.entity.script.fpController;
|
| 355 |
+
if (!this.ctrl || !this.app.mouse) return;
|
| 356 |
+
this.app.mouse.disableContextMenu();
|
| 357 |
+
var self = this;
|
| 358 |
+
this._onMove = function(e){ if (document.pointerLockElement !== self.app.graphicsDevice.canvas) return; self.ctrl._wishLook.x += e.dx * (self.sensitivity / self.ctrl.lookSensitivity); self.ctrl._wishLook.y += e.dy * (self.sensitivity / self.ctrl.lookSensitivity); };
|
| 359 |
+
this._onWheel = function(e){ self.ctrl._dollyByWheel(e.wheelDelta); e.event.preventDefault(); };
|
| 360 |
+
this.app.mouse.on(pc.EVENT_MOUSEMOVE, this._onMove, this);
|
| 361 |
+
this.app.mouse.on(pc.EVENT_MOUSEWHEEL, this._onWheel, this);
|
| 362 |
+
this.on('destroy', ()=>{
|
| 363 |
+
this.app.mouse.off(pc.EVENT_MOUSEMOVE, this._onMove, this);
|
| 364 |
+
this.app.mouse.off(pc.EVENT_MOUSEWHEEL, this._onWheel, this);
|
| 365 |
+
});
|
| 366 |
+
};
|
| 367 |
|
| 368 |
+
var FPTouch = pc.createScript('fpInputTouch');
|
| 369 |
+
FPTouch.attributes.add('lookSensitivity', { type: 'number', default: 0.5 });
|
| 370 |
+
FPTouch.attributes.add('pinchFactor', { type: 'number', default: 0.02 });
|
| 371 |
+
FPTouch.prototype.initialize = function(){
|
| 372 |
+
this.ctrl = this.entity.script && this.entity.script.fpController;
|
| 373 |
+
if (!this.ctrl || !this.app.touch) return;
|
| 374 |
+
this._onTStart = (e)=>{ this.ctrl._touchStart(e); };
|
| 375 |
+
this._onTMove = (e)=>{ this.ctrl._touchMove(e); };
|
| 376 |
+
this._onTEnd = (e)=>{ this.ctrl._touchEnd(e); };
|
| 377 |
+
this.app.touch.on(pc.EVENT_TOUCHSTART, this._onTStart, this);
|
| 378 |
+
this.app.touch.on(pc.EVENT_TOUCHMOVE, this._onTMove, this);
|
| 379 |
+
this.app.touch.on(pc.EVENT_TOUCHEND, this._onTEnd, this);
|
| 380 |
+
this.app.touch.on(pc.EVENT_TOUCHCANCEL,this._onTEnd, this);
|
| 381 |
+
this.on('destroy', ()=>{
|
| 382 |
+
this.app.touch.off(pc.EVENT_TOUCHSTART, this._onTStart, this);
|
| 383 |
+
this.app.touch.off(pc.EVENT_TOUCHMOVE, this._onTMove, this);
|
| 384 |
+
this.app.touch.off(pc.EVENT_TOUCHEND, this._onTEnd, this);
|
| 385 |
+
this.app.touch.off(pc.EVENT_TOUCHCANCEL,this._onTEnd, this);
|
| 386 |
+
});
|
| 387 |
+
};
|
| 388 |
|
| 389 |
+
var FPKeyboard = pc.createScript('fpInputKeyboard');
|
| 390 |
+
FPKeyboard.prototype.initialize = function(){
|
| 391 |
+
this.ctrl = this.entity.script && this.entity.script.fpController;
|
| 392 |
+
this.kb = this.app.keyboard || null;
|
| 393 |
+
};
|
| 394 |
+
FPKeyboard.prototype.update = function(){ /* lues directement par fpController */ };
|
| 395 |
|
| 396 |
+
// ----------------------- API publique -----------------------
|
| 397 |
+
FPC.prototype.setFreeFly = function(enabled){
|
| 398 |
+
this.freeFly = !!enabled;
|
| 399 |
+
if (this.freeFly) {
|
| 400 |
+
// Conseil: mets aussi app.scene.gravity = (0,0,0) côté viewer si besoin
|
|
|
|
|
|
|
|
|
|
| 401 |
}
|
| 402 |
};
|
| 403 |
+
|
| 404 |
+
FPC.prototype.getFreeFly = function(){ return !!this.freeFly; };
|