@pmndrs/viverse 0.1.20 → 0.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/animation/bvh.d.ts +2 -2
- package/dist/animation/default.d.ts +1 -0
- package/dist/animation/default.js +18 -0
- package/dist/animation/fbx.d.ts +2 -2
- package/dist/animation/gltf.d.ts +2 -2
- package/dist/animation/index.d.ts +14 -16
- package/dist/animation/index.js +18 -36
- package/dist/animation/mask.d.ts +3 -0
- package/dist/animation/mask.js +3 -0
- package/dist/camera.d.ts +3 -7
- package/dist/camera.js +16 -24
- package/dist/index.d.ts +3 -2
- package/dist/index.js +3 -2
- package/dist/input/index.d.ts +6 -7
- package/dist/input/index.js +5 -4
- package/dist/input/keyboard.d.ts +3 -4
- package/dist/input/keyboard.js +8 -10
- package/dist/input/pointer-capture.d.ts +3 -3
- package/dist/input/pointer-capture.js +11 -12
- package/dist/input/pointer-lock.d.ts +3 -3
- package/dist/input/pointer-lock.js +10 -10
- package/dist/input/screen-joystick.d.ts +6 -10
- package/dist/input/screen-joystick.js +29 -36
- package/dist/input/screen-jump-button.d.ts +1 -1
- package/dist/model/index.d.ts +10 -13
- package/dist/model/index.js +12 -34
- package/dist/physics/index.d.ts +2 -5
- package/dist/physics/index.js +7 -16
- package/dist/simple-character/defaults.d.ts +2 -0
- package/dist/simple-character/defaults.js +2 -0
- package/dist/simple-character/index.d.ts +101 -0
- package/dist/simple-character/index.js +109 -0
- package/dist/simple-character/state/index.d.ts +6 -0
- package/dist/simple-character/state/index.js +6 -0
- package/dist/simple-character/state/jump-down.d.ts +3 -0
- package/dist/simple-character/state/jump-down.js +25 -0
- package/dist/simple-character/state/jump-forward.d.ts +5 -0
- package/dist/simple-character/state/jump-forward.js +39 -0
- package/dist/simple-character/state/jump-loop.d.ts +3 -0
- package/dist/simple-character/state/jump-loop.js +23 -0
- package/dist/simple-character/state/jump-start.d.ts +4 -0
- package/dist/simple-character/state/jump-start.js +30 -0
- package/dist/simple-character/state/jump-up.d.ts +5 -0
- package/dist/simple-character/state/jump-up.js +38 -0
- package/dist/simple-character/state/movement.d.ts +3 -0
- package/dist/simple-character/state/movement.js +59 -0
- package/dist/simple-character/update-input-velocity.d.ts +5 -0
- package/dist/simple-character/update-input-velocity.js +25 -0
- package/dist/simple-character/update-rotation.d.ts +6 -0
- package/dist/simple-character/update-rotation.js +40 -0
- package/dist/utils.d.ts +12 -5
- package/dist/utils.js +28 -39
- package/package.json +2 -2
- package/dist/simple-character.d.ts +0 -107
- package/dist/simple-character.js +0 -344
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@@ -1,19 +1,15 @@
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import { MoveForwardField, MoveBackwardField, MoveLeftField, MoveRightField, RunField, } from './index.js';
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const DefaultDeadZonePx = 24;
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const DefaultRunDistancePx = 46;
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const JoystickRadius = 56;
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export class ScreenJoystickInput {
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options;
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root;
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handle;
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moveX = 0;
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moveY = 0;
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running = false;
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joystickRadius = 56;
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joyCenterX = 0;
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joyCenterY = 0;
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pointerId;
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distanceToCenter = 0;
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clampedX = 0;
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clampedY = 0;
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constructor(domElement) {
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const parent = domElement.parentElement ?? domElement;
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const joy = document.createElement('div');
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joy.className = 'viverse-joystick mobile-only';
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@@ -58,9 +54,9 @@ export class ScreenJoystickInput {
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joy.setPointerCapture(e.pointerId);
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this.pointerId = e.pointerId;
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const rect = joy.getBoundingClientRect();
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this.updateHandle(e.clientX -
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const joyCenterX = rect.left + rect.width / 2;
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const joyCenterY = rect.top + rect.height / 2;
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this.updateHandle(e.clientX - joyCenterX, e.clientY - joyCenterY);
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};
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const onPointerMove = (e) => {
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if (this.pointerId == null) {
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@@ -68,7 +64,10 @@ export class ScreenJoystickInput {
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}
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e.preventDefault();
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e.stopPropagation();
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const rect = joy.getBoundingClientRect();
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const joyCenterX = rect.left + rect.width / 2;
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const joyCenterY = rect.top + rect.height / 2;
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this.updateHandle(e.clientX - joyCenterX, e.clientY - joyCenterY);
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};
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const onPointerEnd = (e) => {
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if (this.pointerId != e.pointerId) {
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@@ -84,18 +83,22 @@ export class ScreenJoystickInput {
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joy.addEventListener('pointerup', onPointerEnd);
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joy.addEventListener('pointercancel', onPointerEnd);
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}
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get(field) {
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get(field, options) {
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switch (field) {
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case MoveForwardField:
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return Math.max(0, this.moveY);
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case MoveBackwardField:
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const moveY = this.distanceToCenter <= (options.screenJoystickDeadZonePx ?? DefaultDeadZonePx)
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? 0
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: -this.clampedY / JoystickRadius;
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return field === MoveForwardField ? Math.max(0, moveY) : Math.max(0, -moveY);
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case MoveLeftField:
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return Math.max(0, -this.moveX);
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case MoveRightField:
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const moveX = this.distanceToCenter <= (options.screenJoystickDeadZonePx ?? DefaultDeadZonePx)
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? 0
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: this.clampedX / JoystickRadius;
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return field === MoveLeftField ? Math.max(0, moveX) : Math.max(0, moveX);
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case RunField:
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return this.
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return (this.distanceToCenter > (options.screenJoystickRunDistancePx ?? DefaultRunDistancePx));
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}
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return undefined;
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}
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@@ -103,25 +106,15 @@ export class ScreenJoystickInput {
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this.root.remove();
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}
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updateHandle(dx, dy) {
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this.handle.style.transform = `translate(-50%,-50%) translate(${clampedX}px, ${clampedY}px)`;
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if (len <= (this.options.screenJoystickDeadZonePx ?? DefaultDeadZonePx)) {
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this.moveX = 0;
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this.moveY = 0;
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}
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else {
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this.moveX = clampedX / max;
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this.moveY = -clampedY / max;
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}
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this.running = len > (this.options.screenJoystickRunDistancePx ?? DefaultRunDistancePx);
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this.distanceToCenter = Math.hypot(dx, dy) || 1;
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this.clampedX = (dx / this.distanceToCenter) * Math.min(this.distanceToCenter, JoystickRadius);
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this.clampedY = (dy / this.distanceToCenter) * Math.min(this.distanceToCenter, JoystickRadius);
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this.handle.style.transform = `translate(-50%,-50%) translate(${this.clampedX}px, ${this.clampedY}px)`;
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}
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resetHandle() {
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this.handle.style.transform = 'translate(-50%,-50%)';
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this.
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this.
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this.
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this.distanceToCenter = 0;
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this.clampedX = 0;
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this.clampedY = 0;
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}
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}
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@@ -1,5 +1,5 @@
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import { Input, InputField } from './index.js';
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export declare class ScreenJumpButtonInput implements Input {
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export declare class ScreenJumpButtonInput implements Input<{}> {
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readonly root: HTMLDivElement;
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private lastJumpTime;
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constructor(domElement: HTMLElement);
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package/dist/model/index.d.ts
CHANGED
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import { Quaternion } from 'three';
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import { AnimationAction, AnimationMixer, Object3D, Quaternion } from 'three';
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import { CharacterAnimationMask } from '../animation/index.js';
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export { VRMHumanBoneName } from '@pixiv/three-vrm';
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export * from './vrm.js';
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export type CharacterModelOptions = {
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* @default true
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*/
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readonly receiveShadow?: boolean;
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}
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export declare function
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export
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}) | (import("three/examples/jsm/Addons.js").GLTF & {
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scene: import("three").Object3D<import("three").Object3DEventMap & {
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dispose: {};
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}>;
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})) & {
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};
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export declare function flattenCharacterModelOptions(options: Exclude<CharacterModelOptions, false> | undefined): Parameters<typeof loadCharacterModel>;
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export type CharacterModel = {
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mixer: AnimationMixer;
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scene: Object3D;
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currentAnimations: Map<CharacterAnimationMask | undefined, AnimationAction>;
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boneRotationOffset?: Quaternion;
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}
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};
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export declare function loadCharacterModel(url?: string, type?: Exclude<CharacterModelOptions, boolean>['type'], boneRotationOffset?: Quaternion, castShadow?: boolean, receiveShadow?: boolean): Promise<CharacterModel>;
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package/dist/model/index.js
CHANGED
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import { Euler, Quaternion } from 'three';
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import { loadVrmCharacterModel } from './vrm.js';
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import { cached, clearCache } from '../utils.js';
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import { AnimationMixer, Euler, Quaternion } from 'three';
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import { loadGltfCharacterModel } from './gltf.js';
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import { loadVrmCharacterModel } from './vrm.js';
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export { VRMHumanBoneName } from '@pixiv/three-vrm';
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export * from './vrm.js';
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export function flattenCharacterModelOptions(options) {
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if (options == null) {
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return [];
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}
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return [options.url, options.type, options.boneRotationOffset, options.castShadow, options.receiveShadow];
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}
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export async function loadCharacterModel(url, type, boneRotationOffset, castShadow = true, receiveShadow = true) {
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let result;
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if (url == null) {
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//prepare loading the default model
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obj.receiveShadow = true;
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}
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});
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const
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if (rootBone == null) {
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throw new Error(`unable to load model - missing root bone`);
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}
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const restPose = rootBone.clone();
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const restPose = result.scene.clone();
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restPose.visible = false;
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restPose.traverse((
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restPose.traverse((object) => (object.name = `rest_${object.name}`));
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result.scene.add(restPose);
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return result;
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}
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function getCharacterModelDependencies(options = true) {
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if (options === false) {
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return undefined;
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}
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if (options === true) {
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return [undefined, undefined, undefined, undefined, undefined];
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}
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return [options.type, options.url, options.boneRotationOffset, options.castShadow, options.receiveShadow];
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}
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export function clearCharacterModelCache(options) {
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const dependencies = getCharacterModelDependencies(options);
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if (dependencies == null) {
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return;
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}
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clearCache(uncachedLoadCharacterModel, dependencies);
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}
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export function loadCharacterModel(options) {
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const dependencies = getCharacterModelDependencies(options);
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if (dependencies == null) {
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return undefined;
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}
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return cached(uncachedLoadCharacterModel, dependencies);
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return Object.assign(result, { mixer: new AnimationMixer(result.scene), currentAnimations: new Map() });
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}
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package/dist/physics/index.d.ts
CHANGED
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* assumes the target object origin is at its bottom
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*/
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export declare class BvhCharacterPhysics {
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private readonly character;
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private readonly world;
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private disposed;
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private readonly stateVelocity;
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readonly inputVelocity: Vector3;
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private notGroundedSeconds;
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private readonly aabbox;
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private radius;
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get isGrounded(): boolean;
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constructor(
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constructor(world: BvhPhysicsWorld);
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applyVelocity(velocity: Vector3): void;
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/**
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* @param delta in seconds
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*/
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update(fullDelta: number, options?: BvhCharacterPhysicsOptions): void;
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update(model: Object3D, fullDelta: number, options?: BvhCharacterPhysicsOptions): void;
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private updateBoundingShapes;
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dispose(): void;
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shapecastCapsule(position: Vector3, maxGroundSlope: number, options: Exclude<BvhCharacterPhysicsOptions, boolean>): boolean;
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}
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export * from './world.js';
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package/dist/physics/index.js
CHANGED
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*/
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export class BvhCharacterPhysics {
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character;
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world;
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disposed = false;
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stateVelocity = new Vector3();
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inputVelocity = new Vector3();
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notGroundedSeconds = 0;
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get isGrounded() {
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return this.notGroundedSeconds < 0.2;
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}
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constructor(
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this.character = character;
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constructor(world) {
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this.world = world;
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}
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applyVelocity(velocity) {
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/**
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* @param delta in seconds
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*/
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update(fullDelta, options = true) {
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update(model, fullDelta, options = true) {
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if (options === false) {
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return;
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}
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if (options === true) {
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options = {};
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}
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if (this.disposed) {
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return;
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}
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//at max catch up to 1 second of physics in one update call (running at less then 1fps is unplayable anyways)
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fullDelta = Math.min(1, fullDelta);
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const updatesPerSecond = options.updatesPerSecond ?? 60;
|
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@@ -52,10 +46,10 @@ export class BvhCharacterPhysics {
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52
46
|
const partialDelta = Math.min(fullDelta, physicsDelta);
|
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53
47
|
fullDelta -= physicsDelta;
|
|
54
48
|
//compute global position and inverted parent matrix so that we can compute the position in global space and re-assign it to the local chracter space
|
|
55
|
-
if (
|
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56
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-
|
|
57
|
-
position.copy(
|
|
58
|
-
invertedParentMatrix.copy(
|
|
49
|
+
if (model.parent != null) {
|
|
50
|
+
model.parent.updateWorldMatrix(true, false);
|
|
51
|
+
position.copy(model.position).applyMatrix4(model.parent.matrixWorld);
|
|
52
|
+
invertedParentMatrix.copy(model.parent.matrixWorld).invert();
|
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59
53
|
}
|
|
60
54
|
else {
|
|
61
55
|
invertedParentMatrix.identity();
|
|
@@ -70,7 +64,7 @@ export class BvhCharacterPhysics {
|
|
|
70
64
|
this.notGroundedSeconds = 0;
|
|
71
65
|
}
|
|
72
66
|
if (!isGrounded || this.inputVelocity.lengthSq() > 0) {
|
|
73
|
-
|
|
67
|
+
model.position.copy(collisionFreePosition).applyMatrix4(invertedParentMatrix);
|
|
74
68
|
}
|
|
75
69
|
//compute new velocity
|
|
76
70
|
// apply gravity
|
|
@@ -101,9 +95,6 @@ export class BvhCharacterPhysics {
|
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101
95
|
this.aabbox.min.addScalar(-this.radius);
|
|
102
96
|
this.aabbox.max.addScalar(this.radius);
|
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103
97
|
}
|
|
104
|
-
dispose() {
|
|
105
|
-
this.disposed = true;
|
|
106
|
-
}
|
|
107
98
|
shapecastCapsule(position, maxGroundSlope, options) {
|
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108
99
|
this.updateBoundingShapes(options);
|
|
109
100
|
let grounded = false;
|
|
@@ -0,0 +1,101 @@
|
|
|
1
|
+
import { Group, Object3D, Object3DEventMap, AnimationAction } from 'three';
|
|
2
|
+
import { CharacterAnimationOptions } from '../animation/index.js';
|
|
3
|
+
import { CharacterCameraBehavior, SimpleCharacterCameraBehaviorOptions } from '../camera.js';
|
|
4
|
+
import { Input, ScreenJoystickInputOptions, LocomotionKeyboardInputOptions, PointerCaptureInputOptions, PointerLockInputOptions, InputSystem } from '../input/index.js';
|
|
5
|
+
import { CharacterModelOptions, CharacterModel } from '../model/index.js';
|
|
6
|
+
import { BvhCharacterPhysicsOptions, BvhCharacterPhysics, BvhPhysicsWorld } from '../physics/index.js';
|
|
7
|
+
export type SimpleCharacterState = {
|
|
8
|
+
camera: Object3D;
|
|
9
|
+
model?: CharacterModel;
|
|
10
|
+
physics: BvhCharacterPhysics;
|
|
11
|
+
inputSystem: InputSystem;
|
|
12
|
+
lastJump: number;
|
|
13
|
+
};
|
|
14
|
+
export type SimpleCharacterMovementOptions = {
|
|
15
|
+
/**
|
|
16
|
+
* @default true
|
|
17
|
+
*/
|
|
18
|
+
jump?: {
|
|
19
|
+
/**
|
|
20
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+
* @default 0.2
|
|
21
|
+
*/
|
|
22
|
+
delay?: number;
|
|
23
|
+
/**
|
|
24
|
+
* @default 0.1
|
|
25
|
+
*/
|
|
26
|
+
bufferTime?: number;
|
|
27
|
+
/**
|
|
28
|
+
* @default 8
|
|
29
|
+
*/
|
|
30
|
+
speed?: number;
|
|
31
|
+
} | boolean;
|
|
32
|
+
/**
|
|
33
|
+
* @default true
|
|
34
|
+
*/
|
|
35
|
+
walk?: {
|
|
36
|
+
speed?: number;
|
|
37
|
+
} | boolean;
|
|
38
|
+
/**
|
|
39
|
+
* @default true
|
|
40
|
+
*/
|
|
41
|
+
run?: {
|
|
42
|
+
speed?: number;
|
|
43
|
+
} | boolean;
|
|
44
|
+
};
|
|
45
|
+
export type SimpleCharacterAnimationOptions = {
|
|
46
|
+
readonly walk?: CharacterAnimationOptions;
|
|
47
|
+
readonly run?: CharacterAnimationOptions;
|
|
48
|
+
readonly idle?: CharacterAnimationOptions;
|
|
49
|
+
readonly jumpUp?: CharacterAnimationOptions;
|
|
50
|
+
readonly jumpLoop?: CharacterAnimationOptions;
|
|
51
|
+
readonly jumpDown?: CharacterAnimationOptions;
|
|
52
|
+
readonly jumpForward?: CharacterAnimationOptions;
|
|
53
|
+
/**
|
|
54
|
+
* @default "movement"
|
|
55
|
+
*/
|
|
56
|
+
yawRotationBasdOn?: 'camera' | 'movement';
|
|
57
|
+
/**
|
|
58
|
+
* @default 10
|
|
59
|
+
*/
|
|
60
|
+
maxYawRotationSpeed?: number;
|
|
61
|
+
/**
|
|
62
|
+
* @default 0.1
|
|
63
|
+
*/
|
|
64
|
+
crossFadeDuration?: number;
|
|
65
|
+
};
|
|
66
|
+
export type SimpleCharacterInputOptions = ScreenJoystickInputOptions & PointerCaptureInputOptions & PointerLockInputOptions & LocomotionKeyboardInputOptions;
|
|
67
|
+
export type SimpleCharacterOptions = {
|
|
68
|
+
readonly input?: ReadonlyArray<Input | {
|
|
69
|
+
new (domElement: HTMLElement): Input;
|
|
70
|
+
}>;
|
|
71
|
+
inputOptions?: SimpleCharacterInputOptions;
|
|
72
|
+
movement?: SimpleCharacterMovementOptions;
|
|
73
|
+
readonly model?: CharacterModelOptions | boolean;
|
|
74
|
+
physics?: BvhCharacterPhysicsOptions;
|
|
75
|
+
cameraBehavior?: SimpleCharacterCameraBehaviorOptions;
|
|
76
|
+
readonly animation?: SimpleCharacterAnimationOptions;
|
|
77
|
+
};
|
|
78
|
+
export declare class SimpleCharacter extends Group<Object3DEventMap & {
|
|
79
|
+
loaded: {};
|
|
80
|
+
}> implements SimpleCharacterState {
|
|
81
|
+
readonly camera: Object3D;
|
|
82
|
+
private readonly world;
|
|
83
|
+
private readonly options;
|
|
84
|
+
readonly cameraBehavior: CharacterCameraBehavior;
|
|
85
|
+
readonly physics: BvhCharacterPhysics;
|
|
86
|
+
readonly inputSystem: InputSystem;
|
|
87
|
+
readonly currentAnimationRef: {
|
|
88
|
+
current?: AnimationAction;
|
|
89
|
+
};
|
|
90
|
+
model?: CharacterModel;
|
|
91
|
+
private readonly updateTimeline;
|
|
92
|
+
private readonly graph;
|
|
93
|
+
private readonly abortController;
|
|
94
|
+
lastJump: number;
|
|
95
|
+
constructor(camera: Object3D, world: BvhPhysicsWorld, domElement: HTMLElement, options?: SimpleCharacterOptions);
|
|
96
|
+
private init;
|
|
97
|
+
update(delta: number): void;
|
|
98
|
+
dispose(): void;
|
|
99
|
+
}
|
|
100
|
+
export * from './update-input-velocity.js';
|
|
101
|
+
export * from './update-rotation.js';
|
|
@@ -0,0 +1,109 @@
|
|
|
1
|
+
import { VRM, VRMUtils } from '@pixiv/three-vrm';
|
|
2
|
+
import { runTimeline, GraphTimeline } from '@pmndrs/timeline';
|
|
3
|
+
import { Group, Vector3 } from 'three';
|
|
4
|
+
import { CharacterCameraBehavior } from '../camera.js';
|
|
5
|
+
import { LocomotionKeyboardInput, PointerCaptureInput, ScreenJoystickInput, ScreenJumpButtonInput, InputSystem, } from '../input/index.js';
|
|
6
|
+
import { loadCharacterModel, flattenCharacterModelOptions, } from '../model/index.js';
|
|
7
|
+
import { BvhCharacterPhysics } from '../physics/index.js';
|
|
8
|
+
import { loadSimpleCharacterJumpDownState } from './state/jump-down.js';
|
|
9
|
+
import { loadSimpleCharacterJumpForwardAction, loadSimpleCharacterJumpForwardState } from './state/jump-forward.js';
|
|
10
|
+
import { loadSimpleCharacterJumpLoopState } from './state/jump-loop.js';
|
|
11
|
+
import { loadSimpleCharacterJumpStartState } from './state/jump-start.js';
|
|
12
|
+
import { loadSimpleCharacterJumpUpAction, loadSimpleCharacterJumpUpState } from './state/jump-up.js';
|
|
13
|
+
import { loadSimpleCharacterMovingState } from './state/movement.js';
|
|
14
|
+
import { updateSimpleCharacterInputVelocity } from './update-input-velocity.js';
|
|
15
|
+
import { updateSimpleCharacterRotation } from './update-rotation.js';
|
|
16
|
+
import { shouldJump } from '../utils.js';
|
|
17
|
+
export class SimpleCharacter extends Group {
|
|
18
|
+
camera;
|
|
19
|
+
world;
|
|
20
|
+
options;
|
|
21
|
+
cameraBehavior;
|
|
22
|
+
physics;
|
|
23
|
+
inputSystem;
|
|
24
|
+
currentAnimationRef = {};
|
|
25
|
+
//loaded asychronously
|
|
26
|
+
model;
|
|
27
|
+
updateTimeline;
|
|
28
|
+
graph = new GraphTimeline('moving');
|
|
29
|
+
abortController = new AbortController();
|
|
30
|
+
lastJump = 0;
|
|
31
|
+
constructor(camera, world, domElement, options = {}) {
|
|
32
|
+
super();
|
|
33
|
+
this.camera = camera;
|
|
34
|
+
this.world = world;
|
|
35
|
+
this.options = options;
|
|
36
|
+
this.inputSystem = new InputSystem();
|
|
37
|
+
const inputOptions = options.input ?? [
|
|
38
|
+
ScreenJoystickInput,
|
|
39
|
+
ScreenJumpButtonInput,
|
|
40
|
+
PointerCaptureInput,
|
|
41
|
+
LocomotionKeyboardInput,
|
|
42
|
+
];
|
|
43
|
+
for (let input of inputOptions) {
|
|
44
|
+
this.inputSystem.add(typeof input === 'function' ? new input(domElement) : input);
|
|
45
|
+
}
|
|
46
|
+
// camera behavior
|
|
47
|
+
this.cameraBehavior = new CharacterCameraBehavior();
|
|
48
|
+
console.log(this.graph);
|
|
49
|
+
// physics
|
|
50
|
+
this.physics = new BvhCharacterPhysics(world);
|
|
51
|
+
// timeline graph
|
|
52
|
+
this.updateTimeline = runTimeline(this.graph.run(), this.abortController.signal);
|
|
53
|
+
//init resource loading
|
|
54
|
+
this.init(this.options).catch(console.error);
|
|
55
|
+
}
|
|
56
|
+
async init(options) {
|
|
57
|
+
if (options.model === false) {
|
|
58
|
+
return;
|
|
59
|
+
}
|
|
60
|
+
this.model = await loadCharacterModel(...flattenCharacterModelOptions(options.model === true ? undefined : options.model));
|
|
61
|
+
this.add(this.model.scene);
|
|
62
|
+
const [jumpForwardAction, jumpUpAction] = await Promise.all([
|
|
63
|
+
loadSimpleCharacterJumpForwardAction(this, options),
|
|
64
|
+
loadSimpleCharacterJumpUpAction(this, options),
|
|
65
|
+
]);
|
|
66
|
+
await Promise.all([
|
|
67
|
+
loadSimpleCharacterJumpDownState(this, options).then((state) => this.graph.attach('jumpDown', state.timeline, state.transitionTo)),
|
|
68
|
+
loadSimpleCharacterJumpLoopState(this, options).then((state) => this.graph.attach('jumpLoop', state.timeline, state.transitionTo)),
|
|
69
|
+
,
|
|
70
|
+
loadSimpleCharacterJumpForwardState(jumpForwardAction, this, options).then((state) => this.graph.attach('jumpForward', state.timeline, state.transitionTo)),
|
|
71
|
+
,
|
|
72
|
+
loadSimpleCharacterJumpUpState(jumpUpAction, this, options).then((state) => this.graph.attach('jumpUp', state.timeline, state.transitionTo)),
|
|
73
|
+
,
|
|
74
|
+
loadSimpleCharacterJumpStartState(jumpUpAction, jumpForwardAction, this, options).then((state) => this.graph.attach('jumpStart', state.timeline, state.transitionTo)),
|
|
75
|
+
,
|
|
76
|
+
loadSimpleCharacterMovingState(this, options).then((state) => this.graph.attach('moving', state.timeline, state.transitionTo)),
|
|
77
|
+
,
|
|
78
|
+
]);
|
|
79
|
+
}
|
|
80
|
+
update(delta) {
|
|
81
|
+
const jumpOptions = this.options.movement?.jump;
|
|
82
|
+
if (jumpOptions != false &&
|
|
83
|
+
this.model == null &&
|
|
84
|
+
shouldJump(this.physics, this.inputSystem, this.lastJump, jumpOptions == true ? undefined : jumpOptions?.bufferTime)) {
|
|
85
|
+
this.physics.applyVelocity(new Vector3(0, (typeof this.options.movement?.jump === 'object' ? this.options.movement?.jump.speed : undefined) ?? 8, 0));
|
|
86
|
+
this.lastJump = performance.now() / 1000;
|
|
87
|
+
}
|
|
88
|
+
if (this.model != null) {
|
|
89
|
+
updateSimpleCharacterRotation(delta, this.physics, this.camera, this.model, this.options.animation);
|
|
90
|
+
}
|
|
91
|
+
updateSimpleCharacterInputVelocity(this.camera, this.inputSystem, this.physics, this.options.movement);
|
|
92
|
+
this.updateTimeline?.(undefined, delta);
|
|
93
|
+
this.model?.mixer.update(delta);
|
|
94
|
+
if (this.model instanceof VRM) {
|
|
95
|
+
this.model.update(delta);
|
|
96
|
+
}
|
|
97
|
+
this.physics.update(this, delta, this.options.physics);
|
|
98
|
+
this.cameraBehavior.update(this.camera, this, this.inputSystem, delta, this.world.raycast.bind(this.world), this.options.cameraBehavior);
|
|
99
|
+
}
|
|
100
|
+
dispose() {
|
|
101
|
+
this.abortController.abort();
|
|
102
|
+
this.parent?.remove(this);
|
|
103
|
+
this.model?.scene.dispatchEvent({ type: 'dispose' });
|
|
104
|
+
this.inputSystem.dispose();
|
|
105
|
+
VRMUtils.deepDispose(this);
|
|
106
|
+
}
|
|
107
|
+
}
|
|
108
|
+
export * from './update-input-velocity.js';
|
|
109
|
+
export * from './update-rotation.js';
|
|
@@ -0,0 +1,3 @@
|
|
|
1
|
+
import { type GraphTimelineState } from '@pmndrs/timeline';
|
|
2
|
+
import type { SimpleCharacterState, SimpleCharacterOptions } from '../index.js';
|
|
3
|
+
export declare function loadSimpleCharacterJumpDownState<T>(state: SimpleCharacterState, options: SimpleCharacterOptions): Promise<GraphTimelineState<T>>;
|
|
@@ -0,0 +1,25 @@
|
|
|
1
|
+
import { action, timePassed } from '@pmndrs/timeline';
|
|
2
|
+
import { LoopOnce } from 'three';
|
|
3
|
+
import { flattenCharacterAnimationOptions, loadCharacterAnimation } from '../../animation/index.js';
|
|
4
|
+
import { startAnimation } from '../../utils.js';
|
|
5
|
+
import { DefaultCrossFadeDuration } from '../defaults.js';
|
|
6
|
+
export async function loadSimpleCharacterJumpDownState(state, options) {
|
|
7
|
+
const model = state.model;
|
|
8
|
+
if (model == null) {
|
|
9
|
+
throw new Error(`Unable to load animation without existing model`);
|
|
10
|
+
}
|
|
11
|
+
const jumpDown = model.mixer.clipAction(await loadCharacterAnimation(model, ...flattenCharacterAnimationOptions(options.animation?.jumpDown ?? { url: { default: 'jumpDown' } })));
|
|
12
|
+
jumpDown.loop = LoopOnce;
|
|
13
|
+
jumpDown.clampWhenFinished = true;
|
|
14
|
+
return {
|
|
15
|
+
timeline: () => action({
|
|
16
|
+
init: () => {
|
|
17
|
+
startAnimation(jumpDown, model.currentAnimations, {
|
|
18
|
+
fadeDuration: options.animation?.crossFadeDuration ?? DefaultCrossFadeDuration,
|
|
19
|
+
});
|
|
20
|
+
},
|
|
21
|
+
until: timePassed(150, 'milliseconds'),
|
|
22
|
+
}),
|
|
23
|
+
transitionTo: { finally: 'moving' },
|
|
24
|
+
};
|
|
25
|
+
}
|
|
@@ -0,0 +1,5 @@
|
|
|
1
|
+
import { type GraphTimelineState } from '@pmndrs/timeline';
|
|
2
|
+
import { AnimationAction } from 'three';
|
|
3
|
+
import { SimpleCharacterState, SimpleCharacterOptions } from '../index.js';
|
|
4
|
+
export declare function loadSimpleCharacterJumpForwardAction(state: SimpleCharacterState, options: SimpleCharacterOptions): Promise<AnimationAction>;
|
|
5
|
+
export declare function loadSimpleCharacterJumpForwardState<T>(jumpForward: AnimationAction, state: SimpleCharacterState, options: SimpleCharacterOptions): Promise<GraphTimelineState<T>>;
|
|
@@ -0,0 +1,39 @@
|
|
|
1
|
+
import { action, animationFinished } from '@pmndrs/timeline';
|
|
2
|
+
import { LoopOnce, Vector3 } from 'three';
|
|
3
|
+
import { flattenCharacterAnimationOptions, loadCharacterAnimation } from '../../animation/index.js';
|
|
4
|
+
import { startAnimation } from '../../utils.js';
|
|
5
|
+
import { DefaultCrossFadeDuration } from '../defaults.js';
|
|
6
|
+
export async function loadSimpleCharacterJumpForwardAction(state, options) {
|
|
7
|
+
const model = state.model;
|
|
8
|
+
if (model == null) {
|
|
9
|
+
throw new Error(`Unable to load animation without existing model`);
|
|
10
|
+
}
|
|
11
|
+
const jumpForward = model.mixer.clipAction(await loadCharacterAnimation(model, ...flattenCharacterAnimationOptions(options.animation?.jumpForward ?? {
|
|
12
|
+
url: { default: 'jumpForward' },
|
|
13
|
+
scaleTime: 0.9,
|
|
14
|
+
})));
|
|
15
|
+
jumpForward.loop = LoopOnce;
|
|
16
|
+
jumpForward.clampWhenFinished = true;
|
|
17
|
+
return jumpForward;
|
|
18
|
+
}
|
|
19
|
+
export async function loadSimpleCharacterJumpForwardState(jumpForward, state, options) {
|
|
20
|
+
const model = state.model;
|
|
21
|
+
if (model == null) {
|
|
22
|
+
throw new Error(`Unable to load animation state without existing model`);
|
|
23
|
+
}
|
|
24
|
+
return {
|
|
25
|
+
timeline: () => action({
|
|
26
|
+
init: () => {
|
|
27
|
+
startAnimation(jumpForward, model.currentAnimations, {
|
|
28
|
+
fadeDuration: options.animation?.crossFadeDuration ?? DefaultCrossFadeDuration,
|
|
29
|
+
});
|
|
30
|
+
state.lastJump = performance.now() / 1000;
|
|
31
|
+
state.physics.applyVelocity(new Vector3(0, (typeof options.movement?.jump === 'object' ? options.movement?.jump.speed : undefined) ?? 8, 0));
|
|
32
|
+
},
|
|
33
|
+
until: animationFinished(jumpForward),
|
|
34
|
+
}),
|
|
35
|
+
transitionTo: {
|
|
36
|
+
finally: () => (state.physics.isGrounded ? 'moving' : 'jumpLoop'),
|
|
37
|
+
},
|
|
38
|
+
};
|
|
39
|
+
}
|
|
@@ -0,0 +1,3 @@
|
|
|
1
|
+
import { type GraphTimelineState } from '@pmndrs/timeline';
|
|
2
|
+
import type { SimpleCharacterOptions, SimpleCharacterState } from '../index.js';
|
|
3
|
+
export declare function loadSimpleCharacterJumpLoopState<T>(state: SimpleCharacterState, options: SimpleCharacterOptions): Promise<GraphTimelineState<T>>;
|
|
@@ -0,0 +1,23 @@
|
|
|
1
|
+
import { action } from '@pmndrs/timeline';
|
|
2
|
+
import { flattenCharacterAnimationOptions, loadCharacterAnimation } from '../../animation/index.js';
|
|
3
|
+
import { startAnimation } from '../../utils.js';
|
|
4
|
+
import { DefaultCrossFadeDuration } from '../defaults.js';
|
|
5
|
+
export async function loadSimpleCharacterJumpLoopState(state, options) {
|
|
6
|
+
const model = state.model;
|
|
7
|
+
if (model == null) {
|
|
8
|
+
throw new Error(`Unable to load animation without existing model`);
|
|
9
|
+
}
|
|
10
|
+
const jumpLoop = model.mixer.clipAction(await loadCharacterAnimation(model, ...flattenCharacterAnimationOptions(options.animation?.jumpLoop ?? { url: { default: 'jumpLoop' } })));
|
|
11
|
+
return {
|
|
12
|
+
timeline: () => action({
|
|
13
|
+
init: () => {
|
|
14
|
+
startAnimation(jumpLoop, model.currentAnimations, {
|
|
15
|
+
fadeDuration: options.animation?.crossFadeDuration ?? DefaultCrossFadeDuration,
|
|
16
|
+
});
|
|
17
|
+
},
|
|
18
|
+
}),
|
|
19
|
+
transitionTo: {
|
|
20
|
+
jumpDown: { whenUpdate: () => state.physics.isGrounded },
|
|
21
|
+
},
|
|
22
|
+
};
|
|
23
|
+
}
|
|
@@ -0,0 +1,4 @@
|
|
|
1
|
+
import { GraphTimelineState } from '@pmndrs/timeline';
|
|
2
|
+
import { AnimationAction } from 'three';
|
|
3
|
+
import type { SimpleCharacterOptions, SimpleCharacterState } from '../index.js';
|
|
4
|
+
export declare function loadSimpleCharacterJumpStartState<T>(jumpUp: AnimationAction, jumpForward: AnimationAction, state: SimpleCharacterState, options: SimpleCharacterOptions): Promise<GraphTimelineState<T>>;
|