using System; using System.Collections.Generic; using FlaxEngine; using System.Diagnostics; using System.Threading.Tasks; using FlaxEngine.Assertions; using Console = Cabrito.Console; using Object = FlaxEngine.Object; namespace Game { public struct TraceInfo { public RayCastHit[] hitInfos; public bool startSolid; // closest hit public float fraction; public Vector3 endPosition; public Vector3 hitNormal; public Vector3 hitPosition; // furthest hit //public float maxFraction; //public Vector3 maxHitNormal; //public Vector3 maxEndPosition; } public class PlayerMovement : Script { [Limit(0, 9000), Tooltip("Base Movement speed")] public float MoveSpeed { get; set; } = 320; private float viewPitch; private float viewYaw; private float viewRoll; private InputEvent onExit = new InputEvent("Exit"); private const float collisionMargin = 0.031f * 1.666f; private const float slopeNormal = 0.7f; Actor rootActor; private RigidBody rigidBody; public override void OnAwake() { base.OnAwake(); onExit.Triggered += () => { if (Console.IsSafeToQuit) Engine.RequestExit(); }; rootActor = Actor.GetChild(0); rigidBody = Actor.As(); //rigidBody.CollisionEnter += OnCollisionEnter; //rigidBody.TriggerEnter += OnTriggerEnter; //rigidBody.TriggerExit += OnTriggerExit; } private List touchingActors = new List(); private void OnTriggerEnter(PhysicsColliderActor colliderActor) { //if (colliderActor.AttachedRigidBody == null) // return; touchingActors.Add(colliderActor); Console.Print("trogger: "); } private void OnTriggerExit(PhysicsColliderActor colliderActor) { //if (colliderActor.AttachedRigidBody == null) // return; touchingActors.Remove(colliderActor); Console.Print("untrogger: "); } private void OnCollisionEnter(Collision collision) { //Console.Print("collision: "); } public override void OnDestroy() { base.OnDestroy(); onExit.Dispose(); } public override void OnStart() { var initialEulerAngles = Actor.Orientation.EulerAngles; viewPitch = initialEulerAngles.X; viewYaw = initialEulerAngles.Y; viewRoll = initialEulerAngles.Z; } /// /// Sweeps the player rigidbody in world and returns geometry which was hit during the trace. /// /// Start position /// End position /// private TraceInfo TracePlayer(Vector3 start, Vector3 end) { TraceInfo traceInfo = new TraceInfo(); Vector3 delta = end - start; float maxDistance = delta.Length; Vector3 direction = delta.Normalized; bool collided = false; var capsuleCollider = Actor.GetChild(); var boxCollider = Actor.GetChild(); var meshCollider = Actor.GetChild(); PhysicsColliderActor colliderActor = null; if (capsuleCollider && capsuleCollider.IsActive) { colliderActor = capsuleCollider; collided = Physics.CapsuleCastAll(start, capsuleCollider.Radius, capsuleCollider.Height, direction, out traceInfo.hitInfos, capsuleCollider.Orientation, maxDistance, uint.MaxValue, false); } else if (meshCollider && meshCollider.IsActive) { colliderActor = meshCollider; collided = Physics.ConvexCastAll(start, meshCollider.CollisionData, meshCollider.Scale, direction, out traceInfo.hitInfos, meshCollider.Orientation, maxDistance, uint.MaxValue, false); } else if (boxCollider && boxCollider.IsActive) { colliderActor = boxCollider; collided = Physics.BoxCastAll(start, boxCollider.OrientedBox.Extents, direction, out traceInfo.hitInfos, boxCollider.Orientation, maxDistance, uint.MaxValue, false); } if (collided) { List hitInfosFiltered = new List(); RayCastHit closest = new RayCastHit(); closest.Distance = float.MaxValue; foreach (var hitInfo in traceInfo.hitInfos) { if (hitInfo.Collider == colliderActor) continue; hitInfosFiltered.Add(hitInfo); if (hitInfo.Distance < closest.Distance && hitInfo.Distance != 0.0f) closest = hitInfo; } if (hitInfosFiltered.Count == 0) collided = false; // self-collision? else //if (closest.Distance > 0f) { if (closest.Distance == float.MaxValue) { foreach (var hitInfo in hitInfosFiltered) { if (hitInfo.Distance < closest.Distance) closest = hitInfo; } } traceInfo.hitInfos = hitInfosFiltered.ToArray(); traceInfo.fraction = closest.Distance / maxDistance; traceInfo.hitNormal = closest.Normal; traceInfo.hitPosition = closest.Point; traceInfo.endPosition = start + (delta * traceInfo.fraction); if (traceInfo.fraction == 0f && maxDistance > 0f) traceInfo.startSolid = true; } /*else { traceInfo.startSolid = true; traceInfo.fraction = 0f; }*/ } if (!collided) { traceInfo.hitInfos = new RayCastHit[0]; traceInfo.fraction = 1f; traceInfo.endPosition = end; } return traceInfo; } public override void OnDebugDraw() { base.OnDebugDraw(); var capsuleCollider = Actor.GetChild(); var boxCollider = Actor.GetChild(); var meshCollider = Actor.GetChild(); if (capsuleCollider && capsuleCollider.IsActive) { Quaternion rotation = capsuleCollider.LocalOrientation * Quaternion.Euler(0f, 90f, 0f); DebugDraw.DrawWireTube(capsuleCollider.Position, rotation, capsuleCollider.Radius, capsuleCollider.Height, Color.GreenYellow * 0.8f); } else if (meshCollider && meshCollider.IsActive) { //Quaternion rotation = meshCollider.LocalOrientation * Quaternion.Euler(0f, 90f, 0f); DebugDraw.DrawWireCylinder(meshCollider.Position, meshCollider.Orientation, capsuleCollider.Radius, capsuleCollider.Height + capsuleCollider.Radius * 2, Color.GreenYellow * 0.8f); //DebugDraw.DrawWireTube(meshCollider.Position, rotation, meshCollider.Radius, meshCollider.Height, Color.GreenYellow * 0.8f); } else if (boxCollider && boxCollider.IsActive) { DebugDraw.DrawWireBox(boxCollider.OrientedBox.GetBoundingBox(), Color.GreenYellow * 0.8f); } } private SlideMoveHit StepSlideMove(ref Vector3 position, ref Vector3 velocity, bool onGround) { if (velocity.IsZero) return SlideMoveHit.Nothing; Vector3 originalPosition = position; Vector3 originalVelocity = velocity; SlideMoveHit slideMoveHit = SlideMove(ref position, ref velocity); if (slideMoveHit == SlideMoveHit.Nothing) { // TODO: step down here return slideMoveHit; } // hit something, try to step up if (onGround) { Vector3 stepDelta = -Physics.Gravity.Normalized * stepSize; Vector3 slidePosition = position; Vector3 slideVelocity = velocity; position = originalPosition; velocity = originalVelocity; // step up Vector3 stepUp = position + stepDelta; TraceInfo traceUp = TracePlayer(position, stepUp); if (traceUp.fraction > 0f) position = traceUp.endPosition; // try moving from step up position SlideMoveHit slideMoveStepHit = SlideMove(ref position, ref velocity); // step down Vector3 stepDown = position - stepDelta; TraceInfo traceDown = TracePlayer(position, stepDown); if (traceDown.fraction < 1f && -Vector3.Dot(Physics.Gravity.Normalized, traceDown.hitNormal) < slopeNormal) { // can't step down, slide move like normally Console.Print("no stepping 1, frac: " + traceDown.fraction + ", dot: " + (-Vector3.Dot(Physics.Gravity.Normalized, traceDown.hitNormal)) + ", norm: " + traceDown.hitNormal); position = slidePosition; velocity = slideVelocity; return slideMoveHit; } else if (traceDown.fraction > 0f) position = traceDown.endPosition; // add some margin from the ground in order to avoid getting stuck if (traceDown.fraction < 1f) position.Y += collisionMargin; // ?? var d1 = -Vector3.Dot(Physics.Gravity.Normalized, position); var d2 = -Vector3.Dot(Physics.Gravity.Normalized, originalPosition); if (d1 < d2) { Console.Print("no stepping 2, " + d1 + " < " + d2); position = slidePosition; velocity = slideVelocity; return slideMoveHit; } Vector3 slidePosition2 = slidePosition; //down Vector3 stepPosition2 = position; //up // FIXME, negate gravity slidePosition2.Y = 0f; stepPosition2.Y = 0f; // take the slide movement results if furthest away from original position //if ((stepPosition2 - originalPosition).Length < (slidePosition2 - originalPosition).Length) if ((slidePosition2 - originalPosition).Length >= (stepPosition2 - originalPosition).Length) { Console.Print("no stepping 3"); position = slidePosition; velocity = slideVelocity; return slideMoveHit; } slideMoveHit = slideMoveStepHit; } return slideMoveHit; } [Flags] enum SlideMoveHit { Nothing = 0, Step = 1, Floor = 2, Other = 4, } private SlideMoveHit SlideMove(ref Vector3 position, ref Vector3 velocity) { if (velocity.IsZero) return SlideMoveHit.Nothing; Vector3 originalPosition = position; Vector3 originalVelocity = velocity; SlideMoveHit slideMoveHit = SlideMoveHit.Nothing; float timeleft = Time.DeltaTime; List hitNormals = new List(); for (int bump = 0; bump < 4; bump++) { Vector3 startPos = position; Vector3 endPos = position + (velocity * timeleft); TraceInfo trace = TracePlayer(startPos, endPos); // TODO: handle portals here float fraction = trace.fraction; Vector3 hitNormal = trace.hitNormal; if (trace.startSolid) { velocity = Vector3.Zero; break; } if (fraction > 0f) { position = trace.endPosition; hitNormals.Clear(); // this is present in some forks, not in Q3 } if (fraction >= 1f) break; timeleft *= 1.0f - fraction; if (trace.hitNormal.Y > slopeNormal) slideMoveHit |= SlideMoveHit.Floor; else if (Math.Abs(trace.hitNormal.Y) < 0.0001f) slideMoveHit |= SlideMoveHit.Step; else slideMoveHit |= SlideMoveHit.Other; // this doesn't seem to do anything, we never have any hitNormals stored here bool hitPreviousNormal = false; foreach (Vector3 normal in hitNormals) { if (Vector3.Dot(hitNormal, normal) > 0.99) { // nudge away from the same wall we hit earlier and try again velocity += hitNormal; hitPreviousNormal = true; break; } } if (hitPreviousNormal) continue; hitNormals.Add(hitNormal); if (hitNormals.Count != 1) Console.Print("hitNormals: " + hitNormals.Count); int plane; Vector3 normalMargin = Vector3.Zero; for (plane = 0; plane < hitNormals.Count; plane++) { Vector3 normal = hitNormals[plane]; // clip velocity velocity -= normal * Vector3.Dot(velocity, normal); //velocity = Vector3.ProjectOnPlane(velocity, normal); //traceOffset = normal * 1f; normalMargin += normal; //position += normal * 0.031f; int plane2; for (plane2 = 0; plane2 < hitNormals.Count; plane2++) { if (plane == plane2) continue; if (Vector3.Dot(velocity, hitNormals[plane2]) < 0f) break; } if (plane2 == hitNormals.Count) break; } // push off slightly away from the walls to not get stuck position += normalMargin.Normalized * collisionMargin; if (plane == hitNormals.Count) { if (hitNormals.Count == 2) { Vector3 dir = Vector3.Cross(hitNormals[0], hitNormals[1]); //dir.Normalize(); float dist = Vector3.Dot(dir, velocity); velocity = dist * dir; } else { velocity = Vector3.Zero; break; } } else { // nudge very slightly away from the wall to avoid getting stuck //position += trace.hitNormal * 0.01f; //velocity += trace.hitNormal * 0.01f; } // prevents bouncing against the wall if ( /*velocity.Length > 0f && */Vector3.Dot(velocity, originalVelocity) <= 0f) { velocity = Vector3.Zero; break; } } return slideMoveHit; } public override void OnUpdate() { float xAxis = InputManager.GetAxisRaw("Mouse X"); float yAxis = InputManager.GetAxisRaw("Mouse Y"); if (xAxis != 0.0f || yAxis != 0.0f) { var camera = rootActor.GetChild(); viewPitch += yAxis; viewYaw += xAxis; viewPitch = Mathf.Clamp(viewPitch, -90.0f, 90.0f); // root orientation must be set first rootActor.Orientation = Quaternion.Euler(0, viewYaw, 0); camera.Orientation = Quaternion.Euler(viewPitch, viewYaw, viewRoll); } } [ReadOnly] public bool onGround = false; private const float friction = 4f; private const float stopspeed = 100f; private const float accelerationGround = 10f; private const float jumpVelocity = 270f; private const float maxAirSpeed = 320f; private const float maxAirStrafeSpeed = 30f; //Q2+ private const float airAcceleration = 0.4f * 0f; //Q2+ private const float airStopAcceleration = 2.5f * 0f; //Q2+ private const float airStrafeAcceleration = 70f * 0f; //CPM? private const float strafeAcceleration = 10f; //QW private const float airControl = 0f; //CPM private const float stepSize = 16f; //private bool physicsInteractions = false; private bool jumped = false; private Vector3 safePosition; [ReadOnly] public float CurrentVelocity { get { return currentVelocity.Length; } set { } } [ReadOnly] public float UPS { get { Vector3 horizontalSpeed = currentVelocity; horizontalSpeed.Y = 0f; return horizontalSpeed.Length; } set { } } private Vector3 currentVelocity; public override void OnFixedUpdate() { Transform rootTrans = rootActor.Transform; Vector3 inputDirection = new Vector3(InputManager.GetAxis("Horizontal"), 0.0f, InputManager.GetAxis("Vertical")); Vector3 moveDirection = rootTrans.TransformDirection(inputDirection); Vector3 position = rigidBody.Position; Vector3 velocity = currentVelocity; //rigidBody.LinearVelocity; Vector3 wishVelocity = Vector3.Zero; if (!inputDirection.IsZero) wishVelocity = moveDirection.Normalized * MoveSpeed; // categorize position onGround = true; Vector3 groundDelta = Physics.Gravity.Normalized * (collisionMargin * 2); TraceInfo traceGround = TracePlayer(position, position + groundDelta); if (!traceGround.startSolid && traceGround.fraction < 1f && -Vector3.Dot(Physics.Gravity.Normalized, traceGround.hitNormal) < slopeNormal) { // slope // clip velocity Vector3 bounce = groundDelta; //Vector3 velocityProjected = Vector3.ProjectOnPlane(velocity, normal); float backoff = Vector3.Dot(bounce, traceGround.hitNormal) * 2f; bounce -= traceGround.hitNormal * backoff; //velocity = velocityProjected; Vector3 point = (position + groundDelta) + (1f - traceGround.fraction) * bounce; // retrace traceGround = TracePlayer(position, position + point); } if (!traceGround.startSolid && (traceGround.fraction >= 1f || -Vector3.Dot(Physics.Gravity.Normalized, traceGround.hitNormal) < slopeNormal)) { // falling or sliding down a slope onGround = false; } else { onGround = !traceGround.startSolid; } // TODO: snap to ground here // jump if (onGround) { if (!jumped && InputManager.GetAction("Jump")) { // reset velocity from gravity if (-Vector3.Dot(Physics.Gravity.Normalized, velocity) < 0 && Vector3.Dot(velocity, traceGround.hitNormal) < -0.1) { velocity = Vector3.ProjectOnPlane(velocity, traceGround.hitNormal); } velocity += Vector3.Up * jumpVelocity; onGround = false; Guid jumpguid; FlaxEngine.Json.JsonSerializer.ParseID("1ef4565844a4b36cdfda54b51f338c77", out jumpguid); AudioClip jumpAsset = AudioClip.Find(ref jumpguid); if (jumpAsset != null && jumpAsset.IsLoaded) { var audioSource = new AudioSource(); audioSource.Clip = jumpAsset; audioSource.Position = rootActor.Position; //new Vector3(-350, 176, 61);//rootActor.Position; audioSource.Parent = Actor.Parent; audioSource.Play(); Destroy(audioSource, jumpAsset.Length); Console.Print("jumping sound!"); } else if (jumpAsset == null) Console.Print("jumpAsset not found"); else Console.Print("jumpAsset not loaded"); } else if (jumped) // jump released jumped = false; } // ground friction if (onGround) { float currentSpeed = velocity.Length; float control = currentSpeed < stopspeed ? stopspeed : currentSpeed; var drop = control * friction * Time.DeltaTime; float newspeed = currentSpeed - drop; if (newspeed < 0) newspeed = 0; if (currentSpeed < 0.0001f) velocity *= 0; else velocity *= newspeed / currentSpeed; } if (onGround) // ground acceleration { ApplyAcceleration(ref velocity, wishVelocity.Normalized, wishVelocity.Length, float.MaxValue, accelerationGround); } else // air acceleration { var wishspeed = wishVelocity.Length; if (wishspeed > maxAirSpeed) wishspeed = maxAirSpeed; if (strafeAcceleration != 0f) ApplyAcceleration(ref velocity, wishVelocity.Normalized, wishspeed, maxAirStrafeSpeed, strafeAcceleration); } if (!onGround) velocity += Physics.Gravity * Time.DeltaTime; safePosition = rigidBody.Position; currentVelocity = velocity; if (!rigidBody.IsKinematic) rigidBody.LinearVelocity = velocity; else { StepSlideMove(ref position, ref velocity, onGround); rigidBody.Position = position; currentVelocity = velocity; //rigidBody.LinearVelocity = velocity; } } void ApplyAcceleration(ref Vector3 velocity, Vector3 wishDir, float wishspeed, float maxWishspeed, float acceleration) { float wishspeedOrig = wishspeed; if (wishspeed > maxWishspeed) wishspeed = maxWishspeed; float currentSpeed = Vector3.Dot(velocity, wishDir); float addSpeed = wishspeed - currentSpeed; if (addSpeed <= 0f) return; float accelSpeed = acceleration * wishspeedOrig * Time.DeltaTime; if (accelSpeed > addSpeed) accelSpeed = addSpeed; velocity += accelSpeed * wishDir; } } }