Files
GoakeFlax/Source/Game/PlayerMovement.cs

678 lines
18 KiB
C#

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;
public AudioClip JumpLandSound;
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;
private 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>();
//rigidBody.CollisionEnter += OnCollisionEnter;
//rigidBody.TriggerEnter += OnTriggerEnter;
//rigidBody.TriggerExit += OnTriggerExit;
}
private List<PhysicsColliderActor> touchingActors = new List<PhysicsColliderActor>();
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;
}
/// <summary>
/// Sweeps the player rigidbody in world and returns geometry which was hit during the trace.
/// </summary>
/// <param name="start">Start position</param>
/// <param name="end">End position</param>
/// <returns></returns>
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<CapsuleCollider>();
var boxCollider = Actor.GetChild<BoxCollider>();
var meshCollider = Actor.GetChild<MeshCollider>();
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<RayCastHit> hitInfosFiltered = new List<RayCastHit>();
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<CapsuleCollider>();
var boxCollider = Actor.GetChild<BoxCollider>();
var meshCollider = Actor.GetChild<MeshCollider>();
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<Vector3> hitNormals = new List<Vector3>();
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<Camera>();
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;
if (JumpLandSound != null && JumpLandSound.IsLoaded)
{
var audioSource = new AudioSource();
audioSource.Clip = JumpLandSound;
audioSource.Position = rootActor.Position; //new Vector3(-350, 176, 61);//rootActor.Position;
audioSource.Parent = Actor.Parent;
audioSource.Play();
Destroy(audioSource, JumpLandSound.Length);
}
else if (JumpLandSound == 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;
}
}
}