armory/Sources/armory/trait/FirstPersonController.hx

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package armory.trait;
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import iron.math.Vec4;
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import iron.system.Input;
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import iron.object.Object;
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import iron.object.CameraObject;
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import armory.trait.physics.PhysicsWorld;
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import armory.trait.internal.CameraController;
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class FirstPersonController extends CameraController {
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#if (!arm_physics)
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public function new() { super(); }
#else
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var head: Object;
static inline var rotationSpeed = 2.0;
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public function new() {
super();
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iron.Scene.active.notifyOnInit(init);
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}
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function init() {
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head = object.getChildOfType(CameraObject);
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PhysicsWorld.active.notifyOnPreUpdate(preUpdate);
notifyOnUpdate(update);
notifyOnRemove(removed);
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}
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var xVec = Vec4.xAxis();
var zVec = Vec4.zAxis();
function preUpdate() {
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if (Input.occupied || !body.ready) return;
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var mouse = Input.getMouse();
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var kb = Input.getKeyboard();
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if (mouse.started() && !mouse.locked) mouse.lock();
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else if (kb.started("escape") && mouse.locked) mouse.unlock();
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if (mouse.locked || mouse.down()) {
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head.transform.rotate(xVec, -mouse.movementY / 250 * rotationSpeed);
transform.rotate(zVec, -mouse.movementX / 250 * rotationSpeed);
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body.syncTransform();
}
}
function removed() {
PhysicsWorld.active.removePreUpdate(preUpdate);
}
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var dir = new Vec4();
function update() {
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if (!body.ready) return;
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if (jump) {
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body.applyImpulse(new Vec4(0, 0, 16));
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jump = false;
}
// Move
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dir.set(0, 0, 0);
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if (moveForward) dir.add(transform.look());
if (moveBackward) dir.add(transform.look().mult(-1));
if (moveLeft) dir.add(transform.right().mult(-1));
if (moveRight) dir.add(transform.right());
// Push down
var btvec = body.getLinearVelocity();
body.setLinearVelocity(0.0, 0.0, btvec.z - 1.0);
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if (moveForward || moveBackward || moveLeft || moveRight) {
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dir.mult(6);
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body.activate();
body.setLinearVelocity(dir.x, dir.y, btvec.z - 1.0);
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}
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// Keep vertical
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body.setAngularFactor(0, 0, 0);
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camera.buildMatrix();
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}
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#end
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}