armory/Sources/armory/trait/WalkNavigation.hx

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package armory.trait;
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import iron.Trait;
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import iron.system.Input;
import iron.system.Time;
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import iron.object.CameraObject;
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import iron.math.Vec4;
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class WalkNavigation extends Trait {
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public static var enabled = true;
var speed = 5.0;
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var dir = new Vec4();
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var xvec = new Vec4();
var yvec = new Vec4();
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var ease = 1.0;
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var camera: CameraObject;
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var keyboard: Keyboard;
var gamepad: Gamepad;
var mouse: Mouse;
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public function new() {
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super();
notifyOnInit(init);
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}
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function init() {
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keyboard = Input.getKeyboard();
gamepad = Input.getGamepad();
mouse = Input.getMouse();
try {
camera = cast(object, CameraObject);
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}
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catch (msg: String) {
trace("Error occurred: " + msg + "\nWalkNavigation trait should be used with a camera object.");
}
if (camera != null){
notifyOnUpdate(update);
}
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}
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function update() {
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if (!enabled || Input.occupied) return;
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var moveForward = keyboard.down(keyUp) || keyboard.down("up");
var moveBackward = keyboard.down(keyDown) || keyboard.down("down");
var strafeLeft = keyboard.down(keyLeft) || keyboard.down("left");
var strafeRight = keyboard.down(keyRight) || keyboard.down("right");
var strafeUp = keyboard.down(keyStrafeUp);
var strafeDown = keyboard.down(keyStrafeDown);
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var fast = keyboard.down("shift") ? 2.0 : (keyboard.down("alt") ? 0.5 : 1.0);
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if (gamepad != null) {
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var leftStickY = Math.abs(gamepad.leftStick.y) > 0.05;
var leftStickX = Math.abs(gamepad.leftStick.x) > 0.05;
var r1 = gamepad.down("r1") > 0.0;
var l1 = gamepad.down("l1") > 0.0;
var rightStickX = Math.abs(gamepad.rightStick.x) > 0.1;
var rightStickY = Math.abs(gamepad.rightStick.y) > 0.1;
if (leftStickY || leftStickX || r1 || l1 || rightStickX || rightStickY) {
dir.set(0, 0, 0);
if (leftStickY) {
yvec.setFrom(camera.look());
yvec.mult(gamepad.leftStick.y);
dir.add(yvec);
}
if (leftStickX) {
xvec.setFrom(camera.right());
xvec.mult(gamepad.leftStick.x);
dir.add(xvec);
}
if (r1) dir.addf(0, 0, 1);
if (l1) dir.addf(0, 0, -1);
var d = Time.delta * speed * fast;
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camera.transform.move(dir, d);
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if (rightStickX) {
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camera.transform.rotate(Vec4.zAxis(), -gamepad.rightStick.x / 15.0);
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}
if (rightStickY) {
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camera.transform.rotate(camera.right(), gamepad.rightStick.y / 15.0);
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}
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}
}
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if (moveForward || moveBackward || strafeRight || strafeLeft || strafeUp || strafeDown) {
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ease += Time.delta * 15;
if (ease > 1.0) ease = 1.0;
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dir.set(0, 0, 0);
if (moveForward) dir.addf(camera.look().x, camera.look().y, camera.look().z);
if (moveBackward) dir.addf(-camera.look().x, -camera.look().y, -camera.look().z);
if (strafeRight) dir.addf(camera.right().x, camera.right().y, camera.right().z);
if (strafeLeft) dir.addf(-camera.right().x, -camera.right().y, -camera.right().z);
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#if arm_yaxisup
if (strafeUp) dir.addf(0, 1, 0);
if (strafeDown) dir.addf(0, -1, 0);
#else
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if (strafeUp) dir.addf(0, 0, 1);
if (strafeDown) dir.addf(0, 0, -1);
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#end
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}
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else {
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ease -= Time.delta * 20.0 * ease;
if (ease < 0.0) ease = 0.0;
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}
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if (mouse.wheelDelta < 0) {
speed *= 1.1;
} else if (mouse.wheelDelta > 0) {
speed *= 0.9;
if (speed < 0.5) speed = 0.5;
}
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var d = Time.delta * speed * fast * ease;
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if (d > 0.0) camera.transform.move(dir, d);
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if (mouse.down()) {
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#if arm_yaxisup
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camera.transform.rotate(Vec4.yAxis(), -mouse.movementX / 200);
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#else
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camera.transform.rotate(Vec4.zAxis(), -mouse.movementX / 200);
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#end
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camera.transform.rotate(camera.right(), -mouse.movementY / 200);
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}
}
#if arm_azerty
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static inline var keyUp = "z";
static inline var keyDown = "s";
static inline var keyLeft = "q";
static inline var keyRight = "d";
static inline var keyStrafeUp = "e";
static inline var keyStrafeDown = "a";
#else
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static inline var keyUp = "w";
static inline var keyDown = "s";
static inline var keyLeft = "a";
static inline var keyRight = "d";
static inline var keyStrafeUp = "e";
static inline var keyStrafeDown = "q";
#end
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}