Files
Leenkx_Templates/archery/Sources/lnx/FirstPersonController.hx
2026-05-06 19:12:34 -07:00

168 lines
3.7 KiB
Haxe

package lnx;
import iron.math.Vec4;
import iron.math.Quat;
import iron.math.Mat4;
import iron.system.Input;
import iron.object.Object;
import iron.object.BoneAnimation;
import leenkx.trait.physics.PhysicsWorld;
import leenkx.trait.internal.CameraController;
class FirstPersonController extends CameraController {
#if (!lnx_physics)
public function new() { super(); }
#else
static inline var rotationSpeed = 0.5;
public function new() {
super();
notifyOnInit(function() {
PhysicsWorld.active.notifyOnPreUpdate(preUpdate);
notifyOnUpdate(update);
notifyOnRemove(function() {
PhysicsWorld.active.removePreUpdate(preUpdate);
});
});
}
function findAnimation(o:Object):BoneAnimation {
if (o.animation != null) return cast o.animation;
for (c in o.children) {
var co = findAnimation(c);
if (co != null) return co;
}
return null;
}
var xVec = Vec4.xAxis();
var zVec = Vec4.zAxis();
var angle = 0.0;
var nextFrameRot = 0.0;
var anim:BoneAnimation = null;
var q = new Quat();
var mat = Mat4.identity();
function preUpdate() {
if (Input.occupied || !body.ready) return;
var mouse = Input.getMouse();
var kb = Input.getKeyboard();
if (mouse.started() && !mouse.locked) mouse.lock();
else if (kb.started("escape") && mouse.locked) mouse.unlock();
if (nextFrameRot != 0.0) {
var origin = object.getChild("CameraOrigin");
origin.transform.rotate(xVec, nextFrameRot);
origin.transform.buildMatrix();
}
nextFrameRot = 0;
if (mouse.moved) {
var d = mouse.movementY / 250;
if (angle + d < 0.25 && angle + d > -0.25) {
angle += d;
nextFrameRot = mouse.movementY / 250 * rotationSpeed;
}
}
if (anim == null) {
anim = findAnimation(object.getChild("Armature"));
anim.notifyOnUpdate(updateBones);
}
if (mouse.moved) transform.rotate(zVec, -mouse.movementX / 250 * rotationSpeed);
body.syncTransform();
}
function updateBones() {
// Fetch bone
var bone1 = anim.getBone("mixamorig:LeftForeLnx");
var bone2 = anim.getBone("mixamorig:RightForeLnx");
// Fetch bone matrix - this is in local bone space for now
var m1 = anim.getBoneMat(bone1);
var m2 = anim.getBoneMat(bone2);
var m1b = anim.getBoneMatBlend(bone1);
var m2b = anim.getBoneMatBlend(bone2);
var a1 = anim.getAbsMat(bone1.parent);
var a2 = anim.getAbsMat(bone2.parent);
// Rotate hand bones to aim with gun
// Some raw math follows..
var tx = m1._30;
var ty = m1._31;
var tz = m1._32;
m1._30 = 0;
m1._31 = 0;
m1._32 = 0;
mat.getInverse(a1);
q.fromAxisAngle(mat.right(), angle);
m1.applyQuat(q);
m1._30 = tx;
m1._31 = ty;
m1._32 = tz;
var tx = m2._30;
var ty = m2._31;
var tz = m2._32;
m2._30 = 0;
m2._31 = 0;
m2._32 = 0;
mat.getInverse(a2);
var v = mat.right();
v.mult(-1);
// Todo: We do not do inverse kinematics just yet, right hand moves unnaturally
// Point the hand down to the ground for now
q.fromAxisAngle(v, -angle / 3.0);
m2.applyQuat(q);
m2._30 = tx;
m2._31 = ty;
m2._32 = tz;
// Animation blending is in progress, we need to rotate those bones too
if (m1b != null && m2b != null) {
var tx = m1b._30;
var ty = m1b._31;
var tz = m1b._32;
m1b._30 = 0;
m1b._31 = 0;
m1b._32 = 0;
mat.getInverse(a1);
q.fromAxisAngle(mat.right(), angle);
m1b.applyQuat(q);
m1b._30 = tx;
m1b._31 = ty;
m1b._32 = tz;
var tx = m2b._30;
var ty = m2b._31;
var tz = m2b._32;
m2b._30 = 0;
m2b._31 = 0;
m2b._32 = 0;
mat.getInverse(a2);
var v = mat.right();
v.mult(-1);
q.fromAxisAngle(v, -angle / 3.0);
m2b.applyQuat(q);
m2b._30 = tx;
m2b._31 = ty;
m2b._32 = tz;
}
}
function update() {
if (!body.ready) return;
// Keep vertical
body.setAngularFactor(0, 0, 0);
camera.buildMatrix();
}
#end
}