Added spit draft of FirstPersonPlayer modifier

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2025-06-21 23:59:36 -07:00
parent 830ff6b36d
commit 069fa5a5a9
9 changed files with 216 additions and 0 deletions

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import "fpkit: system/first_person_player.modifier.api" for API, Modifier, APIGet, APISet, Wire, Fields, State, Op
import "luxe: io" for IO
import "luxe: assets" for Strings
import "luxe: world" for Entity, World, Transform
import "luxe.project/asset" for Asset
import "luxe: math" for Math
import "luxe: system/physics/physics3D.modifier" for Phyiscs3D
import "luxe: system/physics/character3D.modifier" for Character3D
#block = data
class Data {
var camera: Link
var acceleration: Num = 0.6
var decelleration: Num = 0.6
var ground_check_dist: Num = 0.15
var jump_impulse: Num = 2.25
var jump_force: Num = 1.0
var jump_force_falloff: Num = 0.3
#hidden
var is_grounded: Bool = false
#hidden
var target_input: Float3 = [0, 0, 0]
}
#api
#display = "First-Person Player"
#desc = "**A new modifier**. You should update this description"
#icon = "luxe: image/modifier/modifier.svg"
class FirstPersonPlayer is API {
//add public facing API here
}
#system
#phase(on, tick)
class System is Modifier {
//required atm
construct new(world: World) { super(world) }
init(world: World) {
_world = world
Log.print("init `%(This)` in world `%(world)`")
Physics3D.create_in(world)
}
#hidden
attach(entity: Entity, data: Data) {
Log.print("attached to `%(Strings.get(Entity.get_name(entity)))` `%(entity)` - `%(This)`")
if (data.camera == null) {
data.camera = Entity.get_named(world, "app.camera")
}
}
#hidden
tick(delta: Num) {
var fore = Input.event_active("up", "game") ? -1 : 0
var back = Input.event_active("down", "game") ? 1 : 0
var left = Input.event_active("left", "game") ? -1 : 0
var right = Input.event_active("right", "game") ? 1 : 0
each {|entity: Entity, data: Data|
if (data.camera == null) return
if (!Character3D.has(entity)) return
target_input = Transform.local_vector_to_world(data.camera, right + left, 0, fore + back)
target_input.y = 0
Math.normalize(target_input)
target_input.y = Input.event_began("jump", "game") && data.is_grounded ? data.jump_impulse : 0
Character3D.set.input(entity, input)
}
}
check_if_grounded(player: Entity, data: Data): Bool {
var half_height: Num = Character3D.get.height(player) * 0.5
var padding: Num = Character3D.get.character_padding(player)
var dist = half_height + padding + data.ground_check_dist
var result = Physics3D.cast_ray_closest(_world, Transform.get_pos_world(player), [0,-1,0], dist)
return result != null
}
}