Second pass on basic first-person player modifier
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@ -1,88 +1,130 @@
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import "fpkit: system/first_person_player.modifier.api" for API, Modifier, APIGet, APISet, Wire, Fields, State, Op
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import "system/first_person_player.modifier.api" for API, Modifier, APIGet, APISet, Wire, Fields, State, Op
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import "luxe: io" for IO
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import "luxe: io" for IO
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import "luxe: assets" for Strings
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import "luxe: assets" for Strings
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import "luxe: input" for Input
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import "luxe: world" for Entity, World, Transform
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import "luxe: world" for Entity, World, Transform
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import "luxe.project/asset" for Asset
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import "luxe: math" for Math
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import "luxe: math" for Math
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import "luxe: system/physics/physics3D.modifier" for Phyiscs3D
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import "luxe.project/asset" for Asset
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import "luxe: system/physics/character3D.modifier" for Character3D
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import "luxe: system/physics/character3D.modifier" for Character3D
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import "luxe: system/physics/physics3D.modifier" for Physics3D
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#block = data
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#block = data
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class Data {
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class Data {
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var camera: Link
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var acceleration: Num = 0.9
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var decelleration: Num = 0.5
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var speed_run: Num = 25.0
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var speed_walk: Num = 15.0
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var ground_check_dist: Num = 0
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var jump_impulse: Num = 20
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var jump_grace_time: Num = 0.1
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var acceleration: Num = 0.6
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#hidden
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var decelleration: Num = 0.6
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var input_target: Float3 = [0, 0, 0]
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var ground_check_dist: Num = 0.15
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var jump_impulse: Num = 2.25
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#hidden
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var jump_force: Num = 1.0
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var target_speed: Num = 0
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var jump_force_falloff: Num = 0.3
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#hidden
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var time_since_grounded: Num = 0
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#hidden
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#hidden
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var is_grounded: Bool = false
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var is_grounded: Bool = false
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#hidden
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#hidden
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var target_input: Float3 = [0, 0, 0]
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var movement_active: Bool = true
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}
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}
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#api
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#api
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#display = "First-Person Player"
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#display = "First-Person Player"
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#desc = "**A new modifier**. You should update this description"
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#desc = "**Player movement system**. Takes the player's input and moves the player's character."
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#icon = "luxe: image/modifier/modifier.svg"
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#icon = "luxe: image/modifier/modifier.svg"
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class FirstPersonPlayer is API {
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class PlayerInput is API {
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//add public facing API here
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set_movement_active(entity: Entity, active: Bool) {
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system(entity).movement_active = active
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}
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}
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}
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#system
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#system
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#phase(on, tick)
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#phase(on, tick)
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class System is Modifier {
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class System is Modifier {
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// A common tiny value to check against
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EPSILON { 0.001 }
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//required atm
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//required atm
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construct new(world: World) { super(world) }
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construct new(world: World) { super(world) }
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init(world: World) {
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init(world: World) {
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_world = world
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Log.print("init `%(This)` in world `%(world)`")
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Log.print("init `%(This)` in world `%(world)`")
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Physics3D.create_in(world)
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_camera = Entity.get_named(world, "app.camera")
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_world = world
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}
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}
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#hidden
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#hidden
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attach(entity: Entity, data: Data) {
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attach(player: Entity, data: Data) {
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Log.print("attached to `%(Strings.get(Entity.get_name(entity)))` `%(entity)` - `%(This)`")
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if (!Character3D.has(player)) return
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Character3D.set.speed(player, data.speed_walk)
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if (data.camera == null) {
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data.target_speed = data.speed_walk
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data.camera = Entity.get_named(world, "app.camera")
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}
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}
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}
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#hidden
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#hidden
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tick(delta: Num) {
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tick(delta: Num) {
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var fore = Input.event_active("up", "game") ? -1 : 0
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each {|player: Entity, data: Data|
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var back = Input.event_active("down", "game") ? 1 : 0
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if (!Character3D.has(player)) return
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var left = Input.event_active("left", "game") ? -1 : 0
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var right = Input.event_active("right", "game") ? 1 : 0
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each {|entity: Entity, data: Data|
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// Update grounded state
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if (data.camera == null) return
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var now_grounded = check_grounded(player, data)
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if (!Character3D.has(entity)) return
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target_input = Transform.local_vector_to_world(data.camera, right + left, 0, fore + back)
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if (data.is_grounded && !now_grounded && data.time_since_grounded < data.jump_grace_time) {
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target_input.y = 0
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data.time_since_grounded = data.time_since_grounded + delta
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Math.normalize(target_input)
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target_input.y = Input.event_began("jump", "game") && data.is_grounded ? data.jump_impulse : 0
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Character3D.set.input(entity, input)
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if (data.time_since_grounded >= data.jump_grace_time) {
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data.is_grounded = false
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}
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}
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}
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}
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check_if_grounded(player: Entity, data: Data): Bool {
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if (!data.is_grounded && now_grounded && Character3D.get.velocity(player).y <= 0) {
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var half_height: Num = Character3D.get.height(player) * 0.5
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data.is_grounded = true
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var padding: Num = Character3D.get.character_padding(player)
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}
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var dist = half_height + padding + data.ground_check_dist
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var result = Physics3D.cast_ray_closest(_world, Transform.get_pos_world(player), [0,-1,0], dist)
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// Turn this into a Float3 of (Left/Right, 0, Forward/Backward) that is relative to the player's facing direction
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data.input_target = Math.normalized(Math.mult(Transform.local_dir_to_world(_camera, right + left, 0, fore + back), [1, 0, 1]))
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data.input_target = move_toward_vec(Character3D.get.input(player), data.input_target, data, delta * 6)
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return result != null
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if (data.is_grounded) Character3D.set.speed(player, Input.event_active("run", "game") ? data.speed_run : data.speed_walk)
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if (Input.event_began("jump", "game") && data.is_grounded) {
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data.time_since_grounded = 0
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data.input_target = Math.add(data.input_target, [0, data.jump_impulse / Character3D.get.speed(player), 0])
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data.is_grounded = false
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Transform.translate(player, 0, data.ground_check_dist + this.EPSILON, 0)
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} else {
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data.input_target = [data.input_target.x, 0, data.input_target.z]
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}
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Character3D.set.input(player, data.input_target)
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}
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}
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check_grounded(player: Entity, data: Data): Bool {
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var height = Character3D.get.height(player) * 0.5
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return Physics3D.cast_ray_closest(_world, Transform.get_pos_world(player), [0,-1,0], height + data.ground_check_dist) != null
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}
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// Utility Methods
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move_toward_num(from: Num, to: Num, data: Data, delta: Num) {
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if (from < to) {
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return Math.min(Math.lerp(from, to, delta * data.acceleration), to)
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} else if (from > to) {
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return Math.max(Math.lerp(from, to, delta * data.decelleration), to)
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}
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}
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move_toward_vec(from: Float3, to: Float3, data: Data, delta: Num) {
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var pos_delta: Float3 = Math.sub(to, from)
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var pos_len: Num = Math.length(pos_delta)
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var speed = Math.length(from) < Math.length(to) ? delta * data.acceleration : delta * data.decelleration
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return pos_len <= delta || pos_len < this.EPSILON ? to : Math.add(from, Math.scale(Math.div(pos_delta, pos_len), speed))
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}
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}
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}
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}
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