walk.ts
examples/lcc/walk.ts · raw · open the example · all examples · site home
Exports: WalkSettingsDEFAULT_WALKWalkStateWalker
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// Walk mode: a capsule that walks on the scene's collision mesh
// (collision.ts, loaded around it by CollisionStream.ts), driven by
// CameraControls in fly mode, which keeps looking and pointer lock. Each
// frame the page takes the camera position before controls.update() and
// calls step(): the move the controls made is turned into a walk along the
// camera's heading (its sideways and forward parts, at full speed whatever
// the pitch; up and down, Q / E, dropped), then the capsule moves in
// sub-steps of at most 1/120 s:
// 1. gravity, or a jump (Space) while on the ground;
// 2. the feet move by the walk and the vertical speed;
// 3. push-out: spheres at the knee (above the step height, so steps don't
// stop it) and the chest gather the triangles they touch and move out
// sideways from their closest points, three times; a ceiling stops a
// jump;
// 4. the ground: a ray down from the knee finds the floor; the feet snap
// onto it up a step or down a slope while on the ground, or land on it
// when falling;
// then the camera goes to the eye, above the feet. While the chunks under
// the feet are still loading, the capsule does not fall. Lengths are in the
// scene's units (meters for XGRIDS scenes); physics runs in the file's frame
// (the model's inverse), with up the world's up turned into it.
import * as THREE from "three";
import type { CameraControls } from "@sparkjsdev/radix";
import type { Vec3 } from "./collision.js";
import type { CollisionStream } from "./CollisionStream.js";
export interface WalkSettings {
eyeHeight: number;
radius: number;
stepHeight: number;
// Walk speed multiplier over the controls' move speed
speed: number;
gravity: number;
jumpSpeed: number;
}
export const DEFAULT_WALK: WalkSettings = { eyeHeight: 1.6, radius: 0.25, stepHeight: 0.35, speed: 1.4, gravity: 9.8, jumpSpeed: 4 };
const SUBSTEP = 1 / 120;
const MAX_SUBSTEPS = 8;
const PUSH_ITERATIONS = 3;
const SKIN = 1e-3;
// How far down (scene units) a floor counts as there to fall onto
const FAR = 200;
// Where to look for ground around the camera when walking starts: rings of
// these radii (scene units), eight rays each
const SEARCH = [0, 0.3, 0.6, 1, 1.5, 2.5, 4];
export type WalkState = "off" | "waiting" | "grounded" | "falling";
export class Walker {
readonly settings: WalkSettings;
active = false;
state: WalkState = "off";
// In the file's frame
readonly feet = new THREE.Vector3();
readonly up = new THREE.Vector3(0, 0, 1);
hit?: THREE.Vector3;
// m/s in the file's units along `up`
private vertical = 0;
private jump = false;
private readonly lastGround = new THREE.Vector3();
// A scripted walk (checks): a world-space horizontal velocity until `until`
private drive?: { velocity: THREE.Vector3; until: number };
private readonly camera: THREE.PerspectiveCamera;
private readonly controls: CameraControls;
private readonly model: THREE.Object3D;
private collision?: CollisionStream;
private readonly inverse = new THREE.Matrix4();
private readonly abort = new AbortController();
constructor({ camera, controls, model, settings }: { camera: THREE.PerspectiveCamera; controls: CameraControls; model: THREE.Object3D; settings: WalkSettings }) {
this.camera = camera;
this.controls = controls;
this.model = model;
this.settings = settings;
addEventListener("keydown", (event) => {
if (this.active && event.code === "Space" && !(event.target instanceof HTMLInputElement)) {
this.jump = true;
event.preventDefault();
}
}, { signal: this.abort.signal });
}
setCollision(collision: CollisionStream | undefined) {
this.collision = collision;
if (!collision) {
this.stop();
}
}
// World lengths per file unit (the model's uniform scale)
private get scale() {
return Math.max(1e-9, this.model.scale.x);
}
private frame() {
this.model.updateMatrixWorld();
this.inverse.copy(this.model.matrixWorld).invert();
this.up.set(0, 1, 0).transformDirection(this.inverse);
}
private toFile(world: THREE.Vector3, out = new THREE.Vector3()) {
return out.copy(world).applyMatrix4(this.inverse);
}
// Drops onto the ground below the camera; false (and a reason) when there is none
async start(): Promise<{ ok: boolean; message?: string }> {
const collision = this.collision;
if (!collision) {
return { ok: false, message: "This scene has no collision mesh" };
}
this.frame();
const eye = this.toFile(this.camera.position);
this.state = "waiting";
await collision.ready(eye, (this.settings.eyeHeight * 4) / this.scale);
this.frame();
this.toFile(this.camera.position, eye);
const down = this.up.clone().negate();
// The nearest ground below the camera, or around it (meshes have holes)
const side = new THREE.Vector3(1, 0, 0);
if (Math.abs(side.dot(this.up)) > 0.9) {
side.set(0, 1, 0);
}
const s = side.cross(this.up).normalize();
const t = this.up.clone().cross(s).normalize();
const origin = new THREE.Vector3();
let found: THREE.Vector3 | undefined;
for (const ring of SEARCH) {
for (let k = 0; k < (ring === 0 ? 1 : 8) && !found; k += 1) {
const angle = (k / 8) * Math.PI * 2;
origin.copy(eye).addScaledVector(s, (Math.cos(angle) * ring) / this.scale).addScaledVector(t, (Math.sin(angle) * ring) / this.scale);
const hit = collision.set.raycast(origin, down, 1e4 / this.scale);
found = hit && origin.clone().addScaledVector(down, hit.t);
}
if (found) {
break;
}
}
if (!found) {
this.state = "off";
return { ok: false, message: "No ground below the camera: fly over the floor, then walk" };
}
this.feet.copy(found);
this.lastGround.copy(this.feet);
this.vertical = 0;
this.active = true;
this.state = "grounded";
this.controls.mode = "fly";
this.place();
return { ok: true };
}
stop() {
this.active = false;
this.state = "off";
this.hit = undefined;
this.drive = undefined;
}
// Walk at `velocity` (world, horizontal, scene units per second) for `seconds` (checks)
driveFor(velocity: THREE.Vector3, seconds: number) {
this.drive = { velocity: velocity.clone(), until: performance.now() + seconds * 1000 };
}
// After controls.update(): `before` is the camera's position before it
step(dt: number, before: THREE.Vector3) {
const collision = this.collision;
if (!this.active || !collision) {
return;
}
if (this.controls.mode !== "fly") {
this.stop();
return;
}
this.frame();
const s = this.settings;
const scale = this.scale;
// The controls' move in the camera's own axes, walked along its heading
const moved = this.camera.position.clone().sub(before);
const local = moved.clone().applyQuaternion(this.camera.quaternion.clone().invert());
const forward = new THREE.Vector3(0, 0, -1).applyQuaternion(this.camera.quaternion).setY(0);
const right = new THREE.Vector3(1, 0, 0).applyQuaternion(this.camera.quaternion).setY(0);
if (forward.lengthSq() < 1e-8) {
forward.set(0, 1, 0).applyQuaternion(this.camera.quaternion).setY(0).negate();
}
forward.normalize();
right.normalize();
const wish = right.multiplyScalar(local.x).addScaledVector(forward, -local.z).multiplyScalar(s.speed);
if (this.drive) {
if (performance.now() < this.drive.until) {
wish.addScaledVector(this.drive.velocity, dt);
} else {
this.drive = undefined;
}
}
// In the file's frame, per second
const distance = wish.length();
const wishFile = distance > 0 ? wish.transformDirection(this.inverse).multiplyScalar(distance / scale / Math.max(dt, 1e-6)) : wish;
const eye = s.eyeHeight / scale;
const radius = s.radius / scale;
const stepHeight = s.stepHeight / scale;
const gravity = s.gravity / scale;
const loaded = collision.loadedAt(this.feet, eye * 2);
this.state = loaded ? this.state === "waiting" ? "grounded" : this.state : "waiting";
const steps = Math.min(MAX_SUBSTEPS, Math.max(1, Math.ceil(dt / SUBSTEP)));
const h = Math.min(dt, MAX_SUBSTEPS * SUBSTEP) / steps;
const up = this.up;
for (let i = 0; i < steps; i += 1) {
const grounded = this.state === "grounded";
if (loaded) {
if (grounded && this.jump) {
this.vertical = s.jumpSpeed / scale;
this.state = "falling";
} else if (!grounded) {
this.vertical -= gravity * h;
}
} else {
this.vertical = 0;
}
this.feet.addScaledVector(wishFile, h).addScaledVector(up, this.vertical * h);
this.pushOut(radius, stepHeight, eye);
if (loaded) {
this.ground(radius, stepHeight, h);
}
}
this.jump = false;
// Fell out of the scene: back to the last ground
if (this.state === "falling" && this.feet.clone().sub(this.lastGround).dot(up) < -1000 / scale) {
this.feet.copy(this.lastGround);
this.vertical = 0;
this.state = "grounded";
}
this.place();
}
// Sideways out of the triangles the knee and chest spheres touch
private pushOut(radius: number, stepHeight: number, eye: number) {
const collision = this.collision!;
const up = this.up;
const knee = stepHeight + radius;
const chest = Math.max(knee, eye - radius);
const center = new THREE.Vector3();
const push = new THREE.Vector3();
const away = new THREE.Vector3();
for (let iteration = 0; iteration < PUSH_ITERATIONS; iteration += 1) {
let any = false;
for (const height of chest > knee ? [knee, chest] : [knee]) {
center.copy(this.feet).addScaledVector(up, height);
push.set(0, 0, 0);
collision.set.sphere(center, radius, (point: Vec3) => {
away.set(center.x - point.x, center.y - point.y, center.z - point.z);
const length = away.length();
if (length >= radius || length < 1e-9) {
return;
}
const depth = radius - length + SKIN;
away.multiplyScalar(depth / length);
// A ceiling over the chest stops a jump
if (height === chest && away.dot(up) < 0 && this.vertical > 0) {
this.vertical = 0;
}
away.addScaledVector(up, -away.dot(up));
// The deepest push along each direction, not their sum
for (const axis of ["x", "y", "z"] as const) {
if (Math.abs(away[axis]) > Math.abs(push[axis])) {
push[axis] = away[axis];
}
}
});
if (push.lengthSq() > 0) {
this.feet.add(push);
any = true;
}
}
if (!any) {
break;
}
}
}
// Snap onto the floor below the knee
private ground(radius: number, stepHeight: number, h: number) {
const collision = this.collision!;
const up = this.up;
const knee = stepHeight + radius;
const origin = this.feet.clone().addScaledVector(up, knee);
const down = up.clone().negate();
const grounded = this.state === "grounded";
const fall = Math.max(0, -this.vertical * h);
const reach = knee + (grounded ? stepHeight : 0) + fall + SKIN;
const hit = collision.set.raycast(origin, down, reach);
// Floors only: slopes up to 60 degrees
if (hit && this.vertical <= 0 && hit.normal.x * up.x + hit.normal.y * up.y + hit.normal.z * up.z > 0.5) {
this.feet.copy(origin).addScaledVector(down, hit.t);
this.vertical = 0;
this.state = "grounded";
this.lastGround.copy(this.feet);
this.hit = this.feet.clone();
} else if (this.vertical <= 0 && !collision.set.raycast(origin, down, FAR / this.scale)) {
// A hole in the mesh (scanned meshes have them): hold the height
this.vertical = 0;
this.state = "grounded";
} else {
this.state = "falling";
}
}
private place() {
const eye = this.feet.clone().addScaledVector(this.up, this.settings.eyeHeight / this.scale);
this.camera.position.copy(eye.applyMatrix4(this.model.matrixWorld));
}
// For the overlay: feet, up, radius and height in the file's frame
get capsule() {
const scale = this.scale;
return { feet: this.feet, up: this.up, radius: this.settings.radius / scale, height: this.settings.eyeHeight / scale, hit: this.hit };
}
dispose() {
this.abort.abort();
}
}