clean: complete optimization of player movements

This commit is contained in:
Florian Sylvain
2024-03-15 02:36:00 +01:00
parent 93ce8386ab
commit 7d22a4eee9
4 changed files with 177 additions and 146 deletions
+4 -1
View File
@@ -38,7 +38,10 @@ export function Cubes(props: { cubesPosition: Vector3[] }) {
scale={[1, 1, 1]}
>
<boxGeometry attach={"geometry"}></boxGeometry>
<meshLambertMaterial color={"hotpink"}></meshLambertMaterial>
<meshLambertMaterial
color={"hotpink"}
toneMapped={false}
></meshLambertMaterial>
</mesh>
);
});
+155 -95
View File
@@ -1,12 +1,6 @@
import { useAnimations, useGLTF, useKeyboardControls } from "@react-three/drei";
import { useFrame, useThree } from "@react-three/fiber";
import {
MutableRefObject,
useCallback,
useEffect,
useRef,
useState,
} from "react";
import { useEffect, useRef } from "react";
import {
DirectionalLight,
Euler,
@@ -15,6 +9,7 @@ import {
Vector2,
Vector3,
} from "three";
import { AnimationState } from "../models/Animations";
export interface KeyPressed {
moveForward: boolean;
@@ -27,110 +22,175 @@ export interface KeyPressed {
const PLAYER_SPEED = 4.75;
const SHADOW_DRAW_DISTANCE = 30;
const MOUSE_X_SENSITIVITY = 0.002;
const MOUSE_Y_SENSITIVITY = 0.001;
const ANIM_SPEED = 0.2;
const CAMERA_RADIUS = 2;
const CAMERA_HEIGHT = 1.5;
export function Player(props: {
container: MutableRefObject<HTMLCanvasElement>;
}): JSX.Element {
export function Player(): JSX.Element {
const model = useGLTF("/Adventurer.glb");
const animations = useAnimations(model.animations, model.scene);
// const walk = animations.actions["CharacterArmature|Walk"];
const run = animations.actions["CharacterArmature|Run"];
const idle = animations.actions["CharacterArmature|Idle"];
const anims = useAnimations(model.animations, model.scene);
const [, getKeys] = useKeyboardControls();
const [isWalking, setIsWalking] = useState(false);
const [pivotX, setPivotX] = useState(0);
const [pivotY, setPivotY] = useState(0);
const [mouseRef, setMouseRef] = useState(new Vector2());
const lightRef = useRef<DirectionalLight>(null);
const camera = useThree((state) => state.camera);
const radius = 2;
const yOffset = 1.5;
const pivot = new Vector2();
const moveVector = new Vector3();
const moveEuler = new Euler();
const targetRotation = new Quaternion();
const targetRotationEuler = new Euler();
const cameraRotationEuler = new Euler();
const rotationQuaternion = new Quaternion();
const rotationEuler = new Euler();
const animsState: AnimationState[] = [
{ name: "CharacterArmature|Idle", isPlaying: true },
{ name: "CharacterArmature|Run", isPlaying: false },
{ name: "CharacterArmature|Run_Back", isPlaying: false },
];
const lastAnimState = {} as AnimationState;
const setAnimState = (name: string, isPlaying: boolean): void => {
const anim = animsState.find((anim) => anim.name === name);
if (!anim) return;
anim.isPlaying = isPlaying;
};
const getAnimState = (name: string): AnimationState => {
const anim = animsState.find((anim) => anim.name === name);
if (!anim) return { name: "", isPlaying: false };
return anim;
};
const onMouseMove = (mouseEvent: MouseEvent): void => {
pivot.x = pivot.x - mouseEvent.movementX * MOUSE_X_SENSITIVITY;
pivot.y = Math.min(
Math.max(pivot.y + mouseEvent.movementY * MOUSE_Y_SENSITIVITY, -0.4),
1.2
);
};
const someKeyPressed = (): boolean =>
Object.values(getKeys()).some((key) => key);
function setMoveVector(delta: number): void {
moveVector.set(0, 0, 0);
const keys = getKeys();
if (keys.moveLeft) moveVector.x += 1;
if (keys.moveRight) moveVector.x -= 1;
if (keys.moveForward) moveVector.z += 1;
if (keys.moveBackward) moveVector.z -= 1;
moveVector.applyEuler(moveEuler.set(0, pivot.x - Math.PI, 0));
moveVector.multiplyScalar(PLAYER_SPEED * delta);
}
function setAnimationsState(): void {
const keys = getKeys();
const isMovingSideways = keys.moveLeft || keys.moveRight;
const isMovingForward = keys.moveForward;
const isMovingBackward = keys.moveBackward;
const isIdle = !isMovingSideways && !isMovingForward && !isMovingBackward;
if (isMovingForward || (isMovingSideways && !isMovingBackward)) {
setAnimState("CharacterArmature|Idle", false);
setAnimState("CharacterArmature|Run", true);
setAnimState("CharacterArmature|Run_Back", false);
} else if (isMovingBackward) {
setAnimState("CharacterArmature|Idle", false);
setAnimState("CharacterArmature|Run", false);
setAnimState("CharacterArmature|Run_Back", true);
} else if (isIdle) {
setAnimState("CharacterArmature|Idle", true);
setAnimState("CharacterArmature|Run", false);
setAnimState("CharacterArmature|Run_Back", false);
}
}
function setPlayerHeadRotationX(): void {
model.nodes?.Head.rotateX(pivot.y);
}
function calculateTargetRotation(): void {
targetRotationEuler.y = pivot.x + Math.atan2(moveVector.x, moveVector.z);
targetRotation.setFromEuler(targetRotationEuler);
}
function calculateCameraRotation(): void {
cameraRotationEuler.setFromQuaternion(camera.quaternion, "YXZ");
rotationEuler.set(0, -cameraRotationEuler.y, 0);
}
function applyCameraRotationToTargetRotation(): void {
rotationQuaternion.setFromEuler(rotationEuler);
targetRotation.multiplyQuaternions(targetRotation, rotationQuaternion);
}
function rotateBackwards(): void {
rotationEuler.set(0, Math.PI, 0);
rotationQuaternion.setFromEuler(rotationEuler);
targetRotation.multiplyQuaternions(targetRotation, rotationQuaternion);
}
function interpolatePlayerQuaternionToTargetRotation(): void {
model.scene.quaternion.slerp(targetRotation, 0.2);
}
function setPlayerPosition(): void {
model.scene.position.add(moveVector);
calculateTargetRotation();
calculateCameraRotation();
applyCameraRotationToTargetRotation();
if (getAnimState("CharacterArmature|Run_Back").isPlaying) {
rotateBackwards();
}
interpolatePlayerQuaternionToTargetRotation();
}
function setCameraPosition(): void {
const player = model.scene;
camera.position.set(
CAMERA_RADIUS * Math.sin(pivot.x) * Math.cos(pivot.y) + player.position.x,
CAMERA_RADIUS * Math.sin(pivot.y) + player.position.y + CAMERA_HEIGHT,
CAMERA_RADIUS * Math.cos(pivot.x) * Math.cos(pivot.y) + player.position.z
);
camera.lookAt(
player.position.x,
player.position.y + CAMERA_HEIGHT,
player.position.z
);
}
function setPlayerAnimations(): void {
animsState.forEach((anim) => {
if (lastAnimState.name !== anim.name && anim.isPlaying) {
anims.actions[lastAnimState.name]?.fadeOut(ANIM_SPEED);
anims.actions[anim.name]?.reset().fadeIn(ANIM_SPEED).play();
lastAnimState.name = anim.name;
}
});
}
useFrame((_, delta) => {
setMoveVector(delta);
setAnimationsState();
setPlayerHeadRotationX();
if (someKeyPressed()) setPlayerPosition();
setCameraPosition();
setPlayerAnimations();
});
useEffect(() => {
idle?.play();
model.scene.traverse((child) => {
if (child instanceof Mesh) {
child.castShadow = true;
child.receiveShadow = true;
}
});
window.addEventListener("mousemove", onMouseMove);
return () => window.removeEventListener("mousemove", onMouseMove);
});
const moveVector = new Vector3();
const moveEuler = new Euler();
const targetRotation = new Quaternion();
const rotationEuler = new Euler();
useFrame((_, delta) => {
const player = model.scene.position;
moveVector.set(0, 0, 0);
if (getKeys().moveForward) moveVector.z += 1;
if (getKeys().moveBackward) moveVector.z -= 1;
if (getKeys().moveLeft) moveVector.x += 1;
if (getKeys().moveRight) moveVector.x -= 1;
moveVector.applyEuler(moveEuler.set(0, pivotX - Math.PI, 0));
moveVector.multiplyScalar(PLAYER_SPEED * delta);
model.nodes?.Head.rotateX(pivotY - model.nodes?.Head.rotation.x);
if (Object.values(getKeys()).some((key) => key)) {
player.add(moveVector);
targetRotation.setFromEuler(rotationEuler.set(0, pivotX - Math.PI, 0));
model.scene.quaternion.slerp(targetRotation, 0.2);
}
camera.position.x = radius * Math.sin(pivotX) * Math.cos(pivotY) + player.x;
camera.position.y = radius * Math.sin(pivotY) + player.y + yOffset;
camera.position.z = radius * Math.cos(pivotX) * Math.cos(pivotY) + player.z;
camera.lookAt(player.x, player.y + yOffset, player.z);
});
const onMouseMove = useCallback((event: MouseEvent) => {
setMouseRef(new Vector2(event.movementX, event.movementY));
}, []);
useEffect(() => {
props.container.current?.addEventListener("mousemove", onMouseMove);
return () => {
props.container.current?.removeEventListener("mousemove", onMouseMove);
};
}, [onMouseMove, props.container]);
useEffect(() => {
const MOUSE_X_SENSITIVITY = 0.005;
const MOUSE_Y_SENSITIVITY = 0.003;
setPivotX((pivotX) => pivotX - mouseRef.x * MOUSE_X_SENSITIVITY);
setPivotY((pivotY) =>
Math.min(Math.max(pivotY + mouseRef.y * MOUSE_Y_SENSITIVITY, -0.2), 1.2)
);
}, [mouseRef]);
useEffect(() => {
const ANIM_SPEED = 0.2;
if (isWalking) {
idle?.fadeOut(ANIM_SPEED);
run?.reset().fadeIn(ANIM_SPEED).play();
} else {
run?.fadeOut(ANIM_SPEED);
idle?.reset().fadeIn(ANIM_SPEED).play();
}
return () => {
run?.fadeOut(ANIM_SPEED);
idle?.fadeOut(ANIM_SPEED);
};
}, [isWalking, idle, run]);
return (
<>
<primitive