freeblox/packages/engine/src/gameobjects/humanoid.object.ts

201 lines
4.9 KiB
TypeScript

import {
AnimationAction,
AnimationClip,
AnimationMixer,
Object3D,
Skeleton,
SkinnedMesh,
Vector3,
} from 'three';
import { GameObject } from '../types/game-object';
import { Ticking } from '../types/ticking';
import { EditorProperty } from '../decorators/property';
import { MeshPart } from './mesh.object';
import { clamp } from 'three/src/math/MathUtils.js';
import { NameTag } from './nametag.object';
import { CanvasUtils } from '../canvas/utils';
export type HumanoidBodyPart =
| 'Head'
| 'Torso'
| 'ArmLeft'
| 'ArmRight'
| 'LegRight'
| 'LegLeft';
export class Humanoid extends GameObject implements Ticking {
public isTickingObject = true;
public objectType = 'Humanoid';
public name = 'Humanoid';
private ready = false;
private skeleton!: Skeleton;
private _health = 100;
private _maxHealth = 100;
private _velocity = new Vector3(0, 0, 0);
private _lookAt = new Vector3(0, 0, 1);
private _currentLookAt = new Vector3(0, 0, 1);
private _animState = 0;
public static bodyPartNames = [
'Head',
'Torso',
'ArmLeft',
'ArmRight',
'LegRight',
'LegLeft',
] as HumanoidBodyPart[];
public static bodyBoneNames = [
'BHead',
'BTorso',
'BArmL',
'BArmR',
'BLegR',
'BLegL',
] as string[];
public static bodyAnimationNames = ['Idle', 'Walk'];
public static nameTagBuilder = new CanvasUtils({
fill: false,
textBorderColor: '#000',
foregroundColor: '#fff',
textShadowBlur: 2,
textBorderSize: 1,
});
private mixer!: AnimationMixer;
private idleAction!: AnimationAction;
private walkAction!: AnimationAction;
private nameTag?: NameTag;
@EditorProperty({ type: Number })
get health() {
return this._health;
}
set health(value: number) {
const health = clamp(Math.floor(value), 0, this.maxHealth);
if (health === 0) this.die();
this.health = health;
}
@EditorProperty({ type: Number })
get maxHealth() {
return this._maxHealth;
}
set maxHealth(value: number) {
const maxHealth = Math.floor(value);
if (this.health > maxHealth) {
this.health = maxHealth;
}
this._maxHealth = maxHealth;
}
get alive() {
return this.health > 0;
}
private get bodyParts() {
return Humanoid.bodyPartNames.map((key) => this.getBodyPartByName(key));
}
getBodyPartByName(name: string) {
return this.parent?.getObjectByName(name) as MeshPart;
}
getBoneForBodyPart(part: HumanoidBodyPart) {
return this.skeleton.getBoneByName(
Humanoid.bodyBoneNames[Humanoid.bodyPartNames.indexOf(part)]
);
}
initialize(): void {
if (!this.parent)
throw new Error('Cannot initialize Humanoid to empty parent');
this.skeleton = (this.bodyParts[0]?.getMesh() as SkinnedMesh).skeleton;
if (!this.skeleton) throw new Error('Could not find Skeleton for Humanoid');
this.skeleton.pose();
this.mixer = new AnimationMixer(this.parent);
this.ready = true;
const idleClip = AnimationClip.findByName(this.parent.animations, 'Idle');
const walkClip = AnimationClip.findByName(this.parent.animations, 'Walk');
this.idleAction = this.mixer.clipAction(idleClip);
this.walkAction = this.mixer.clipAction(walkClip);
this.idleAction.play();
this.createNameTag();
}
setVelocity(velocity: Vector3) {
this._velocity.copy(velocity);
this.setWalkAnimationState(!!this._velocity.length() ? 1 : 0);
}
setLook(vector: Vector3) {
this._lookAt.lerp(vector, 0.15);
}
tick(dt: number): void {
if (!this.ready) return;
this.mixer.update(dt);
this.parent?.position.add(this._velocity.clone().multiplyScalar(dt));
this._currentLookAt.copy(this.parent!.position);
this._currentLookAt.add(this._lookAt);
this.parent?.lookAt(this._currentLookAt);
}
setWalkAnimationState(index: number) {
const previousState = this._animState;
this._animState = index;
if (previousState === index) return;
if (index === 1) {
this.walkAction.reset().crossFadeFrom(this.idleAction, 0.5, false).play();
} else {
this.walkAction.crossFadeTo(this.idleAction.reset(), 0.5, false).play();
}
}
detach(bodyPart?: HumanoidBodyPart) {
if (!bodyPart) {
Humanoid.bodyPartNames.forEach((part) => this.detach(part));
return;
}
const part = this.getBodyPartByName(bodyPart);
if (!part) return;
const partMesh = part.getMesh() as SkinnedMesh;
if (partMesh.bindMode === 'detached') return;
partMesh.bindMode = 'detached';
partMesh.updateMatrixWorld(true);
const bone = this.getBoneForBodyPart(bodyPart);
if (!bone) return;
bone.removeFromParent();
this.skeleton.update();
}
die() {
if (!this.alive) return;
this.health = 0;
this.detach();
}
private createNameTag() {
if (this.nameTag) {
this.nameTag.dispose();
}
this.nameTag = NameTag.create(Humanoid.nameTagBuilder, this.parent!.name);
this.nameTag.position.set(0, 1.5, 0);
this.add(this.nameTag);
}
}