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Copy pathBuildingPathState.ts
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440 lines (381 loc) · 14.7 KB
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import {Conversions} from "../Conversions"
import {EasingFunctions} from "../Helpers/EasingFunctions"
import {FinishSmoothPath} from "../Helpers/FinishSmoothPath"
import {GetVectorsFromQuaternion} from "../Helpers/GetVectorsFromQuaternion"
import {HermiteSpline} from "../Helpers/HermiteSpline"
import {LinearAlgebra} from "../Helpers/LinearAlgebra"
import {ResampleCurve} from "../Helpers/ResampleCurve"
import {LensInitializer} from "../LensInitializer"
import {LineController} from "../LineController"
import {PathBuilder} from "../PathBuilder"
import {PathmakingPlayerFeedback} from "../PathmakingPlayerFeedback"
import {LookAtFloorBehavior} from "../PathPrevewBehaviors/LookAtFloorBehavior"
import {PaintOnFloorBehavior} from "../PathPrevewBehaviors/PaintOnFloorBehavior"
import {PlayerPaceCalculator} from "../PlayerPaceCalculator"
import {UI} from "../UI"
import {IPathMakerState} from "./IPathMakerState"
export class BuildingPathState implements IPathMakerState {
constructor(
protected ownerScript: ScriptComponent,
protected cameraTransform: Transform,
protected cameraOffsetTransform: Transform,
protected pathRmv: RenderMeshVisual,
protected pathDistanceText: Text,
protected startPosition: vec3,
protected startRotation: quat,
protected startObject: SceneObject,
protected ui: UI,
protected paceCalculator: PlayerPaceCalculator,
protected pathmakingPlayerFeedback: PathmakingPlayerFeedback,
protected bigMoveDistanceThreshold: number,
protected hermiteResolution: number,
protected resampleResoluton: number,
protected onFinishAsSprint: (
startPosition: vec3,
startRotation: quat,
startObject: SceneObject,
pathPoints: vec3[],
lastVisualPoints: vec3[]
) => void,
protected onFinishAsLoop: (
startPosition: vec3,
startRotation: quat,
startObject: SceneObject,
splinePoints: {position: vec3; rotation: quat}[]
) => void
) {
this.startTransform = this.startObject.getTransform()
}
protected previewZOffset = 300
protected static distanceToMakeLoopXZ = 200
protected static distanceToMakeLoopY = 50
protected startTransform: Transform
// To clear on stop()
protected finishClickedRemover: (() => void) | undefined
protected loopClickedRemover: (() => void) | undefined
protected resetClickedRemover: (() => void) | undefined
protected updateEvent: SceneEvent | undefined
protected trailHeadTransform: Transform | undefined
// To clear on start()
protected prevCameraPositionForVisual: vec3 | undefined
protected prevCameraPositionForPath: vec3 | undefined
protected prevTrailHeadPos: vec3 | undefined
protected prevTrailHeadRot: quat | undefined
protected previewLookPoints: vec3[] = []
protected paintPts: vec3[] = []
protected lookPts: vec3[] = []
protected previewPoints: vec3[] = []
protected pathPoints: vec3[] = []
protected pathLength: number = 0
protected visualTargetCrossedStartLine = false
protected cameraCrossedStartLine = false
protected cameraMovedFromStartLine = false
protected isUiShown: boolean = false
protected isLoop: boolean = false
protected paintPreview: PaintOnFloorBehavior
protected lookPreview: LookAtFloorBehavior
private smallMoveDistanceThreshold = 3
start() {
this.visualTargetCrossedStartLine = false
this.prevCameraPositionForVisual = this.startPosition.uniformScale(1)
this.prevCameraPositionForPath = LensInitializer.getInstance().getPlayerGroundPos()
this.prevTrailHeadPos = undefined
this.prevTrailHeadRot = undefined
this.previewLookPoints = []
this.paintPts = []
this.lookPts = []
this.previewPoints = []
this.pathPoints = []
this.pathLength = 0
this.isLoop = false
this.isUiShown = false
const lineCtrl = this.startObject.getComponent(LineController.getTypeName())
if (!lineCtrl) {
throw new Error(`StartFinishLine cannot be found on object with name ${this.startObject.name}`)
}
lineCtrl.setRealVisual()
this.ui.hideUi()
this.ui.initLoopUi(this.startTransform)
this.finishClickedRemover = this.ui.finishPathClicked.add(() => {
this.onFinishAsSprint(
this.startPosition,
this.startRotation,
this.startObject,
this.pathPoints,
this.previewPoints
)
})
this.loopClickedRemover = this.ui.loopPathClicked.add(() => {
const smoothPoints = FinishSmoothPath.finishSmoothPath(
this.pathPoints,
this.startTransform,
this.cameraTransform,
this.bigMoveDistanceThreshold,
this.hermiteResolution,
this.resampleResoluton
)
this.pathPoints = smoothPoints.pathPoints
const splinePoints = smoothPoints.splinePoints
this.pathRmv.enabled = false
this.onFinishAsLoop(this.startPosition, this.startRotation, this.startObject, splinePoints)
})
this.addStartPointToPath()
this.addStartPointToVisual()
this.paintPreview = new PaintOnFloorBehavior(this.previewZOffset, this.cameraTransform)
this.lookPreview = new LookAtFloorBehavior(this.previewZOffset, this.cameraTransform)
this.paintPreview.start(this.displaceForward(this.prevCameraPositionForPath))
this.lookPreview.start()
this.paceCalculator.start(this.prevCameraPositionForPath)
this.resetClickedRemover = this.ui.resetPathClicked.add(() => {
this.reset()
})
this.pathmakingPlayerFeedback.start([
this.startPosition.add(this.startTransform.forward.uniformScale(50)),
this.startPosition
])
this.updateEvent = this.ownerScript.createEvent("UpdateEvent")
this.updateEvent.bind(() => {
this.onUpdate()
})
}
reset() {
this.pathRmv.enabled = false
this.startObject.destroy()
this.pathmakingPlayerFeedback.stop()
}
stop() {
this.finishClickedRemover?.()
this.finishClickedRemover = undefined
this.loopClickedRemover?.()
this.loopClickedRemover = undefined
this.resetClickedRemover?.()
this.resetClickedRemover = undefined
if (this.updateEvent) {
this.ownerScript.removeEvent(this.updateEvent)
this.updateEvent = undefined
}
if (this.trailHeadTransform) {
this.trailHeadTransform.getSceneObject().destroy()
this.trailHeadTransform = undefined
}
this.paintPreview.stop()
this.lookPreview.stop()
this.pathmakingPlayerFeedback.stop()
}
private onUpdate() {
if (getDeltaTime() < 0.00000000001) {
// we're in a capture loop
return
}
// Check pace
const nPos = LensInitializer.getInstance().getPlayerGroundPos()
const stats = this.paceCalculator.getPace(nPos)
if (stats.pace < 13 && this.pathPoints.length > 4) {
this.ensureUiShown()
} else {
this.ensureUiHidden()
}
// Make the high density visual ahead of us
const smallMoved = nPos.sub(this.prevCameraPositionForVisual)
const smallDistanceMoved = smallMoved.length
const nPosVisual = this.displaceForward(nPos)
this.setPreviewPoints(nPos, nPosVisual)
if (smallDistanceMoved > this.smallMoveDistanceThreshold && this.checkVisualTargetCrossedStartLine(nPosVisual)) {
// Make flat and vertical distance checks for loop viability
const toStart = this.startPosition.sub(nPosVisual)
const toStartY = toStart.y
toStart.y = 0
const toStartXZ = toStart.length
if (
toStartXZ < BuildingPathState.distanceToMakeLoopXZ &&
Math.abs(toStartY) < BuildingPathState.distanceToMakeLoopY
) {
if (this.pathPoints.length > 4) {
this.ensureLoopUiShown()
} else {
this.ensureLoopUiHidden()
}
} else {
this.ensureLoopUiHidden()
}
// Update old positions
this.prevCameraPositionForVisual = nPos
}
// Make the low density path behind us
// Because the start transform is the first point, start drawing once we've moved from start
const bigMoved = nPos.sub(this.prevCameraPositionForPath)
const bigDistanceMoved = bigMoved.length
if (
bigDistanceMoved > this.bigMoveDistanceThreshold &&
this.checkCameraCrossedStartLine(nPos, 0) &&
this.checkCameraMovedFromStartLine(nPos, this.bigMoveDistanceThreshold)
) {
// Update our path distance
this.pathLength += bigDistanceMoved
const pathDistFt = Conversions.cmToFeet(this.pathLength)
this.pathDistanceText.text = pathDistFt.toFixed(1) + "'"
// Push a subset of points to the path array
this.pathPoints.push(nPos)
// Early on, cleanup the start points to curve smoothly from the center of the start line
if (this.pathPoints.length == 7) {
this.cleanupStartPointsToPath()
}
if (this.pathPoints.length > 2) {
this.pathRmv.enabled = true
this.pathRmv.mesh = PathBuilder.buildFromPoints(this.pathPoints, 60)
}
this.prevCameraPositionForPath = nPos
}
}
setPreviewPoints(nPos: vec3, nPosVisual: vec3) {
// To prevent visual from drawing from start back to player,
// While cam has not yet passed start,
// Ensure visual is really passed start, otherwise don't update
const updatePreviewPoints = this.checkCameraCrossedStartLine(nPos, 0) ? true : this.checkCrossedStart(nPosVisual, 0)
if (!updatePreviewPoints) {
return
}
// If camera has not crossed start, but visual has
// Adjust object count to our distance from start to visual
let objCount = 6
if (!this.checkCameraCrossedStartLine(nPos, 0) && this.checkCrossedStart(nPosVisual, 0)) {
const distancePerObj = this.previewZOffset / objCount
const availableDistance = nPosVisual.distance(this.startPosition)
objCount = Math.floor(availableDistance / distancePerObj)
objCount = Math.max(objCount, 2)
}
const startPos = this.checkCameraCrossedStartLine(nPos, 0) ? nPos : this.startPosition
const lookBehavior = this.lookPreview.getBehavior()
if (lookBehavior && lookBehavior.pos && lookBehavior.rot && lookBehavior.vel) {
this.lookPts = this.drawCurveFromBehavior(startPos, lookBehavior)
}
const paintBehavior = this.paintPreview.getBehavior(nPosVisual)
if (paintBehavior) {
if (paintBehavior.pos) {
this.paintPts.unshift(paintBehavior.pos)
// Pop the points that are behind the camera
for (let i = this.paintPts.length - 1; i >= 0; i--) {
const camToPt = this.paintPts[i].sub(nPos).normalize()
const camFwd = LinearAlgebra.flatNor(this.cameraTransform.back)
// Snap all points to our current ground
this.paintPts[i].y = nPos.y
const dot = camToPt.dot(camFwd)
if (dot < 0) {
this.paintPts.pop()
}
}
}
}
this.previewPoints = []
const size = Math.min(this.lookPts.length, this.paintPts.length)
if (size > 2) {
// Array goes from head (index 0) to start position (index size-1)
for (let i = 0; i < size; i++) {
const t = 1 - i / (size - 1)
const paintWeight = EasingFunctions.easeOutQuart(t)
const lookWeight = 1 - paintWeight
const pos = this.lookPts[i].uniformScale(lookWeight).add(this.paintPts[i].uniformScale(paintWeight))
this.previewPoints.push(pos)
}
// Re-emphasize start position prior to resampling
this.previewPoints.push(startPos)
// Resample
this.previewPoints = ResampleCurve.resampleCurve(this.previewPoints, objCount)
this.pathmakingPlayerFeedback.update(this.previewPoints)
}
}
// This draws a curve from the look point to us
drawCurveFromBehavior(startPos: vec3, behavior: {pos: vec3; rot: quat; vel: number}) {
const posA = behavior.pos
const fwdA = LinearAlgebra.flatNor(
GetVectorsFromQuaternion.getInstance().getVectorsFromQuaternion(behavior.rot).forward
)
const posB = startPos
const fwdB = LinearAlgebra.flatNor(this.cameraTransform.forward)
const dir = posA.sub(posB)
const mag = dir.length
const resolution = Math.floor(mag / 15)
const curveScale = Math.max(50, Math.min(resolution * 50, behavior.vel / 2))
const curvePoints: vec3[] = HermiteSpline.interpolateHermite(posA, fwdA, posB, fwdB, resolution, curveScale)
return curvePoints
}
private cleanupStartPointsToPath() {
this.pathPoints = HermiteSpline.drawCurve(
this.startPosition,
this.startTransform.forward,
this.pathPoints[this.pathPoints.length - 1],
LinearAlgebra.flatNor(this.cameraTransform.back),
this.hermiteResolution
)
}
private addStartPointToPath() {
this.pathPoints.push(this.startPosition.uniformScale(1))
}
private addStartPointToVisual() {
this.previewPoints.unshift(this.startPosition)
}
private displaceForward(cameraPosOnSurface: vec3) {
return cameraPosOnSurface.add(LinearAlgebra.flatNor(this.cameraTransform.back).uniformScale(this.previewZOffset))
}
private checkCameraMovedFromStartLine(cameraPosOnSurface: vec3, distance: number) {
if (this.cameraMovedFromStartLine) {
return true
}
this.cameraMovedFromStartLine = this.startPosition.distance(cameraPosOnSurface) > distance
return this.cameraMovedFromStartLine
}
private checkCameraCrossedStartLine(cameraPosOnSurface: vec3, offset: number) {
if (this.cameraCrossedStartLine) {
return true
}
this.cameraCrossedStartLine = this.checkCrossedStart(cameraPosOnSurface, offset)
return this.cameraCrossedStartLine
}
private checkCrossedStart(pos: vec3, offset: number) {
const startLineForward = this.startTransform.forward
const offsetStartPos = this.startPosition.add(startLineForward.uniformScale(offset))
const cameraPosToStart = pos.sub(offsetStartPos)
return startLineForward.angleTo(cameraPosToStart) <= Math.PI / 2
}
private checkBehindStart(pos: vec3, offset: number) {
const startLineForward = this.startTransform.forward
const offsetStartPos = this.startPosition.sub(startLineForward.uniformScale(offset))
const cameraPosToStart = pos.sub(offsetStartPos)
return startLineForward.angleTo(cameraPosToStart) > Math.PI / 2
}
private checkVisualTargetCrossedStartLine(targetPosOnSurface: vec3) {
if (this.visualTargetCrossedStartLine) {
return true
}
this.visualTargetCrossedStartLine = this.checkCrossedStart(targetPosOnSurface, 0)
return this.visualTargetCrossedStartLine
}
private ensureUiShown() {
if (this.isUiShown) {
return
}
this.isUiShown = true
this.ui.showDuringPathCreationUi()
}
private ensureUiHidden() {
if (!this.isUiShown) {
return
}
this.isUiShown = false
this.ui.hideUi()
}
private ensureLoopUiShown() {
if (this.isLoop) {
return
}
this.isLoop = true
this.ui.showLoopUi()
}
private ensureLoopUiHidden() {
if (!this.isLoop) {
return
}
this.isLoop = false
this.ui.hideLoopUi()
}
}