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Copy pathBuildingPathState.ts
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441 lines (380 loc) · 16.5 KB
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import { IPathMakerState } from "./IPathMakerState";
import { UI } from "../UI";
import { Conversions } from "../Conversions";
import { PathBuilder } from "../PathBuilder";
import { LensInitializer } from "../LensInitializer";
import { PlayerPaceCalculator } from "../PlayerPaceCalculator";
import { PaintOnFloorBehavior } from "../PathPrevewBehaviors/PaintOnFloorBehavior";
import { LookAtFloorBehavior } from "../PathPrevewBehaviors/LookAtFloorBehavior";
import { LinearAlgebra } from "../Helpers/LinearAlgebra";
import { HermiteSpline } from "../Helpers/HermiteSpline";
import { GetVectorsFromQuaternion } from "../Helpers/GetVectorsFromQuaternion";
import { EasingFunctions } from "../Helpers/EasingFunctions";
import { ResampleCurve } from "../Helpers/ResampleCurve";
import { Colors } from "../Helpers/Colors";
import { PathmakingPlayerFeedback } from "../PathmakingPlayerFeedback";
import { FinishSmoothPath } from "../Helpers/FinishSmoothPath";
import { LineController } from "../LineController";
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(() => {
let 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() < .00000000001) {
// we're in a capture loop
return;
}
// Check pace
let nPos = LensInitializer.getInstance().getPlayerGroundPos();
let 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
let smallMoved = nPos.sub(this.prevCameraPositionForVisual);
let smallDistanceMoved = smallMoved.length;
let nPosVisual = this.displaceForward(nPos);
this.setPreviewPoints(nPos, nPosVisual);
if (smallDistanceMoved > this.smallMoveDistanceThreshold
&& this.checkVisualTargetCrossedStartLine(nPosVisual)) {
// Make flat and vertical distance checks for loop viability
let toStart = this.startPosition.sub(nPosVisual);
let toStartY = toStart.y;
toStart.y = 0;
let 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
let bigMoved = nPos.sub(this.prevCameraPositionForPath);
let bigDistanceMoved = bigMoved.length;
if (bigDistanceMoved > this.bigMoveDistanceThreshold
&& this.checkCameraCrossedStartLine(nPos, 0)
&& this.checkCameraMovedFromStartLine(nPos, this.bigMoveDistanceThreshold)) {
// Update our path distance
this.pathLength += bigDistanceMoved;
let 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
let 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)) {
let distancePerObj = this.previewZOffset / objCount;
let availableDistance = nPosVisual.distance(this.startPosition);
objCount = Math.floor(availableDistance / distancePerObj);
objCount = Math.max(objCount, 2);
}
let startPos = this.checkCameraCrossedStartLine(nPos, 0) ? nPos : this.startPosition;
let lookBehavior = this.lookPreview.getBehavior();
if (lookBehavior && lookBehavior.pos && lookBehavior.rot && lookBehavior.vel) {
this.lookPts = this.drawCurveFromBehavior(startPos, lookBehavior);
}
let 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--) {
let camToPt = this.paintPts[i].sub(nPos).normalize();
let camFwd = LinearAlgebra.flatNor(this.cameraTransform.back);
// Snap all points to our current ground
this.paintPts[i].y = nPos.y;
let dot = camToPt.dot(camFwd);
if (dot < 0) {
this.paintPts.pop();
}
}
}
}
this.previewPoints = [];
let 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++) {
let t = 1 - i / (size - 1);
let paintWeight = EasingFunctions.easeOutQuart(t);
let lookWeight = 1 - paintWeight;
let 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 }) {
let posA = behavior.pos;
let fwdA = LinearAlgebra.flatNor(GetVectorsFromQuaternion.getInstance().getVectorsFromQuaternion(behavior.rot).forward);
let posB = startPos;
let fwdB = LinearAlgebra.flatNor(this.cameraTransform.forward);
let dir = posA.sub(posB);
let mag = dir.length;
let resolution = Math.floor(mag / 15);
let curveScale = Math.max(50, Math.min(resolution * 50, behavior.vel / 2));
let 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) {
let startLineForward = this.startTransform.forward;
let offsetStartPos = this.startPosition.add(startLineForward.uniformScale(offset));
let cameraPosToStart = pos.sub(offsetStartPos);
return startLineForward.angleTo(cameraPosToStart) <= Math.PI / 2;
}
private checkBehindStart(pos: vec3, offset: number) {
let startLineForward = this.startTransform.forward;
let offsetStartPos = this.startPosition.sub(startLineForward.uniformScale(offset));
let 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();
}
}