Files
open-wc/src/scenes/player/third_person_wow_controller.gd
T

417 lines
14 KiB
GDScript

extends CharacterBody3D
const GEOSET_CONTROLLER_SCRIPT := preload("res://src/scenes/character/character_geoset_controller.gd")
const TEXTURE_COMPOSITOR_SCRIPT := preload("res://src/scenes/character/character_texture_compositor.gd")
const OUTFIT_RESOLVER_SCRIPT := preload("res://src/scenes/character/wow_character_outfit_resolver.gd")
const TILE_SIZE := 533.33333
const CHUNK_SIZE := TILE_SIZE / 16.0
const UNIT_SIZE := CHUNK_SIZE / 8.0
@export var extracted_dir: String = "res://data/extracted"
@export var map_name: String = "Azeroth"
@export var spawn_tile_x: int = 42
@export var spawn_tile_y: int = 28
@export var spawn_at_tile_center: bool = true
@export var run_speed: float = 7.0
@export var backward_speed: float = 4.5
@export var strafe_speed: float = 4.5
@export var sprint_multiplier: float = 6.0
@export var flight_vertical_speed: float = 7.0
@export var acceleration: float = 28.0
@export var mouse_sensitivity: float = 0.003
@export var camera_pitch_min: float = deg_to_rad(-65.0)
@export var camera_pitch_max: float = deg_to_rad(35.0)
@export var camera_height: float = 1.7
@export var camera_distance: float = 8.0
@export var camera_min_distance: float = 2.0
@export var camera_max_distance: float = 18.0
@export var camera_zoom_step: float = 1.0
@export var ground_offset: float = 0.05
@export var ground_snap_speed: float = 24.0
@export var camera_pivot_path: NodePath = NodePath("CameraPivot")
@export var camera_path: NodePath = NodePath("CameraPivot/Camera3D")
@export var visual_path: NodePath = NodePath("Visual")
@export var character_model_path: String = "res://src/resources/characters/HUMAN/MALE/HumanMale.glb"
@export var character_class_id: int = 1
@export var character_scale: float = 1.0
@export var character_yaw_offset_degrees: float = 90.0
@export var animation_blend_time: float = 0.15
var _camera_pivot: Node3D
var _camera: Camera3D
var _visual: Node3D
var _character_root: Node3D
var _animation_player: AnimationPlayer
var _active_animation := ""
var _captured := false
var _yaw := 0.0
var _pitch := deg_to_rad(-18.0)
var _horizontal_velocity := Vector3.ZERO
var _flight_enabled := false
var _adt_cache: Dictionary = {}
func _ready() -> void:
_camera_pivot = get_node_or_null(camera_pivot_path) as Node3D
_camera = get_node_or_null(camera_path) as Camera3D
_visual = get_node_or_null(visual_path) as Node3D
if _camera:
_camera.current = true
_camera.far = 50000.0
if spawn_at_tile_center:
global_position.x = (float(spawn_tile_x) + 0.5) * TILE_SIZE
global_position.z = (float(spawn_tile_y) + 0.5) * TILE_SIZE
_load_character_visual()
var ground := _sample_ground_height(global_position)
if is_finite(ground):
global_position.y = ground + ground_offset
_yaw = rotation.y
_apply_camera_transform()
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_RIGHT:
_captured = event.pressed
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if _captured else Input.MOUSE_MODE_VISIBLE
elif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_WHEEL_UP:
camera_distance = clampf(camera_distance - camera_zoom_step, camera_min_distance, camera_max_distance)
_apply_camera_transform()
elif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
camera_distance = clampf(camera_distance + camera_zoom_step, camera_min_distance, camera_max_distance)
_apply_camera_transform()
elif event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
_captured = false
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
elif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_SPACE:
_flight_enabled = not _flight_enabled
_horizontal_velocity = Vector3.ZERO
if _captured and event is InputEventMouseMotion:
_yaw -= event.relative.x * mouse_sensitivity
_pitch = clampf(_pitch - event.relative.y * mouse_sensitivity, camera_pitch_min, camera_pitch_max)
rotation.y = _yaw
_apply_camera_transform()
func _physics_process(delta: float) -> void:
var input_dir := _get_input_dir()
var target_velocity := Vector3.ZERO
if input_dir.length_squared() > 0.0:
target_velocity = _movement_vector(input_dir)
if _flight_enabled:
target_velocity.y += _flight_vertical_velocity()
_horizontal_velocity = _horizontal_velocity.move_toward(target_velocity, acceleration * delta)
global_position += _horizontal_velocity * delta
if not _flight_enabled:
var ground := _sample_ground_height(global_position)
if is_finite(ground):
var target_y := ground + ground_offset
global_position.y = lerpf(global_position.y, target_y, clampf(ground_snap_speed * delta, 0.0, 1.0))
var horizontal_motion := Vector2(_horizontal_velocity.x, _horizontal_velocity.z)
if _visual and horizontal_motion.length_squared() > 0.01:
_visual.global_rotation.y = atan2(-_horizontal_velocity.x, -_horizontal_velocity.z)
_update_character_animation(horizontal_motion.length_squared() > 0.04)
_apply_camera_transform()
func _get_input_dir() -> Vector2:
var dir := Vector2.ZERO
if Input.is_key_pressed(KEY_W):
dir.y -= 1.0
if Input.is_key_pressed(KEY_S):
dir.y += 1.0
if Input.is_key_pressed(KEY_A):
dir.x -= 1.0
if Input.is_key_pressed(KEY_D):
dir.x += 1.0
return dir.normalized()
func _movement_vector(input_dir: Vector2) -> Vector3:
var forward := -global_basis.z
var right := global_basis.x
if _flight_enabled and _camera_pivot:
forward = -_camera_pivot.global_basis.z
right = _camera_pivot.global_basis.x
else:
forward.y = 0.0
right.y = 0.0
forward = forward.normalized()
right = right.normalized()
var speed_z := run_speed if input_dir.y < 0.0 else backward_speed
var speed_x := strafe_speed
var sprint := sprint_multiplier if Input.is_key_pressed(KEY_SHIFT) else 1.0
return (forward * -input_dir.y * speed_z + right * input_dir.x * speed_x) * sprint
func _flight_vertical_velocity() -> float:
var dir := 0.0
if Input.is_key_pressed(KEY_E):
dir += 1.0
if Input.is_key_pressed(KEY_Q):
dir -= 1.0
var sprint := sprint_multiplier if Input.is_key_pressed(KEY_SHIFT) else 1.0
return dir * flight_vertical_speed * sprint
func _load_character_visual() -> void:
if character_model_path.is_empty() or _visual == null:
return
if _visual is MeshInstance3D:
(_visual as MeshInstance3D).mesh = null
_visual.position = Vector3.ZERO
if _character_root and is_instance_valid(_character_root):
_character_root.queue_free()
_character_root = null
_animation_player = null
_active_animation = ""
var scene: PackedScene = load(character_model_path)
if scene == null:
push_warning("ThirdPersonWowController: cannot load character model: %s" % character_model_path)
return
_character_root = Node3D.new()
_character_root.name = "CharacterModel"
_character_root.set_script(GEOSET_CONTROLLER_SCRIPT)
_character_root.scale = Vector3.ONE * maxf(character_scale, 0.001)
_character_root.rotation_degrees.y = character_yaw_offset_degrees
var instance := scene.instantiate()
instance.name = character_model_path.get_file().get_basename()
_character_root.add_child(instance)
var compositor := Node.new()
compositor.name = "CharacterTextureCompositor"
compositor.set_script(TEXTURE_COMPOSITOR_SCRIPT)
compositor.set("textures_dir", _character_textures_dir(character_model_path))
compositor.set("extracted_dir", extracted_dir)
_character_root.add_child(compositor)
_visual.add_child(_character_root)
await get_tree().process_frame
_fit_character_to_ground()
_apply_character_starter_outfit(compositor)
_animation_player = _find_animation_player(_character_root)
if _animation_player:
_prepare_animation_player(_animation_player)
_update_character_animation(false)
func _fit_character_to_ground() -> void:
if _character_root == null:
return
var aabb := _calculate_aabb(_character_root)
if aabb.size == Vector3.ZERO:
return
var local_min_y := aabb.position.y - _character_root.global_position.y
_character_root.position.y -= local_min_y
func _apply_character_starter_outfit(compositor: Node) -> void:
if _character_root == null or compositor == null:
return
var resolver: RefCounted = OUTFIT_RESOLVER_SCRIPT.new()
if not resolver.call("load_dbcs", extracted_dir):
return
var inferred: Dictionary = resolver.call("infer_race_gender_from_model_path", character_model_path)
var race := String(inferred.get("race", "Human"))
var gender := String(inferred.get("gender", "Male"))
var outfit: Dictionary = resolver.call("resolve_start_outfit", race, gender, character_class_id)
if outfit.is_empty():
return
if compositor.has_method("set_equipment_components"):
compositor.call("set_equipment_components", outfit.get("textures", PackedStringArray()))
if _character_root.has_method("apply_outfit_defaults"):
_character_root.call("apply_outfit_defaults", outfit)
func _update_character_animation(is_moving: bool) -> void:
if _animation_player == null:
return
var wanted := _choose_animation(["Run", "Walk"]) if is_moving else _choose_animation(["Stand", "Idle"])
if wanted.is_empty() or wanted == _active_animation:
return
_active_animation = wanted
_animation_player.play(wanted, animation_blend_time)
func _prepare_animation_player(player: AnimationPlayer) -> void:
player.playback_default_blend_time = animation_blend_time
for animation_name in player.get_animation_list():
var lower := String(animation_name).to_lower()
if lower == "stand" or lower == "idle" or lower == "run" or lower == "walk" or lower.contains("stand") or lower.contains("run") or lower.contains("walk"):
var animation := player.get_animation(animation_name)
if animation:
animation.loop_mode = Animation.LOOP_LINEAR
func _choose_animation(candidates: Array[String]) -> String:
if _animation_player == null:
return ""
for candidate in candidates:
if _animation_player.has_animation(candidate):
return candidate
var list := _animation_player.get_animation_list()
for candidate in candidates:
var lower := candidate.to_lower()
for animation_name in list:
if String(animation_name).to_lower().contains(lower):
return String(animation_name)
return ""
func _find_animation_player(root: Node) -> AnimationPlayer:
if root is AnimationPlayer:
return root
for child in root.get_children():
var found := _find_animation_player(child)
if found:
return found
return null
func _calculate_aabb(root: Node) -> AABB:
var result := AABB()
var has_aabb := false
for mesh_inst in _iter_mesh_instances(root):
if mesh_inst.mesh == null:
continue
var local_aabb := mesh_inst.mesh.get_aabb()
var global_aabb := mesh_inst.global_transform * local_aabb
if not has_aabb:
result = global_aabb
has_aabb = true
else:
result = result.merge(global_aabb)
return result if has_aabb else AABB()
func _iter_mesh_instances(root: Node) -> Array[MeshInstance3D]:
var result: Array[MeshInstance3D] = []
_collect_mesh_instances(root, result)
return result
func _collect_mesh_instances(node: Node, result: Array[MeshInstance3D]) -> void:
if node is MeshInstance3D:
result.append(node)
for child in node.get_children():
_collect_mesh_instances(child, result)
func _character_textures_dir(model_path: String) -> String:
return model_path.get_base_dir().path_join(model_path.get_file().get_basename() + "_textures")
func _apply_camera_transform() -> void:
if _camera_pivot:
_camera_pivot.position = Vector3(0.0, camera_height, 0.0)
_camera_pivot.rotation.x = _pitch
if _camera:
_camera.position = Vector3(0.0, 0.0, camera_distance)
_camera.rotation = Vector3.ZERO
func _sample_ground_height(world_pos: Vector3) -> float:
var tx := int(floor(world_pos.x / TILE_SIZE))
var ty := int(floor(world_pos.z / TILE_SIZE))
var data := _load_adt(tx, ty)
if data.is_empty():
return NAN
var tile_origin := _get_tile_origin(data)
var local := world_pos - tile_origin
var chunk_x := clampi(int(floor(local.x / CHUNK_SIZE)), 0, 15)
var chunk_y := clampi(int(floor(local.z / CHUNK_SIZE)), 0, 15)
var chunk := _find_chunk(data, chunk_x, chunk_y, tile_origin)
if chunk.is_empty():
return NAN
var origin: Vector3 = chunk.get("origin", Vector3.ZERO)
var chunk_local := world_pos - origin
var gx := clampf(chunk_local.x / UNIT_SIZE, 0.0, 8.0)
var gz := clampf(chunk_local.z / UNIT_SIZE, 0.0, 8.0)
var x0 := clampi(int(floor(gx)), 0, 8)
var z0 := clampi(int(floor(gz)), 0, 8)
var x1 := mini(x0 + 1, 8)
var z1 := mini(z0 + 1, 8)
var fx := gx - float(x0)
var fz := gz - float(z0)
var heights: PackedFloat32Array = chunk.get("heights", PackedFloat32Array())
if heights.size() < 145:
return NAN
var h00 := heights[_outer(z0, x0)]
var h10 := heights[_outer(z0, x1)]
var h01 := heights[_outer(z1, x0)]
var h11 := heights[_outer(z1, x1)]
var hx0 := lerpf(h00, h10, fx)
var hx1 := lerpf(h01, h11, fx)
return origin.y + lerpf(hx0, hx1, fz)
func _load_adt(tx: int, ty: int) -> Dictionary:
var key := "%d_%d" % [tx, ty]
if _adt_cache.has(key):
return _adt_cache[key]
if not ClassDB.class_exists("ADTLoader"):
_adt_cache[key] = {}
return {}
var res_path := extracted_dir.path_join("World/Maps/%s/%s_%d_%d.adt" % [map_name, map_name, tx, ty])
var abs_path := ProjectSettings.globalize_path(res_path)
if not FileAccess.file_exists(abs_path):
_adt_cache[key] = {}
return {}
var loader = ClassDB.instantiate("ADTLoader")
var data: Dictionary = loader.call("load_adt", abs_path) if loader else {}
_adt_cache[key] = data
return data
func _find_chunk(data: Dictionary, chunk_x: int, chunk_y: int, tile_origin: Vector3) -> Dictionary:
for chunk in data.get("chunks", []) as Array:
if chunk.is_empty():
continue
var origin: Vector3 = chunk.get("origin", Vector3.ZERO)
var local := origin - tile_origin
var cx := clampi(int(round(local.x / CHUNK_SIZE)), 0, 15)
var cy := clampi(int(round(local.z / CHUNK_SIZE)), 0, 15)
if cx == chunk_x and cy == chunk_y:
return chunk
return {}
func _get_tile_origin(data: Dictionary) -> Vector3:
var found := false
var min_x := 0.0
var min_z := 0.0
for chunk in data.get("chunks", []) as Array:
if chunk.is_empty():
continue
var origin: Vector3 = chunk.get("origin", Vector3.ZERO)
if not found:
min_x = origin.x
min_z = origin.z
found = true
else:
min_x = minf(min_x, origin.x)
min_z = minf(min_z, origin.z)
return Vector3(min_x, 0.0, min_z) if found else Vector3.ZERO
func _outer(row: int, col: int) -> int:
return row * 17 + col