var Perso = function(game, options) { var self=this; self.move_speed= 0.8; self.id='perso_'+Math.random(); self.move_action_weight=0; self.is_moving=false; self.in_cells=[]; this.build = function() { this.game = game; this.options=options; this.create(); if(options.moveable) { this.moveable(); } }; this.create =function() { var self=this; this.container = new THREE.Object3D(); this.game.scene.add(this.container); // Cube simulating perso, for collision detection var cube_material = new THREE.MeshBasicMaterial( { color: 0x0000ff, wireframe:game.opt.debug_level>1, transparent:true, opacity: game.opt.debug_level>1 ? 1 : 0 } ); var cube_geo = new THREE.BoxGeometry(6 , 6, 6); this.container_mesh = new THREE.Mesh(cube_geo, cube_material); this.container_mesh.rotation.x = Math.radians(90); this.container_mesh.rotation.z = Math.radians(45); this.container_mesh.position.y=1; this.container_mesh.name='p'; this.container.add(this.container_mesh); this.container.position.x = this.options.x; this.container.position.y = 0; this.container.position.z = this.options.z; var materials = game.assets.perso_mat; for ( var i = 0; i < materials.length; i ++ ) { var m = materials[ i ]; m.skinning = true; m.morphTargets = true; } this.mesh = new THREE.SkinnedMesh( game.assets.perso_geo, new THREE.MultiMaterial(materials)); this.mesh.castShadow=true; this.mesh.scale.x=15; this.mesh.scale.y=15; this.mesh.scale.z=15; this.container.add(this.mesh); this.mesh.receiveShadow = true; //this.mesh.castShadow = true; this.mesh.position.x = 0; this.mesh.position.y = 1; this.mesh.position.z = 0; this.mixer = new THREE.AnimationMixer( this.mesh ); this.walkingClip = game.assets.perso_geo.animations[2]; this.iddlingClip = game.assets.perso_geo.animations[1]; this.move_action = this.mixer.clipAction(this.walkingClip, null ).setDuration(0.45); this.idle_action = this.mixer.clipAction(this.iddlingClip, null ).setDuration(5); this.move_action.play(); this.idle_action.play(); this.move_action.setEffectiveWeight(0); this.idle_action.setEffectiveWeight(1); }; this.getRayPos= function(event) { var raycaster = new THREE.Raycaster(); var mouse = new THREE.Vector2(); mouse.x = ( event.clientX / this.game.renderer.domElement.width ) * 2 - 1; mouse.y = - ( event.clientY / this.game.renderer.domElement.height ) * 2 + 1; raycaster.setFromCamera( mouse, this.game.camera ); var intersects = raycaster.intersectObjects( [this.game.click_ground], false ); if ( intersects.length > 0 ) { return intersects[0].point; } return null; } this.lookAt= function(pos) { if(this.container) { pos.y=0; this.container.lookAt(pos); } } this.moveToEvent= function(event) { var pos = this.getRayPos(event); if(pos) { this.lookAt(pos); this.moveTo(pos); } } this.moveTo= function(pos) { var current_pos = this.container.position; // Last part of moving if(current_pos.equals(pos)) { this.move_event=null; return; } this.is_moving=true; var distance = Math.sqrt(Math.pow(pos.x-current_pos.x,2)+Math.pow(pos.z-current_pos.z,2)); var directionX = (pos.x-current_pos.x) / distance; var directionZ = (pos.z-current_pos.z) / distance; move_step_x = this.move_speed * directionX; move_step_z = this.move_speed * directionZ; this.move_step_vector_x = new THREE.Vector2(); this.move_step_vector_z = new THREE.Vector2(); this.move_step_vector_x.x = move_step_x; this.move_step_vector_x.z=0; this.move_step_vector_z.x=0; this.move_step_vector_z.z = move_step_z; // Actually moving... this.move_destination = pos; if(this.move_action_weight!=1) { this.move_weight_destination = 1; } }; this.move_step= function() { if(this.is_moving) { game.assets.step_sound.play(); var moving=0; // Collision callbacks var originPoint = this.container.position.clone(); var obstacles = game.getObstacles(); var obstacles_with_callbacks = game.getCollisionCallbacks(); var objects=[]; for (var vertexIndex = 0; vertexIndex < this.container_mesh.geometry.vertices.length; vertexIndex++) { var localVertex = this.container_mesh.geometry.vertices[vertexIndex].clone(); var globalVertex = localVertex.applyMatrix4( this.container_mesh.matrix ); var directionVector = globalVertex.sub( this.container_mesh.position ); var ray = new THREE.Raycaster( originPoint, directionVector.clone().normalize(),0 , game.opt.door_size ); var collisionResults = ray.intersectObjects(obstacles_with_callbacks); if ( collisionResults.length > 0 && collisionResults[0].distance < directionVector.length() ) { objects.push(collisionResults[0].object); } } game.callCollisionCallbacks(this,objects); // Moving X restrictions if(Math.abs(this.container.position.x - this.move_destination.x) > 1) { var originPoint_x = this.container.position.clone(); originPoint_x.add(this.move_step_vector_x); var collision_x=false; for (var vertexIndex = 0; vertexIndex < this.container_mesh.geometry.vertices.length; vertexIndex++) { var localVertex = this.container_mesh.geometry.vertices[vertexIndex].clone(); var globalVertex = localVertex.applyMatrix4( this.container_mesh.matrix ); var directionVector = globalVertex.sub( this.container_mesh.position ); var ray = new THREE.Raycaster( originPoint_x, directionVector.clone().normalize(),0 , game.opt.door_size ); var collisionResults = ray.intersectObjects(obstacles); if ( collisionResults.length > 0 && collisionResults[0].distance < directionVector.length() ) { collision_x=true; } } if(!collision_x) { moving++; this.container.position.add(this.move_step_vector_x); } } // Moving Z restrictions if(Math.abs(this.container.position.z - this.move_destination.z) > 1) { var originPoint_z = this.container.position.clone(); originPoint_z.add(this.move_step_vector_z); var collision_z=false; for (var vertexIndex = 0; vertexIndex < this.container_mesh.geometry.vertices.length; vertexIndex++) { var localVertex = this.container_mesh.geometry.vertices[vertexIndex].clone(); var globalVertex = localVertex.applyMatrix4( this.container_mesh.matrix ); var directionVector = globalVertex.sub( this.container_mesh.position ); var ray = new THREE.Raycaster( originPoint_z, directionVector.clone().normalize(),0 , game.opt.door_size ); var collisionResults = ray.intersectObjects(obstacles); if ( collisionResults.length > 0 && collisionResults[0].distance < directionVector.length() ) { collision_z=true; } } if(!collision_z) { moving++; this.container.position.add(this.move_step_vector_z); } } if(!moving) { game.assets.step_sound.pause(); this.move_weight_destination = 0; this.is_moving=false; this.move_destination=null; } } }; this.move_weight = function() { if(this.move_weight_destination!==null) { var c = this.move_action.getEffectiveWeight(); var dest; if(c>this.move_weight_destination) { var dest = Math.max(0,c-0.3); this.move_action.setEffectiveWeight(dest); this.idle_action.setEffectiveWeight(1-dest); this.move_action_weight=dest; } else if(c