455 lines
13 KiB
Lua
455 lines
13 KiB
Lua
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--[[
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--]]
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local VRService = game:GetService("VRService")
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local UserInputService = game:GetService("UserInputService")
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local RunService = game:GetService("RunService")
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local Players = game:GetService("Players")
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local PathfindingService = game:GetService("PathfindingService")
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local ContextActionService = game:GetService("ContextActionService")
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local StarterGui = game:GetService("StarterGui")
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--local MasterControl = require(script.Parent)
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local PathDisplay = nil
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local LocalPlayer = Players.LocalPlayer
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--[[ Constants ]]--
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local RECALCULATE_PATH_THRESHOLD = 4
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local NO_PATH_THRESHOLD = 12
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local MAX_PATHING_DISTANCE = 200
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local POINT_REACHED_THRESHOLD = 1
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local STOPPING_DISTANCE = 4
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local OFFTRACK_TIME_THRESHOLD = 2
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local THUMBSTICK_DEADZONE = 0.22
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local ZERO_VECTOR3 = Vector3.new(0,0,0)
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local XZ_VECTOR3 = Vector3.new(1,0,1)
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--[[ Utility Functions ]]--
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local function IsFinite(num)
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return num == num and num ~= 1/0 and num ~= -1/0
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end
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local function IsFiniteVector3(vec3)
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return IsFinite(vec3.x) and IsFinite(vec3.y) and IsFinite(vec3.z)
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end
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local movementUpdateEvent = Instance.new("BindableEvent")
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movementUpdateEvent.Name = "MovementUpdate"
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movementUpdateEvent.Parent = script
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coroutine.wrap(function()
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local PathDisplayModule = script.Parent:WaitForChild("PathDisplay")
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if PathDisplayModule then
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PathDisplay = require(PathDisplayModule)
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end
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end)()
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--[[ The Class ]]--
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local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController"))
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local VRNavigation = setmetatable({}, BaseCharacterController)
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VRNavigation.__index = VRNavigation
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function VRNavigation.new()
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local self = setmetatable(BaseCharacterController.new(), VRNavigation)
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self.navigationRequestedConn = nil
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self.heartbeatConn = nil
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self.currentDestination = nil
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self.currentPath = nil
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self.currentPoints = nil
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self.currentPointIdx = 0
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self.expectedTimeToNextPoint = 0
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self.timeReachedLastPoint = tick()
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self.moving = false
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self.isJumpBound = false
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self.moveLatch = false
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self.userCFrameEnabledConn = nil
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return self
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end
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function VRNavigation:SetLaserPointerMode(mode)
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pcall(function()
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StarterGui:SetCore("VRLaserPointerMode", mode)
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end)
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end
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function VRNavigation:GetLocalHumanoid()
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local character = LocalPlayer.Character
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if not character then
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return
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end
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for _, child in pairs(character:GetChildren()) do
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if child:IsA("Humanoid") then
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return child
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end
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end
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return nil
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end
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function VRNavigation:HasBothHandControllers()
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return VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) and VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand)
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end
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function VRNavigation:HasAnyHandControllers()
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return VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) or VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand)
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end
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function VRNavigation:IsMobileVR()
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return UserInputService.TouchEnabled
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end
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function VRNavigation:HasGamepad()
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return UserInputService.GamepadEnabled
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end
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function VRNavigation:ShouldUseNavigationLaser()
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--Places where we use the navigation laser:
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-- mobile VR with any number of hands tracked
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-- desktop VR with only one hand tracked
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-- desktop VR with no hands and no gamepad (i.e. with Oculus remote?)
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--using an Xbox controller with a desktop VR headset means no laser since the user has a thumbstick.
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--in the future, we should query thumbstick presence with a features API
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if self:IsMobileVR() then
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return true
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else
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if self:HasBothHandControllers() then
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return false
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end
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if not self:HasAnyHandControllers() then
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return not self:HasGamepad()
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end
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return true
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end
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end
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function VRNavigation:StartFollowingPath(newPath)
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currentPath = newPath
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currentPoints = currentPath:GetPointCoordinates()
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currentPointIdx = 1
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moving = true
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timeReachedLastPoint = tick()
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local humanoid = self:GetLocalHumanoid()
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if humanoid and humanoid.Torso and #currentPoints >= 1 then
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local dist = (currentPoints[1] - humanoid.Torso.Position).magnitude
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expectedTimeToNextPoint = dist / humanoid.WalkSpeed
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end
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movementUpdateEvent:Fire("targetPoint", self.currentDestination)
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end
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function VRNavigation:GoToPoint(point)
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currentPath = true
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currentPoints = { point }
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currentPointIdx = 1
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moving = true
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local humanoid = self:GetLocalHumanoid()
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local distance = (humanoid.Torso.Position - point).magnitude
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local estimatedTimeRemaining = distance / humanoid.WalkSpeed
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timeReachedLastPoint = tick()
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expectedTimeToNextPoint = estimatedTimeRemaining
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movementUpdateEvent:Fire("targetPoint", point)
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end
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function VRNavigation:StopFollowingPath()
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currentPath = nil
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currentPoints = nil
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currentPointIdx = 0
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moving = false
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--MasterControl:AddToPlayerMovement(-self.moveVector)
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self.moveVector = ZERO_VECTOR3
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end
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function VRNavigation:TryComputePath(startPos, destination)
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local numAttempts = 0
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local newPath = nil
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while not newPath and numAttempts < 5 do
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newPath = PathfindingService:ComputeSmoothPathAsync(startPos, destination, MAX_PATHING_DISTANCE)
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numAttempts = numAttempts + 1
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if newPath.Status == Enum.PathStatus.ClosestNoPath or newPath.Status == Enum.PathStatus.ClosestOutOfRange then
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newPath = nil
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break
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end
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if newPath and newPath.Status == Enum.PathStatus.FailStartNotEmpty then
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startPos = startPos + (destination - startPos).unit
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newPath = nil
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end
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if newPath and newPath.Status == Enum.PathStatus.FailFinishNotEmpty then
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destination = destination + Vector3.new(0, 1, 0)
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newPath = nil
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end
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end
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return newPath
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end
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function VRNavigation:OnNavigationRequest(destinationCFrame, inputUserCFrame )
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local destinationPosition = destinationCFrame.p
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local lastDestination = self.currentDestination
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if not IsFiniteVector3(destinationPosition) then
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return
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end
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self.currentDestination = destinationPosition
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local humanoid = self:GetLocalHumanoid()
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if not humanoid or not humanoid.Torso then
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return
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end
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local currentPosition = humanoid.Torso.Position
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local distanceToDestination = (self.currentDestination - currentPosition).magnitude
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if distanceToDestination < NO_PATH_THRESHOLD then
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self:GoToPoint(self.currentDestination)
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return
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end
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if not lastDestination or (self.currentDestination - lastDestination).magnitude > RECALCULATE_PATH_THRESHOLD then
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local newPath = self:TryComputePath(currentPosition, self.currentDestination)
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if newPath then
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self:StartFollowingPath(newPath)
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if PathDisplay then
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PathDisplay.setCurrentPoints(self.currentPoints)
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PathDisplay.renderPath()
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end
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else
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self:StopFollowingPath()
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if PathDisplay then
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PathDisplay.clearRenderedPath()
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end
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end
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else
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if moving then
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self.currentPoints[#currentPoints] = self.currentDestination
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else
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self:GoToPoint(self.currentDestination)
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end
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end
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end
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function VRNavigation:OnJumpAction(actionName, inputState, inputObj)
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if inputState == Enum.UserInputState.Begin then
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--MasterControl:DoJump()
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self.isJumping = true
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end
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end
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function VRNavigation:BindJumpAction(active)
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if active then
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if not self.isJumpBound then
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self.isJumpBound = true
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ContextActionService:BindAction("VRJumpAction", (function() self:OnJumpAction() end), false, Enum.KeyCode.ButtonA)
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end
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else
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if self.isJumpBound then
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self.isJumpBound = false
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ContextActionService:UnbindAction("VRJumpAction")
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end
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end
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end
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function VRNavigation:ControlCharacterGamepad(actionName, inputState, inputObject)
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if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end
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if inputState == Enum.UserInputState.Cancel then
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--MasterControl:AddToPlayerMovement(-self.moveVector)
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self.moveVector = ZERO_VECTOR3
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return
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end
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if inputState ~= Enum.UserInputState.End then
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self:StopFollowingPath()
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if PathDisplay then
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PathDisplay.clearRenderedPath()
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end
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if self:ShouldUseNavigationLaser() then
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self:BindJumpAction(true)
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self:SetLaserPointerMode("Hidden")
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end
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if inputObject.Position.magnitude > THUMBSTICK_DEADZONE then
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--MasterControl:AddToPlayerMovement(-self.moveVector)
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self.moveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y)
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if self.moveVector.magnitude > 0 then
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self.moveVector = self.moveVector.unit * math.min(1, inputObject.Position.magnitude)
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end
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self.moveLatch = true
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end
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else
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--MasterControl:AddToPlayerMovement(-self.moveVector)
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self.moveVector = ZERO_VECTOR3
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if self:ShouldUseNavigationLaser() then
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self:BindJumpAction(false)
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self:SetLaserPointerMode("Navigation")
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end
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if self.moveLatch then
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self.moveLatch = false
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movementUpdateEvent:Fire("offtrack")
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end
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end
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end
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function VRNavigation:OnHeartbeat(dt)
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local newMoveVector = self.moveVector
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local humanoid = self:GetLocalHumanoid()
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if not humanoid or not humanoid.Torso then
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return
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end
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if self.moving and self.currentPoints then
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local currentPosition = humanoid.Torso.Position
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local goalPosition = currentPoints[1]
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local vectorToGoal = (goalPosition - currentPosition) * XZ_VECTOR3
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local moveDist = vectorToGoal.magnitude
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local moveDir = vectorToGoal / moveDist
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if moveDist < POINT_REACHED_THRESHOLD then
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local estimatedTimeRemaining = 0
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local prevPoint = currentPoints[1]
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for i, point in pairs(currentPoints) do
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if i ~= 1 then
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local dist = (point - prevPoint).magnitude
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prevPoint = point
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estimatedTimeRemaining = estimatedTimeRemaining + (dist / humanoid.WalkSpeed)
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end
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end
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table.remove(currentPoints, 1)
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currentPointIdx = currentPointIdx + 1
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if #currentPoints == 0 then
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self:StopFollowingPath()
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if PathDisplay then
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PathDisplay.clearRenderedPath()
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end
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return
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else
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if PathDisplay then
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PathDisplay.setCurrentPoints(currentPoints)
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PathDisplay.renderPath()
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end
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local newGoal = currentPoints[1]
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local distanceToGoal = (newGoal - currentPosition).magnitude
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expectedTimeToNextPoint = distanceToGoal / humanoid.WalkSpeed
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timeReachedLastPoint = tick()
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end
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else
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local ignoreTable = {
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game.Players.LocalPlayer.Character,
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workspace.CurrentCamera
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}
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local obstructRay = Ray.new(currentPosition - Vector3.new(0, 1, 0), moveDir * 3)
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local obstructPart, obstructPoint, obstructNormal = workspace:FindPartOnRayWithIgnoreList(obstructRay, ignoreTable)
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if obstructPart then
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local heightOffset = Vector3.new(0, 100, 0)
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local jumpCheckRay = Ray.new(obstructPoint + moveDir * 0.5 + heightOffset, -heightOffset)
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local jumpCheckPart, jumpCheckPoint, jumpCheckNormal = workspace:FindPartOnRayWithIgnoreList(jumpCheckRay, ignoreTable)
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local heightDifference = jumpCheckPoint.Y - currentPosition.Y
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if heightDifference < 6 and heightDifference > -2 then
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humanoid.Jump = true
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end
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end
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local timeSinceLastPoint = tick() - timeReachedLastPoint
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if timeSinceLastPoint > expectedTimeToNextPoint + OFFTRACK_TIME_THRESHOLD then
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self:StopFollowingPath()
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if PathDisplay then
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PathDisplay.clearRenderedPath()
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end
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movementUpdateEvent:Fire("offtrack")
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end
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newMoveVector = self.moveVector:Lerp(moveDir, dt * 10)
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end
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end
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if IsFiniteVector3(newMoveVector) then
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--MasterControl:AddToPlayerMovement(newMoveVector - self.moveVector)
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self.moveVector = newMoveVector
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end
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end
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function VRNavigation:OnUserCFrameEnabled()
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if self:ShouldUseNavigationLaser() then
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self:BindJumpAction(false)
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self:SetLaserPointerMode("Navigation")
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else
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self:BindJumpAction(true)
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self:SetLaserPointerMode("Hidden")
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end
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end
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function VRNavigation:Enable(enable)
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if enable then
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self.navigationRequestedConn = VRService.NavigationRequested:Connect(function(destinationCFrame, inputUserCFrame) self:OnNavigationRequest(destinationCFrame, inputUserCFrame) end)
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self.heartbeatConn = RunService.Heartbeat:Connect(function(dt) self:OnHeartbeat(dt) end)
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ContextActionService:BindAction("MoveThumbstick", (function(actionName, inputState, inputObject) self:ControlCharacterGamepad(actionName, inputState, inputObject) end), false, Enum.KeyCode.Thumbstick1)
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ContextActionService:BindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2)
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self.userCFrameEnabledConn = VRService.UserCFrameEnabled:Connect(function() self:OnUserCFrameEnabled() end)
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self:OnUserCFrameEnabled()
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pcall(function()
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VRService:SetTouchpadMode(Enum.VRTouchpad.Left, Enum.VRTouchpadMode.VirtualThumbstick)
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VRService:SetTouchpadMode(Enum.VRTouchpad.Right, Enum.VRTouchpadMode.ABXY)
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end)
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self.enabled = true
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else
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-- Disable
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self:StopFollowingPath()
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ContextActionService:UnbindAction("MoveThumbstick")
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ContextActionService:UnbindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2)
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self:BindJumpAction(false)
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self:SetLaserPointerMode("Disabled")
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if self.navigationRequestedConn then
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self.navigationRequestedConn:Disconnect()
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self.navigationRequestedConn = nil
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end
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if self.heartbeatConn then
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self.heartbeatConn:Disconnect()
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self.heartbeatConn = nil
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end
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if self.userCFrameEnabledConn then
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self.userCFrameEnabledConn:Disconnect()
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self.userCFrameEnabledConn = nil
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end
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self.enabled = false
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end
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end
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return VRNavigation
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