Pmndrs/ecctrl is a simple web based character controller build on react-three-fiber and react-three-rapier. It provides a playground demo where you can experience the following features:
- Seamless movement over small obstacles
- Enhanced control with floating force incorporating spring and damping forces
- Rigidbody character functionality for interaction with the game environment
- Customizable ground friction for tailored control
- Realistic simulation with applied mass on supporting surfaces
- Smooth integration with moving and rotating platforms
-
The character controller now integrated with pmndrs/ecctrl
-
You can easily install the npm package using the following command:
npm install ecctrl
To get started, import Ecctrl
and EcctrlAnimation
, then wrap your character model within <Ecctrl>
:
import Ecctrl, {EcctrlAnimation} from 'ecctrl'
...
<Ecctrl>
<CharacterModel/>
</Ecctrl>
...
-
Additionally, I've prepared a simple Ecctrl CodeSandbox for online testing and demostration.
-
Also, here is another Ecctrl CodeSandbox showcasing character animation functionality.
Check out the featurelog.md for details on previous updates and features.
Live Demo: Floating Capsule Character Controller
Download Node.js. Run this followed commands:
# Install dependencies (only the first time)
npm install
# Run the local server at localhost:8080
npm run dev
# Build for production in the dist/ directory
npm run build
Basic Controls (CodeSandbox Demo)
npm install ecctrl
import Ecctrl, { EcctrlAnimation } from "ecctrl";
To get started, set up your keyboard map using KeyboardControls. Then, wrap your character model within <Ecctrl>
:
/**
* Keyboard control preset
*/
const keyboardMap = [
{ name: "forward", keys: ["ArrowUp", "KeyW"] },
{ name: "backward", keys: ["ArrowDown", "KeyS"] },
{ name: "leftward", keys: ["ArrowLeft", "KeyA"] },
{ name: "rightward", keys: ["ArrowRight", "KeyD"] },
{ name: "jump", keys: ["Space"] },
{ name: "run", keys: ["Shift"] },
// Optional animation key map
{ name: "action1", keys: ["1"] },
{ name: "action2", keys: ["2"] },
{ name: "action3", keys: ["3"] },
{ name: "action4", keys: ["KeyF"] },
];
return (
<>
...
<Physics debug={physics} timeStep="vary">
{/* Keyboard preset */}
<KeyboardControls map={keyboardMap}>
{/* Character Control */}
<Ecctrl>
{/* Replace your model here */}
{/* camExcludeCollision is used to prevent camera collision */}
<CharacterModel userData={{ camExcludeCollision: true }} />
</Ecctrl>
</KeyboardControls>
...
</Physics>
</>
);
Here are all the default properties you can play with for <Ecctrl>
:
// Default properties for Ecctrl
props: {
children,
debug: false, // Enable debug mode (require leva package)
capsuleHalfHeight: 0.35, // Half-height of the character capsule
capsuleRadius: 0.3, // Radius of the character capsule
floatHeight: 0.3, // Height of the character when floating
followLight: false, // Enable follow light mode
// Follow camera setups
camInitDis: -5, // Initial camera distance
camMaxDis: -7, // Maximum camera distance
camMinDis: -0.7, // Minimum camera distance
// Base control setups
maxVelLimit: 2.5, // Maximum velocity limit
turnVelMultiplier: 0.2, // Turn velocity multiplier
turnSpeed: 15, // Turn speed
sprintMult: 2, // Sprint speed multiplier
jumpVel: 4, // Jump velocity
jumpForceToGroundMult: 5, // Jump force to ground object multiplier
slopJumpMult: 0.25, // Slope jump affect multiplier
sprintJumpMult: 1.2, // Sprint jump multiplier
airDragMultiplier: 0.2, // Air drag multiplier
dragDampingC: 0.15, // Drag damping coefficient
accDeltaTime: 8, // Acceleration delta time
rejectVelMult: 4, // Reject velocity multiplier
moveImpulsePointY: 0.5, // Move impulse point Y offset
camFollowMult: 11, // Camera follow speed multiplier
// Floating Ray setups
rayOriginOffest: { x: 0, y: -capsuleHalfHeight, z: 0 }, // Ray origin offset
rayHitForgiveness: 0.1, // Ray hit forgiveness
rayLength: capsuleRadius + 2, // Ray length
rayDir: { x: 0, y: -1, z: 0 }, // Ray direction
floatingDis: capsuleRadius + floatHeight, // Floating distance
springK: 1.2, // Spring constant
dampingC: 0.08, // Damping coefficient
// Slope Ray setups
showSlopeRayOrigin: false, // Show slope ray origin
slopeRayOriginOffest: capsuleRadius, // Slope ray origin offset
slopeRayLength: capsuleRadius + 3, // Slope ray length
slopeRayDir: { x: 0, y: -1, z: 0 }, // Slope ray direction
slopeUpExtraForce: 0.1, // Slope up extra force
slopeDownExtraForce: 0.2, // Slope down extra force
// AutoBalance Force setups
autoBalance: true, // Enable auto-balance
autoBalanceSpringK: 0.3, // Auto-balance spring constant
autoBalanceDampingC: 0.02, // Auto-balance damping coefficient
autoBalanceDampingOnY: 0.02, // Auto-balance damping on Y-axis
// Animation temporary setups
animated: false, // Enable animation
...props,
}
// Simply change the value by doing this
<Ecctrl maxVelLimit={5} jumpVel={4}>
<CharacterModel userData={{ camExcludeCollision: true }} />
</Ecctrl>
Apply Character Animations (CodeSandbox Demo)
If you want to apply character animations, prepare the character url and customize the animationSet
with your own animation names. Change the Ecctrl
property animated
to true and wrap your character model inside <EcctrlAnimation>
tag:
// Prepare character model url
const characterURL = "./ReplaceWithYourCharacterURL";
// Prepare and rename your character animations here
const animationSet = {
idle: "Idle",
walk: "Walk",
run: "Run",
jump: "Jump_Start",
jumpIdle: "Jump_Idle",
jumpLand: "Jump_Land",
fall: "Climbing", // This is for falling from high sky
// Currently support four additional animations
action1: "Wave",
action2: "Dance",
action3: "Cheer",
action4: "Attack(1h)",
};
return (
<>
...
<Physics debug={physics} timeStep="vary">
{/* Keyboard preset */}
<KeyboardControls map={keyboardMap}>
{/* Character Control */}
<Ecctrl animated>
{/* Character Animations */}
<EcctrlAnimation
characterURL={characterURL} // Must have property
animationSet={animationSet} // Must have property
>
{/* Replace your model here */}
{/* camExcludeCollision is used to prevent camera collision */}
<CharacterModel userData={{ camExcludeCollision: true }} />
</EcctrlAnimation>
</Ecctrl>
</KeyboardControls>
...
</Physics>
</>
);
For advanced animation setups, download all files and follow these steps:
- In
CharacterModel.jsx
, expand theanimationSet
with additional animations:
// Rename your character animations here
const animationSet = {
idle: "Idle",
walk: "Walk",
run: "Run",
jump: "Jump_Start",
jumpIdle: "Jump_Idle",
jumpLand: "Jump_Land",
fall: "Climbing",
action1: "Wave",
action2: "Dance",
action3: "Cheer",
action4: "Attack(1h)",
//additinalAnimation: "additinalAnimationName",
};
- In
useGame.jsx
, create a trigger function for the new animation:
return {
/**
* Character animations state manegement
*/
// Initial animation
curAnimation: null,
animationSet: {},
...
action1: () => {
set((state) => {
if (state.curAnimation === state.animationSet.idle) {
return { curAnimation: state.animationSet.action1 };
}
return {};
});
},
/**
* Additional animations
*/
// triggerFunction: ()=>{
// set((state) => {
// return { curAnimation: state.animationSet.additionalAnimation };
// });
// }
};
- In
CharacterController.jsx
, initialize the trigger function and call it when needed:
// Animation change functions
const idleAnimation = useGame((state) => state.idle);
const walkAnimation = useGame((state) => state.walk);
const runAnimation = useGame((state) => state.run);
const jumpAnimation = useGame((state) => state.jump);
const jumpIdleAnimation = useGame((state) => state.jumpIdle);
const jumpLandAnimation = useGame((state) => state.jumpLand);
const fallAnimation = useGame((state) => state.fall);
const action1Animation = useGame((state) => state.action1);
const action2Animation = useGame((state) => state.action2);
const action3Animation = useGame((state) => state.action3);
const action4Animation = useGame((state) => state.action4);
//const additionalAnimation = useGame((state) => state.triggerFunction);
I appreciate your interest in this project! If you have any feedback, suggestions, or resources related to the controller, please feel free to share.
Thank you!