210 lines
6.4 KiB
C++
210 lines
6.4 KiB
C++
#include "playercharacternode.h"
|
|
|
|
#include <btBulletCollisionCommon.h>
|
|
#include <btBulletDynamicsCommon.h>
|
|
#include <BulletDynamics/Character/btKinematicCharacterController.h>
|
|
|
|
#include <glm/ext.hpp>
|
|
|
|
#include "scenetree.h"
|
|
#include "lightnode.h"
|
|
#include <SFML/System.hpp>
|
|
|
|
#define DEFAULT_ROTATION_SPEED 0.001f
|
|
|
|
void FirstPersonCamera::computeView()
|
|
{
|
|
m_view = glm::lookAt(m_eye, m_eye + m_direction, m_upVector);
|
|
}
|
|
|
|
FirstPersonCamera::FirstPersonCamera(float myFov, float myNear, float myFar) :
|
|
BasicCamera(myFov, myNear, myFar), m_direction(0, 0, 1), m_upVector(0, 1, 0)
|
|
{
|
|
computeView();
|
|
}
|
|
|
|
void FirstPersonCamera::move(const glm::vec3 &translation)
|
|
{
|
|
m_eye += translation;
|
|
computeView();
|
|
}
|
|
|
|
void FirstPersonCamera::rotate(float dx, float dy)
|
|
{
|
|
m_direction = glm::rotate(m_direction, -dx*DEFAULT_ROTATION_SPEED, m_upVector);
|
|
m_direction = glm::rotate(m_direction, -dy*DEFAULT_ROTATION_SPEED, glm::cross(m_direction, m_upVector));
|
|
m_direction = glm::normalize(m_direction);
|
|
computeView();
|
|
}
|
|
|
|
void FirstPersonCamera::moveTo(const glm::vec3 &targetPos)
|
|
{
|
|
m_eye = targetPos;
|
|
computeView();
|
|
}
|
|
|
|
void FirstPersonCamera::lookAt(const glm::vec3 &targetPos)
|
|
{
|
|
m_view = glm::lookAt(m_eye, targetPos, m_upVector);
|
|
}
|
|
|
|
void FirstPersonCamera::setUpVector(const glm::vec3 &up)
|
|
{
|
|
m_upVector = up;
|
|
computeView();
|
|
}
|
|
|
|
const float WALK_SPEED = 5.f;
|
|
const float PLAYER_RADIUS = 0.30f;
|
|
const float PLAYER_HEIGHT = 1.75f;
|
|
const float EYES_OFFSET = 0.775f;
|
|
const float JUMP_VELOCITY = 5.f;
|
|
const float EPSILON = 1.5f;
|
|
|
|
PlayerCharacterNode::PlayerCharacterNode(bool noClip) :
|
|
m_noclipMode(noClip),
|
|
m_inputActions({NO_ACTION, NO_ACTION, NO_ACTION, NO_ACTION, NO_ACTION})
|
|
{
|
|
m_playerLight = new PointLight(glm::vec3(150, 10, 30), 10, glm::vec3(0.18f, 0.16f, 0.096f)*2.f);
|
|
m_playerLightNode = new LightNode(m_playerLight);
|
|
m_playerLightNode->m_parent = this;
|
|
|
|
// Create the shape
|
|
btCollisionShape *shape = new btCapsuleShape(PLAYER_RADIUS, PLAYER_HEIGHT);
|
|
|
|
// Add mass
|
|
btVector3 localInertia;
|
|
shape->calculateLocalInertia(1.0, localInertia);
|
|
|
|
// Create the rigid body object
|
|
m_rigidBody = new btRigidBody(1.0, nullptr, shape, localInertia);
|
|
|
|
// capsule always pointing up
|
|
m_rigidBody->setSleepingThresholds(0.0, 0.0);
|
|
m_rigidBody->setAngularFactor(0.0);
|
|
}
|
|
|
|
PlayerCharacterNode::~PlayerCharacterNode()
|
|
{
|
|
m_playerLightNode->setSceneTree(nullptr);
|
|
delete m_playerLightNode;
|
|
delete m_playerLight;
|
|
}
|
|
|
|
void PlayerCharacterNode::setInputs(int forward, int backward, int strafeLeft, int strafeRight, int jump, int toggleNoClip)
|
|
{
|
|
m_inputActions[FORWARD] = forward;
|
|
m_inputActions[BACKWARD] = backward;
|
|
m_inputActions[STRAFE_LEFT] = strafeLeft;
|
|
m_inputActions[STRAFE_RIGHT] = strafeRight;
|
|
m_inputActions[JUMP] = jump;
|
|
m_inputActions[TOGGLE_NOCLIP] = toggleNoClip;
|
|
}
|
|
|
|
void PlayerCharacterNode::setPosition(float x, float y, float z)
|
|
{
|
|
btTransform transform = btTransform::getIdentity();
|
|
btVector3 pos(x, y, z);
|
|
transform.setOrigin(pos);
|
|
m_rigidBody->setWorldTransform(transform);
|
|
m_noclip_pos = pos;
|
|
m_rigidBody->setLinearVelocity(btVector3(0,0,0));
|
|
}
|
|
|
|
void PlayerCharacterNode::update()
|
|
{
|
|
Input *input = getEngine().getInput();
|
|
// get events
|
|
int walk = 0;
|
|
int strafe = 0;
|
|
bool jump = false;
|
|
for(Action action : input->getActions())
|
|
{
|
|
if(action.action == m_inputActions[FORWARD])
|
|
++walk;
|
|
else if(action.action == m_inputActions[BACKWARD])
|
|
--walk;
|
|
else if(action.action == m_inputActions[STRAFE_LEFT])
|
|
--strafe;
|
|
else if(action.action == m_inputActions[STRAFE_RIGHT])
|
|
++strafe;
|
|
else if(action.action == m_inputActions[JUMP])
|
|
jump = true;
|
|
else if(action.action == m_inputActions[TOGGLE_NOCLIP])
|
|
toggleNoClip();
|
|
}
|
|
|
|
// update camera rotation
|
|
glm::vec2 diff = input->getDeltaPosition();
|
|
m_fpsCamera.rotate(diff.x, diff.y);
|
|
|
|
// update camera position
|
|
btVector3 pos = m_rigidBody->getCenterOfMassPosition();
|
|
m_playerLight->setPos(glm::vec3(pos.x(), pos.y()+PLAYER_HEIGHT/2.f, pos.z()));
|
|
m_fpsCamera.moveTo(glm::vec3(pos.x(), pos.y()+EYES_OFFSET, pos.z()));
|
|
|
|
// update body movement
|
|
const glm::vec3 &glmDir = m_fpsCamera.getDirection();
|
|
const btVector3 &velocity = m_rigidBody->getLinearVelocity();
|
|
btVector3 targetVelocity(0.f, velocity.getY(), 0.f);
|
|
if(walk != 0 || strafe != 0)
|
|
{
|
|
glm::vec3 moveDir = glm::normalize(glmDir*walk + glm::cross(glmDir, glm::vec3(0, 1, 0))*strafe);
|
|
if (m_noclipMode)
|
|
{
|
|
btVector3 dir(moveDir.x, moveDir.y, moveDir.z);
|
|
m_noclip_pos += dir*WALK_SPEED*getEngine().getDeltaTime()*0.004f;
|
|
}
|
|
else
|
|
{
|
|
glm::vec2 hPos = glm::normalize(glm::vec2(moveDir.x, moveDir.z))*WALK_SPEED;
|
|
targetVelocity.setX(hPos.x);
|
|
targetVelocity.setZ(hPos.y);
|
|
}
|
|
}
|
|
// apply movements
|
|
if(m_noclipMode)
|
|
{
|
|
btTransform transform = btTransform::getIdentity();
|
|
transform.setOrigin(m_noclip_pos);
|
|
m_rigidBody->setWorldTransform(transform);
|
|
m_rigidBody->setLinearVelocity(btVector3(0, 0, 0));
|
|
}
|
|
else
|
|
{
|
|
bool onGround = false;
|
|
btVector3 start(pos);
|
|
start.setY(start.y() - PLAYER_HEIGHT/2.f);
|
|
btVector3 end(pos);
|
|
end.setY(end.y() - EPSILON);
|
|
btCollisionWorld::ClosestRayResultCallback RayCallback(start, end);
|
|
getEngine().getPhysics()->rayTest(start, end, RayCallback);
|
|
float controlRatio = 0.f; // 1 = total control, 0 = no control, can be seen as a slipperiness factor
|
|
if(RayCallback.hasHit()) // if ground is nearby
|
|
{
|
|
onGround = true;
|
|
btVector3 normal = RayCallback.m_hitNormalWorld;
|
|
float slope = normal.dot(btVector3(0, 1, 0));
|
|
controlRatio = slope > 0.4f ? 0.2f * slope : 0.f;
|
|
}
|
|
|
|
btVector3 newVelocity = velocity*(1.f-controlRatio) + targetVelocity*controlRatio;
|
|
if(jump && onGround)
|
|
newVelocity.setY(JUMP_VELOCITY);
|
|
m_rigidBody->setLinearVelocity(newVelocity);
|
|
}
|
|
m_playerLightNode->update();
|
|
}
|
|
|
|
void PlayerCharacterNode::toggleNoClip()
|
|
{
|
|
m_noclipMode = !m_noclipMode;
|
|
m_noclip_pos = m_rigidBody->getCenterOfMassPosition();
|
|
}
|
|
|
|
void PlayerCharacterNode::setSceneTree(SceneTree* tree)
|
|
{
|
|
m_scene = tree;
|
|
m_playerLightNode->setSceneTree(tree);
|
|
}
|