SparrowEngine/src/scene/playercharacternode.cpp

157 lines
4.5 KiB
C++

#include "playercharacternode.h"
#include <btBulletCollisionCommon.h>
#include <btBulletDynamicsCommon.h>
#include <glm/ext.hpp>
#define DEFAULT_ROTATION_SPEED 0.01f
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 = 0.5f;
const float PLAYER_RADIUS = 0.30f;
const float PLAYER_HEIGHT = 1.75f;
const float EYES_OFFSET = 0.775f;
PlayerCharacterNode::PlayerCharacterNode(Input *input) :
m_input(input),
m_noclipMode(true),
m_inputActions({NO_ACTION, NO_ACTION, NO_ACTION, NO_ACTION, NO_ACTION})
{
btDefaultMotionState *motionState = new btDefaultMotionState();
// 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, motionState, shape, localInertia);
// capsule always pointing up
m_rigidBody->setSleepingThresholds(0.0, 0.0);
m_rigidBody->setAngularFactor(0.0);
}
void PlayerCharacterNode::setInputs(int forward, int backward, int strafeLeft, int strafeRight, int toggleNoClip)
{
m_inputActions[FORWARD] = forward;
m_inputActions[BACKWARD] = backward;
m_inputActions[STRAFE_LEFT] = strafeLeft;
m_inputActions[STRAFE_RIGHT] = strafeRight;
m_inputActions[TOGGLE_NOCLIP] = toggleNoClip;
}
void PlayerCharacterNode::setPosition(float x, float y, float z)
{
btTransform transform;
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()
{
// get events
int walk = 0;
int strafe = 0;
for(int action : m_input->getActions())
{
if(action == m_inputActions[FORWARD])
++walk;
else if(action == m_inputActions[BACKWARD])
--walk;
else if(action == m_inputActions[STRAFE_LEFT])
--strafe;
else if(action == m_inputActions[STRAFE_RIGHT])
++strafe;
else if(action == m_inputActions[TOGGLE_NOCLIP])
toggleNoClip();
}
// update camera rotation
sf::Vector2i diff = m_input->getDeltaPosition();
m_fpsCamera.rotate(diff.x, diff.y);
// update camera position
btVector3 pos = m_rigidBody->getCenterOfMassPosition();
m_fpsCamera.moveTo(glm::vec3(pos.x(), pos.y()+EYES_OFFSET, pos.z()));
// update body movement
const glm::vec3 &glmDir = m_fpsCamera.getDirection();
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*2.f;
}
else
{
//TODO: if on ground + space pressed -> jump
glm::vec2 hPos = glm::normalize(glm::vec2(moveDir.x, moveDir.y));
m_rigidBody->setLinearVelocity((m_rigidBody->getLinearVelocity() + btVector3(hPos.x, m_rigidBody->getLinearVelocity().getY(), hPos.y)) / 2.f); // smooth movements
}
}
if(m_noclipMode)
{
btTransform transform;
transform.setOrigin(m_noclip_pos);
m_rigidBody->setWorldTransform(transform);
m_rigidBody->setLinearVelocity(btVector3(0, 0, 0));
}
}
void PlayerCharacterNode::toggleNoClip()
{
m_noclipMode = !m_noclipMode;
m_noclip_pos = m_rigidBody->getCenterOfMassPosition();
}