SparrowEngine/src/scene/playercharacternode.cpp

318 lines
11 KiB
C++

#include "playercharacternode.h"
#include <btBulletCollisionCommon.h>
#include <btBulletDynamicsCommon.h>
#include <BulletDynamics/Character/btKinematicCharacterController.h>
#include <glm/ext.hpp>
#include "scene/physicsdebugnode.h"
#include "scenetree.h"
#include "lightnode.h"
#include <SFML/System.hpp>
#include <SFML/Audio.hpp>
#define DEFAULT_ROTATION_SPEED 0.001f
#define TRIGGER_VALUE 15
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 RUNNING_MULTIPLIER = 2.f;
const float TORSO_RADIUS = 0.30f;
const float TORSO_HEIGHT = 0.8f;
const float LEGS_HEIGHT = 1.f;
const float EYES_OFFSET = 0.3f;
const float JUMP_VELOCITY = 5.f;
PlayerCharacterNode::PlayerCharacterNode(bool noClip) :
m_jumping(false),
m_noclipMode(noClip),
m_inputActions({NO_ACTION, NO_ACTION, 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(TORSO_RADIUS, TORSO_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 run, 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[RUN] = run;
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();
float deltaTime = getEngine().getDeltaTime();
float walk = 0;
float strafe = 0;
bool jump = false;
bool run = false;
if(getEngine().isMouseGrabbed())
{
// get events
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[RUN])
run = true;
else if(action.action == m_inputActions[TOGGLE_NOCLIP])
toggleNoClip();
}
glm::vec2 rotatecam = glm::vec2(0.f,0.f);
std::vector<int> controllers = input->getControllersConnected();
for (auto controller : controllers){
float strafe_joy = input->getAxisPosition(controller, input::LEFT_JOYSTICK_HORIZONTAL);
if (abs(strafe_joy) > TRIGGER_VALUE)
strafe = strafe_joy;
float forward = input->getAxisPosition(controller, input::LEFT_JOYSTICK_VERTICAL);
if (abs(forward) > TRIGGER_VALUE)
walk = -forward;
float pitch_joy = input->getAxisPosition(controller,input::RIGHT_JOYSTICK_HORIZONTAL);
if (abs(pitch_joy) > TRIGGER_VALUE)
rotatecam.x = pitch_joy;
float yaw_joy = input->getAxisPosition(controller,input::RIGHT_JOYSTICK_VERTICAL);
if (abs(yaw_joy) > TRIGGER_VALUE)
rotatecam.y = yaw_joy;
}
m_fpsCamera.rotate(rotatecam.x,rotatecam.y);
// 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()+TORSO_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);
glm::vec3 moveDir;
if(walk != 0 || strafe != 0)
{
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;
if(run) hPos *= RUNNING_MULTIPLIER;
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 dir(moveDir.x/2.f,0.f,moveDir.z/2.f);
btVector3 start_front(pos+dir);
start_front.setY(pos.y() - TORSO_HEIGHT/2.f);
btVector3 end_front(start_front);
end_front.setY(end_front.y() - (LEGS_HEIGHT*2.f));
btCollisionWorld::ClosestRayResultCallback RayCallback_front(start_front, end_front);
btVector3 start_back(pos);
start_back.setY(pos.y() - TORSO_HEIGHT/2.f);
btVector3 end_back(start_back);
end_back.setY(end_back.y() - (LEGS_HEIGHT));
btCollisionWorld::ClosestRayResultCallback RayCallback_back(start_back, end_back);
getEngine().getScene()->getPhysics()->rayTest(start_front, end_front, RayCallback_front);
getEngine().getScene()->getPhysics()->rayTest(start_back, end_back, RayCallback_back);
PhysicsDebugNode* pdnode= getEngine().getPhysicsDebug();
if (pdnode != nullptr){
pdnode->drawLine(start_front,end_front,btVector3(1,0,1));
pdnode->drawLine(start_back,end_back,btVector3(1,0,1));
}
float controlRatio = 0.2f; // 1 = total control, 0 = no control, can be seen as a slipperiness factor
if(RayCallback_back.hasHit()){
onGround = true;
//btVector3 normal_front = RayCallback_front.m_hitNormalWorld;
btVector3 normal_back = RayCallback_back.m_hitNormalWorld;
float slope = normal_back.dot(btVector3(0,1,0));
controlRatio = slope > 0.4f ? 0.2f * slope : 0.f;
if (RayCallback_front.hasHit())
{
float displacement = RayCallback_front.m_hitPointWorld.y() - (end_front.y() + start_front.y())/2.f;
if(abs(displacement) > 0.1f)
pos.setY(pos.y() + deltaTime*0.01f*(displacement > 0 ? 1 : -1));
else
pos.setY(pos.y() + displacement/4);
btTransform transform = btTransform::getIdentity();
transform.setOrigin(pos);
m_rigidBody->setWorldTransform(transform);
}
if(jump)
m_jumping = true;
else
m_jumping = false;
}
/* 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;
if(onGround)
{
float displacement = RayCallback.m_hitPointWorld.y() - (end.y() + start.y())/2.f;
//if (m_last_displacement > displacement){
if(abs(displacement) > 0.1f)
pos.setY(pos.y() + deltaTime*0.01f*(displacement > 0 ? 1 : -1));
else
pos.setY(pos.y() + displacement/4);
//}
//m_last_displacement = displacement;
btTransform transform = btTransform::getIdentity();
transform.setOrigin(pos);
m_rigidBody->setWorldTransform(transform);
}
if(jump)
m_jumping = true;
else
m_jumping = false;
}
*/
btVector3 newVelocity = velocity*(1.f-controlRatio) + targetVelocity*controlRatio;
if(onGround)
{
if(m_jumping)
newVelocity.setY(JUMP_VELOCITY);
else
newVelocity.setY(0);
}
m_rigidBody->setLinearVelocity(newVelocity);
}
m_playerLightNode->update();
glm::vec3 p = this->getEyePosition();
sf::Listener::setPosition(p.x,p.y,p.z);
glm::vec3 d = getDirection();
sf::Listener::setDirection(d.x,d.y,d.z);
}
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);
}