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- // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #pragma once
- #include <AnKi/Scene/Components/SceneComponent.h>
- #include <AnKi/Physics/PhysicsPlayerController.h>
- namespace anki {
- /// @addtogroup scene
- /// @{
- /// Physics player controller component.
- class PlayerControllerComponent : public SceneComponent
- {
- ANKI_SCENE_COMPONENT(PlayerControllerComponent)
- public:
- PlayerControllerComponent(SceneNode* node);
- const Transform& getWorldTransform() const
- {
- return m_trf;
- }
- void setWorldTransform(const Transform& trf)
- {
- m_player->moveToPosition(trf.getOrigin().xyz());
- }
- void setVelocity(F32 forwardSpeed, F32 strafeSpeed, F32 jumpSpeed, const Vec4& forwardDir)
- {
- m_player->setVelocity(forwardSpeed, strafeSpeed, jumpSpeed, forwardDir);
- }
- void moveToPosition(const Vec3& pos)
- {
- m_player->moveToPosition(pos);
- }
- ANKI_USE_RESULT Error update(SceneNode& node, Second prevTime, Second crntTime, Bool& updated) override
- {
- const Transform newTrf = m_player->getTransform();
- updated = newTrf != m_trf;
- m_trf = newTrf;
- return Error::NONE;
- }
- PhysicsPlayerControllerPtr getPhysicsPlayerController() const
- {
- return m_player;
- }
- private:
- PhysicsPlayerControllerPtr m_player;
- Transform m_trf = Transform::getIdentity();
- };
- /// @}
- } // end namespace anki
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