PlayerNode.cpp 3.3 KB

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  1. // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Scene/PlayerNode.h>
  6. #include <AnKi/Scene/SceneGraph.h>
  7. #include <AnKi/Scene/Components/MoveComponent.h>
  8. #include <AnKi/Scene/Components/PlayerControllerComponent.h>
  9. #include <AnKi/Physics/PhysicsPlayerController.h>
  10. #include <AnKi/Physics/PhysicsWorld.h>
  11. #include <AnKi/Input/Input.h>
  12. namespace anki {
  13. /// Feedback component.
  14. class PlayerNode::FeedbackComponent final : public SceneComponent
  15. {
  16. ANKI_SCENE_COMPONENT(PlayerNode::FeedbackComponent)
  17. public:
  18. FeedbackComponent(SceneNode* node)
  19. : SceneComponent(node, getStaticClassId(), false)
  20. {
  21. }
  22. Error update(SceneNode& node, Second prevTime, Second crntTime, Bool& updated) override
  23. {
  24. updated = false;
  25. PlayerControllerComponent& playerc = node.getFirstComponentOfType<PlayerControllerComponent>();
  26. const Input& in = node.getSceneGraph().getInput();
  27. const F32 ang = toRad(7.0f);
  28. F32 y = in.getMousePosition().y();
  29. F32 x = in.getMousePosition().x();
  30. if(playerc.getTimestamp() == node.getGlobalTimestamp() || y != 0.0 || x != 0.0)
  31. {
  32. MoveComponent& move = node.getFirstComponentOfType<MoveComponent>();
  33. // Set origin
  34. Vec4 origin = playerc.getWorldTransform().getOrigin();
  35. origin.y() += 1.9f;
  36. // Set rotation
  37. Mat3x4 rot(Vec3(0.0f), Euler(ang * y * 11.25f, ang * x * -20.0f, 0.0f));
  38. rot = move.getLocalRotation().combineTransformations(rot);
  39. Vec3 newz = rot.getColumn(2).getNormalized();
  40. Vec3 newx = Vec3(0.0, 1.0, 0.0).cross(newz);
  41. Vec3 newy = newz.cross(newx);
  42. rot.setColumns(newx, newy, newz, Vec3(0.0));
  43. rot.reorthogonalize();
  44. // Update move
  45. move.setLocalTransform(Transform(origin, rot, 1.0));
  46. }
  47. return Error::NONE;
  48. }
  49. };
  50. ANKI_SCENE_COMPONENT_STATICS(PlayerNode::FeedbackComponent)
  51. /// Feedback component.
  52. class PlayerNode::FeedbackComponent2 final : public SceneComponent
  53. {
  54. ANKI_SCENE_COMPONENT(PlayerNode::FeedbackComponent2)
  55. public:
  56. FeedbackComponent2(SceneNode* node)
  57. : SceneComponent(node, getStaticClassId(), false // This shouldn't behave as a feedback component
  58. )
  59. {
  60. }
  61. Error update(SceneNode& node, Second prevTime, Second crntTime, Bool& updated) override
  62. {
  63. updated = false;
  64. PlayerControllerComponent& playerc = node.getFirstComponentOfType<PlayerControllerComponent>();
  65. MoveComponent& move = node.getFirstComponentOfType<MoveComponent>();
  66. const Input& in = node.getSceneGraph().getInput();
  67. const F32 speed = 0.5;
  68. Vec4 moveVec(0.0);
  69. if(in.getKey(KeyCode::W))
  70. {
  71. moveVec.z() += 1.0f;
  72. }
  73. if(in.getKey(KeyCode::A))
  74. {
  75. moveVec.x() -= 1.0f;
  76. }
  77. if(in.getKey(KeyCode::S))
  78. {
  79. moveVec.z() -= 1.0f;
  80. }
  81. if(in.getKey(KeyCode::D))
  82. {
  83. moveVec.x() += 1.0f;
  84. }
  85. Vec4 dir = -move.getLocalRotation().getZAxis().xyz0();
  86. dir.y() = 0.0f;
  87. dir.normalize();
  88. playerc.setVelocity(moveVec.z() * speed, moveVec.x() * speed, 0.0, dir);
  89. return Error::NONE;
  90. }
  91. };
  92. ANKI_SCENE_COMPONENT_STATICS(PlayerNode::FeedbackComponent2)
  93. PlayerNode::PlayerNode(SceneGraph* scene, CString name)
  94. : SceneNode(scene, name)
  95. {
  96. newComponent<PlayerControllerComponent>();
  97. newComponent<FeedbackComponent>();
  98. newComponent<MoveComponent>();
  99. newComponent<FeedbackComponent2>();
  100. }
  101. PlayerNode::~PlayerNode()
  102. {
  103. }
  104. } // end namespace anki