PlayerNode.cpp 3.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135
  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. {
  14. /// Feedback component.
  15. class PlayerNode::FeedbackComponent final : public SceneComponent
  16. {
  17. ANKI_SCENE_COMPONENT(PlayerNode::FeedbackComponent)
  18. public:
  19. FeedbackComponent(SceneNode* node)
  20. : SceneComponent(node, getStaticClassId(), false)
  21. {
  22. }
  23. Error update(SceneNode& node, Second prevTime, Second crntTime, Bool& updated) override
  24. {
  25. updated = false;
  26. PlayerControllerComponent& playerc = node.getFirstComponentOfType<PlayerControllerComponent>();
  27. const Input& in = node.getSceneGraph().getInput();
  28. const F32 ang = toRad(7.0f);
  29. F32 y = in.getMousePosition().y();
  30. F32 x = in.getMousePosition().x();
  31. if(playerc.getTimestamp() == node.getGlobalTimestamp() || y != 0.0 || x != 0.0)
  32. {
  33. MoveComponent& move = node.getFirstComponentOfType<MoveComponent>();
  34. // Set origin
  35. Vec4 origin = playerc.getWorldTransform().getOrigin();
  36. origin.y() += 1.9f;
  37. // Set rotation
  38. Mat3x4 rot(Vec3(0.0f), Euler(ang * y * 11.25f, ang * x * -20.0f, 0.0f));
  39. rot = move.getLocalRotation().combineTransformations(rot);
  40. Vec3 newz = rot.getColumn(2).getNormalized();
  41. Vec3 newx = Vec3(0.0, 1.0, 0.0).cross(newz);
  42. Vec3 newy = newz.cross(newx);
  43. rot.setColumns(newx, newy, newz, Vec3(0.0));
  44. rot.reorthogonalize();
  45. // Update move
  46. move.setLocalTransform(Transform(origin, rot, 1.0));
  47. }
  48. return Error::NONE;
  49. }
  50. };
  51. ANKI_SCENE_COMPONENT_STATICS(PlayerNode::FeedbackComponent)
  52. /// Feedback component.
  53. class PlayerNode::FeedbackComponent2 final : public SceneComponent
  54. {
  55. ANKI_SCENE_COMPONENT(PlayerNode::FeedbackComponent2)
  56. public:
  57. FeedbackComponent2(SceneNode* node)
  58. : SceneComponent(node, getStaticClassId(), false // This shouldn't behave as a feedback component
  59. )
  60. {
  61. }
  62. Error update(SceneNode& node, Second prevTime, Second crntTime, Bool& updated) override
  63. {
  64. updated = false;
  65. PlayerControllerComponent& playerc = node.getFirstComponentOfType<PlayerControllerComponent>();
  66. MoveComponent& move = node.getFirstComponentOfType<MoveComponent>();
  67. const Input& in = node.getSceneGraph().getInput();
  68. const F32 speed = 0.5;
  69. Vec4 moveVec(0.0);
  70. if(in.getKey(KeyCode::W))
  71. {
  72. moveVec.z() += 1.0f;
  73. }
  74. if(in.getKey(KeyCode::A))
  75. {
  76. moveVec.x() -= 1.0f;
  77. }
  78. if(in.getKey(KeyCode::S))
  79. {
  80. moveVec.z() -= 1.0f;
  81. }
  82. if(in.getKey(KeyCode::D))
  83. {
  84. moveVec.x() += 1.0f;
  85. }
  86. Vec4 dir = -move.getLocalRotation().getZAxis().xyz0();
  87. dir.y() = 0.0f;
  88. dir.normalize();
  89. playerc.setVelocity(moveVec.z() * speed, moveVec.x() * speed, 0.0, dir);
  90. return Error::NONE;
  91. }
  92. };
  93. ANKI_SCENE_COMPONENT_STATICS(PlayerNode::FeedbackComponent2)
  94. PlayerNode::PlayerNode(SceneGraph* scene, CString name)
  95. : SceneNode(scene, name)
  96. {
  97. newComponent<PlayerControllerComponent>();
  98. newComponent<FeedbackComponent>();
  99. newComponent<MoveComponent>();
  100. newComponent<FeedbackComponent2>();
  101. }
  102. PlayerNode::~PlayerNode()
  103. {
  104. }
  105. } // end namespace anki