#include "AnimationController.h" #include "Character.h" #include "MemoryBuffer.h" #include "PhysicsEvents.h" #include "PhysicsWorld.h" #include "RigidBody.h" #include "Scene.h" #include "SceneEvents.h" Character::Character(Context* context) : Component(context), onGround_(false), okToJump_(true), inAirTimer_(0.0f) { } void Character::OnNodeSet(Node* node) { // Component has been inserted into its scene node. Subscribe to events now SubscribeToEvent(node, E_NODECOLLISION, HANDLER(Character, HandleNodeCollision)); SubscribeToEvent(GetScene()->GetComponent(), E_PHYSICSPRESTEP, HANDLER(Character, HandleFixedUpdate)); } void Character::HandleNodeCollision(StringHash eventType, VariantMap& eventData) { // Check collision contacts and see if character is standing on ground (look for a contact that has near vertical normal) using namespace NodeCollision; MemoryBuffer contacts(eventData[P_CONTACTS].GetBuffer()); while (!contacts.IsEof()) { Vector3 contactPosition = contacts.ReadVector3(); Vector3 contactNormal = contacts.ReadVector3(); float contactDistance = contacts.ReadFloat(); float contactImpulse = contacts.ReadFloat(); // If contact is below node center and mostly vertical, assume it's a ground contact if (contactPosition.y_ < (node_->GetPosition().y_ + 1.0f)) { float level = Abs(contactNormal.y_); if (level > 0.75) onGround_ = true; } } } void Character::HandleFixedUpdate(StringHash eventType, VariantMap& eventData) { using namespace PhysicsPreStep; float timeStep = eventData[P_TIMESTEP].GetFloat(); /// \todo Could cache the components for faster access instead of finding them each frame RigidBody* body = GetComponent(); AnimationController* animCtrl = GetComponent(); // Update the in air timer. Reset if grounded if (!onGround_) inAirTimer_ += timeStep; else inAirTimer_ = 0.0f; // When character has been in air less than 1/10 second, it's still interpreted as being on ground bool softGrounded = inAirTimer_ < INAIR_THRESHOLD_TIME; // Update movement & animation const Quaternion& rot = node_->GetRotation(); Vector3 moveDir = Vector3::ZERO; const Vector3& velocity = body->GetLinearVelocity(); // Velocity on the XZ plane Vector3 planeVelocity(velocity.x_, 0.0f, velocity.z_); if (controls_.IsDown(CTRL_UP)) moveDir += Vector3::FORWARD; if (controls_.IsDown(CTRL_DOWN)) moveDir += Vector3::BACK; if (controls_.IsDown(CTRL_LEFT)) moveDir += Vector3::LEFT; if (controls_.IsDown(CTRL_RIGHT)) moveDir += Vector3::RIGHT; // Normalize move vector so that diagonal strafing is not faster if (moveDir.LengthSquared() > 0.0f) moveDir.Normalize(); // If in air, allow control, but slower than when on ground body->ApplyImpulse(rot * moveDir * (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE)); if (softGrounded) { // When on ground, apply a braking force to limit maximum ground velocity Vector3 brakeForce = -planeVelocity * BRAKE_FORCE; body->ApplyImpulse(brakeForce); // Jump. Must release jump control inbetween jumps if (controls_.IsDown(CTRL_JUMP)) { if (okToJump_) { body->ApplyImpulse(Vector3::UP * JUMP_FORCE); okToJump_ = false; } } else okToJump_ = true; } // Play walk animation if moving on ground, otherwise fade it out if (softGrounded && !moveDir.Equals(Vector3::ZERO)) animCtrl->PlayExclusive("Models/Jack_Walk.ani", 0, true, 0.2f); else animCtrl->Stop("Models/Jack_Walk.ani", 0.2f); // Set walk animation speed proportional to velocity animCtrl->SetSpeed("Models/Jack_Walk.ani", planeVelocity.Length() * 0.3f); // Reset grounded flag for next frame onGround_ = false; }