// Copyright (c) 2008-2023 the Urho3D project // License: MIT #include #include #include #include #include #include #include #include #include "Character.h" Character::Character(Context* context) : LogicComponent(context), onGround_(false), okToJump_(true), inAirTimer_(0.0f) { // Only the physics update event is needed: unsubscribe from the rest for optimization SetUpdateEventMask(LogicComponentEvents::FixedUpdate); } void Character::RegisterObject(Context* context) { context->RegisterFactory(); // These macros register the class attributes to the Context for automatic load / save handling. // We specify the Default attribute mode which means it will be used both for saving into file, and network replication URHO3D_ATTRIBUTE("Controls Yaw", controls_.yaw_, 0.0f, AM_DEFAULT); URHO3D_ATTRIBUTE("Controls Pitch", controls_.pitch_, 0.0f, AM_DEFAULT); URHO3D_ATTRIBUTE("On Ground", onGround_, false, AM_DEFAULT); URHO3D_ATTRIBUTE("OK To Jump", okToJump_, true, AM_DEFAULT); URHO3D_ATTRIBUTE("In Air Timer", inAirTimer_, 0.0f, AM_DEFAULT); } void Character::Start() { // Component has been inserted into its scene node. Subscribe to events now SubscribeToEvent(GetNode(), E_NODECOLLISION, URHO3D_HANDLER(Character, HandleNodeCollision)); } void Character::FixedUpdate(float timeStep) { /// \todo Could cache the components for faster access instead of finding them each frame auto* body = GetComponent(); auto* animCtrl = node_->GetComponent(true); // 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_FORWARD)) moveDir += Vector3::FORWARD; if (controls_.IsDown(CTRL_BACK)) 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 between jumps if (controls_.IsDown(CTRL_JUMP)) { if (okToJump_) { body->ApplyImpulse(Vector3::UP * JUMP_FORCE); okToJump_ = false; animCtrl->PlayExclusive("Models/Mutant/Mutant_Jump1.ani", 0, false, 0.2f); } } else okToJump_ = true; } if ( !onGround_ ) { animCtrl->PlayExclusive("Models/Mutant/Mutant_Jump1.ani", 0, false, 0.2f); } else { // Play walk animation if moving on ground, otherwise fade it out if (softGrounded && !moveDir.Equals(Vector3::ZERO)) animCtrl->PlayExclusive("Models/Mutant/Mutant_Run.ani", 0, true, 0.2f); else animCtrl->PlayExclusive("Models/Mutant/Mutant_Idle0.ani", 0, true, 0.2f); // Set walk animation speed proportional to velocity animCtrl->SetSpeed("Models/Mutant/Mutant_Run.ani", planeVelocity.Length() * 0.3f); } // Reset grounded flag for next frame onGround_ = false; } 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 pointing up, assume it's a ground contact if (contactPosition.y_ < (node_->GetPosition().y_ + 1.0f)) { float level = contactNormal.y_; if (level > 0.75) onGround_ = true; } } }