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- //
- // Copyright (c) 2008-2021 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include <Urho3D/Core/Context.h>
- #include <Urho3D/Graphics/AnimationController.h>
- #include <Urho3D/IO/MemoryBuffer.h>
- #include <Urho3D/Physics/PhysicsEvents.h>
- #include <Urho3D/Physics/PhysicsWorld.h>
- #include <Urho3D/Physics/RigidBody.h>
- #include <Urho3D/Scene/Scene.h>
- #include <Urho3D/Scene/SceneEvents.h>
- #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(USE_FIXEDUPDATE);
- }
- void Character::RegisterObject(Context* context)
- {
- context->RegisterFactory<Character>();
- // 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", float, controls_.yaw_, 0.0f, AM_DEFAULT);
- URHO3D_ATTRIBUTE("Controls Pitch", float, controls_.pitch_, 0.0f, AM_DEFAULT);
- URHO3D_ATTRIBUTE("On Ground", bool, onGround_, false, AM_DEFAULT);
- URHO3D_ATTRIBUTE("OK To Jump", bool, okToJump_, true, AM_DEFAULT);
- URHO3D_ATTRIBUTE("In Air Timer", float, 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<RigidBody>();
- auto* animCtrl = node_->GetComponent<AnimationController>(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;
- }
- }
- }
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