feat: added boost
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4d28ff8829
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@ -59,6 +59,7 @@ void ConfigureInput() {
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AddAction("yaw_right", INPUT_LISTENER_KEY, 0, KEY_E);
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AddAction("yaw_left", INPUT_LISTENER_KEY, 0, KEY_Q);
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AddAction("brake", INPUT_LISTENER_KEY, 0, KEY_SPACE);
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AddAction("boost", INPUT_LISTENER_KEY, 0, KEY_LEFT_SHIFT);
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}
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int main() {
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@ -46,7 +46,8 @@ void PlayerControllerEnterTree(PlayerController *self) {
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AddListener("roll_right", ButtonInputListener(self, PlayerControllerInputRollRight));
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AddListener("yaw_left", ButtonInputListener(self, PlayerControllerInputYawLeft));
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AddListener("yaw_right", ButtonInputListener(self, PlayerControllerInputYawRight));
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AddListener("stop", ButtonInputListener(self, PlayerControllerInputBrake));
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AddListener("brake", ButtonInputListener(self, PlayerControllerInputBrake));
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AddListener("boost", ButtonInputListener(self, PlayerControllerInputBoost));
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}
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void PlayerControllerExitTree(PlayerController *self) {
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@ -72,9 +73,9 @@ void PlayerControllerTickAngularAcceleration(PlayerController *self, double delt
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//! linear acceleration limited to the local Z axis
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static
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void PlayerControllerTickLinearAcceleration(PlayerController *self, double delta) {
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float const target = self->brake ? 5.f : (self->rotation.y == 0.f ? 30.f : 10.f);
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float const speed_diff = target - self->speed;
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self->speed = self->speed + copysignf(fminf(fabsf(speed_diff), 15.f * delta), speed_diff);
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float const target = self->brake ? 5.f : (self->boost ? 50.f : (self->rotation.y == 0.f ? 30.f : 10.f));
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float const acceleration = self->brake ? 40.f : (self->boost ? 60.f : 10.f);
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self->speed = MoveTowards(self->speed, target, delta * acceleration);
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}
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//! Update linear transform based on velocities
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@ -82,10 +83,11 @@ static
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void PlayerControllerTickTransform(PlayerController *self, double delta) {
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Transform global_transform = self->transform.tc->get_global_transform(self->transform.data);
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Matrix global_matrix = TransformGetMatrix(global_transform);
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float const rotate_speed = 1.f - self->speed / 60.f;
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global_transform.translation = Vector3Add(global_transform.translation, Vector3Scale(MATRIX_FORWARD(global_matrix), self->speed * delta));
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global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_FORWARD(global_matrix), self->rotation.x * 2.f * delta), global_transform.rotation);
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global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_RIGHT(global_matrix), self->rotation.y * 2.5f * delta), global_transform.rotation);
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global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_UP(global_matrix), self->rotation.z * 0.5f * delta), global_transform.rotation);
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global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_FORWARD(global_matrix), self->rotation.x * 1.25f * delta), global_transform.rotation);
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global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_RIGHT(global_matrix), self->rotation.y * rotate_speed * 3.75f * delta), global_transform.rotation);
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global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_UP(global_matrix), self->rotation.z * .2f * delta), global_transform.rotation);
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self->transform.tc->set_global_transform(self->transform.data, global_transform);
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}
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@ -122,3 +124,7 @@ void PlayerControllerInputYawLeft(PlayerController *self, bool value) {
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void PlayerControllerInputBrake(PlayerController *self, bool value) {
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self->brake = value;
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}
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void PlayerControllerInputBoost(PlayerController *self, bool value) {
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self->boost = value;
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}
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@ -16,6 +16,7 @@ typedef struct PlayerController {
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Vector3 rotation;
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float speed;
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bool brake;
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bool boost;
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} PlayerController;
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SceneNode *CreatePlayerController();
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@ -32,6 +33,7 @@ extern void PlayerControllerInputPitchDown(PlayerController *self, bool value);
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extern void PlayerControllerInputYawRight(PlayerController *self, bool value);
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extern void PlayerControllerInputYawLeft(PlayerController *self, bool value);
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extern void PlayerControllerInputBrake(PlayerController *self, bool value);
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extern void PlayerControllerInputBoost(PlayerController *self, bool value);
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DECL_REFLECT(PlayerController);
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decl_typeclass_impl(SceneNodeEntity, PlayerController);
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