fix: renamed PlayerController functions

had forgotten from renaming the struct
This commit is contained in:
Sara 2024-09-25 21:37:31 +02:00
parent c2f7381ce5
commit cc475fc550
3 changed files with 61 additions and 40 deletions

View file

@ -31,7 +31,7 @@ SceneNode *CreateModelScene() {
SceneNode *model_parent = CreateTransformNode();
// create the rest of the scene with a mesh and a functionality node
SceneNodeAddChild(model_parent, CreateMeshRenderEntity("rider"));
SceneNodeAddChild(model_parent, CreateTestObject());
SceneNodeAddChild(model_parent, CreatePlayerController());
// move the renderer's parent transform
Transformable transformable = TC_CAST(model_parent->entity, Transformable);
Transform transform = transformable.tc->get_global_transform(transformable.data);

View file

@ -11,78 +11,98 @@ REFLECT_TYPECLASS(PlayerController, Renderable);
END_REFLECT(PlayerController);
impl_Drop_for(PlayerController,
DestroyTestObject
DestroyPlayerController
)
impl_Renderable_for(PlayerController,
TestObjectDraw
PlayerControllerDraw
)
impl_SceneNodeEntity_for(PlayerController,
TestObjectEnterTree,
TestObjectExitTree,
TestObjectTick
PlayerControllerEnterTree,
PlayerControllerExitTree,
PlayerControllerTick
)
SceneNode *CreateTestObject() {
SceneNode *CreatePlayerController() {
PlayerController *self = new(PlayerController);
self->rotation = self->fly_input = Vector2Zero();
self->stopped = false;
return CreateSceneNode(PlayerController_as_SceneNodeEntity(self));
}
void DestroyTestObject(PlayerController *self) {
void DestroyPlayerController(PlayerController *self) {
free(self);
}
void TestObjectEnterTree(PlayerController *self) {
void PlayerControllerEnterTree(PlayerController *self) {
self->transform = TC_CAST(self->node->parent->entity, Transformable);
AddRenderable(PlayerController_as_Renderable(self));
AddListener("pitch_up", ButtonInputListener(self, TestObjectUpInput));
AddListener("pitch_down", ButtonInputListener(self, TestObjectDownInput));
AddListener("roll_left", ButtonInputListener(self, TestObjectLeftInput));
AddListener("roll_right", ButtonInputListener(self, TestObjectRightInput));
AddListener("stop", ButtonInputListener(self, TestObjectStopInput));
DisableCursor();
AddListener("pitch_up", ButtonInputListener(self, PlayerControllerUpInput));
AddListener("pitch_down", ButtonInputListener(self, PlayerControllerDownInput));
AddListener("roll_left", ButtonInputListener(self, PlayerControllerLeftInput));
AddListener("roll_right", ButtonInputListener(self, PlayerControllerRightInput));
AddListener("stop", ButtonInputListener(self, PlayerControllerStopInput));
}
void TestObjectExitTree(PlayerController *self) {
void PlayerControllerExitTree(PlayerController *self) {
RemoveRenderable(PlayerController_as_Renderable(self));
}
void TestObjectDraw(PlayerController *self) {
void PlayerControllerDraw(PlayerController *self) {
}
void TestObjectTick(PlayerController *self, double delta) {
if(self->stopped) return;
//! angular acceleration limited to local X and Z axes
static
void PlayerControllerTickAngularAcceleration(PlayerController *self, double delta) {
Vector2 diff = Vector2Subtract(self->fly_input, self->rotation);
float const length = Vector2Length(diff);
if(length != 0.f)
self->rotation = Vector2Add(self->rotation, Vector2Scale(diff, 1.0f/length * fminf(4.f * delta, length)));
}
//! linear acceleration limited to the local Z axis
static
void PlayerControllerTickLinearAcceleration(PlayerController *self, double delta) {
float const target = (!self->stopped && self->rotation.y == 0.f) ? 30.f : 20.f;
float const speed_diff = target - self->speed;
self->speed = self->speed + copysignf(fminf(fabsf(speed_diff), 10.f * delta), speed_diff);
}
//! Update linear transform based on velocities
static
void PlayerControllerTickTransform(PlayerController *self, double delta) {
Transform global_transform = self->transform.tc->get_global_transform(self->transform.data);
Matrix global_matrix = TransformGetMatrix(global_transform);
global_transform.translation = Vector3Add(global_transform.translation, Vector3Scale(MATRIX_FORWARD(global_matrix), 20.f * delta));
global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_FORWARD(global_matrix), self->rotation.x * 4.f * delta), global_transform.rotation);
global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_RIGHT(global_matrix), self->rotation.y * 4.f * delta), global_transform.rotation);
global_transform.translation = Vector3Add(global_transform.translation, Vector3Scale(MATRIX_FORWARD(global_matrix), self->speed * delta));
global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_FORWARD(global_matrix), self->rotation.x * 2.f * delta), global_transform.rotation);
global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_RIGHT(global_matrix), self->rotation.y * 2.5f * delta), global_transform.rotation);
self->transform.tc->set_global_transform(self->transform.data, global_transform);
}
void PlayerControllerTick(PlayerController *self, double delta) {
PlayerControllerTickAngularAcceleration(self, delta);
PlayerControllerTickLinearAcceleration(self, delta);
PlayerControllerTickTransform(self, delta);
}
void TestObjectLeftInput(PlayerController *self, bool value) {
void PlayerControllerLeftInput(PlayerController *self, bool value) {
self->fly_input.x += value ? -1 : +1;
}
void TestObjectRightInput(PlayerController *self, bool value) {
void PlayerControllerRightInput(PlayerController *self, bool value) {
self->fly_input.x += value ? +1 : -1;
}
void TestObjectUpInput(PlayerController *self, bool value) {
void PlayerControllerUpInput(PlayerController *self, bool value) {
self->fly_input.y += value ? -1 : +1;
}
void TestObjectDownInput(PlayerController *self, bool value) {
void PlayerControllerDownInput(PlayerController *self, bool value) {
self->fly_input.y += value ? +1 : -1;
}
void TestObjectStopInput(PlayerController *self, bool value) {
void PlayerControllerStopInput(PlayerController *self, bool value) {
self->stopped = value;
}

View file

@ -1,5 +1,5 @@
#ifndef TEST_OBJECT_H
#define TEST_OBJECT_H
#ifndef PLAYER_CONTROLLER_H
#define PLAYER_CONTROLLER_H
#include "core/scene.h"
#include "core/scene_node_entity.h"
@ -14,26 +14,27 @@ typedef struct PlayerController {
Transformable transform;
Vector2 fly_input;
Vector2 rotation;
float speed;
bool stopped;
} PlayerController;
SceneNode *CreateTestObject();
void DestroyTestObject(PlayerController *self);
SceneNode *CreatePlayerController();
void DestroyPlayerController(PlayerController *self);
extern void TestObjectEnterTree(PlayerController *self);
extern void TestObjectExitTree(PlayerController *self);
extern void TestObjectDraw(PlayerController *self);
extern void TestObjectTick(PlayerController *self, double delta);
extern void PlayerControllerEnterTree(PlayerController *self);
extern void PlayerControllerExitTree(PlayerController *self);
extern void PlayerControllerDraw(PlayerController *self);
extern void PlayerControllerTick(PlayerController *self, double delta);
extern void TestObjectLeftInput(PlayerController *self, bool value);
extern void TestObjectRightInput(PlayerController *self, bool value);
extern void TestObjectUpInput(PlayerController *self, bool value);
extern void TestObjectDownInput(PlayerController *self, bool value);
extern void TestObjectStopInput(PlayerController *self, bool value);
extern void PlayerControllerLeftInput(PlayerController *self, bool value);
extern void PlayerControllerRightInput(PlayerController *self, bool value);
extern void PlayerControllerUpInput(PlayerController *self, bool value);
extern void PlayerControllerDownInput(PlayerController *self, bool value);
extern void PlayerControllerStopInput(PlayerController *self, bool value);
DECL_REFLECT(PlayerController);
decl_typeclass_impl(SceneNodeEntity, PlayerController);
decl_typeclass_impl(Drop, PlayerController);
decl_typeclass_impl(Renderable, PlayerController);
#endif // !TEST_OBJECT_H
#endif // !PLAYER_CONTROLLER_H