feat: added yaw keys
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a9bc57a175
commit
f79fda16e9
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@ -56,7 +56,9 @@ void ConfigureInput() {
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AddAction("pitch_down", INPUT_LISTENER_KEY, 0, KEY_W);
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AddAction("roll_left", INPUT_LISTENER_KEY, 0, KEY_A);
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AddAction("roll_right", INPUT_LISTENER_KEY, 0, KEY_D);
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AddAction("stop", INPUT_LISTENER_KEY, 0, KEY_SPACE);
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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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}
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int main() {
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@ -1,7 +1,8 @@
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#include "player_controller.h"
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#include "core/render.h"
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#include "utils/debug.h"
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#include "core/input.h"
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#include "utils/typeclass_helpers.h"
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#include "utils/debug.h"
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#include "raylib.h"
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START_REFLECT(PlayerController);
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@ -21,8 +22,14 @@ impl_SceneNodeEntity_for(PlayerController,
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SceneNode *CreatePlayerController() {
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PlayerController *self = new(PlayerController);
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self->rotation = self->fly_input = Vector2Zero();
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self->stopped = false;
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*self = (PlayerController) {
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.node = NULL,
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.transform = tc_null(Transformable),
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.rotation = Vector3Zero(),
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.fly_input = Vector3Zero(),
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.speed = 10.f,
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.brake = false
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};
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return CreateSceneNode(PlayerController_as_SceneNodeEntity(self));
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}
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@ -33,30 +40,39 @@ void DestroyPlayerController(PlayerController *self) {
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void PlayerControllerEnterTree(PlayerController *self) {
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self->transform = TC_CAST(self->node->parent->entity, Transformable);
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DisableCursor();
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AddListener("pitch_up", ButtonInputListener(self, PlayerControllerUpInput));
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AddListener("pitch_down", ButtonInputListener(self, PlayerControllerDownInput));
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AddListener("roll_left", ButtonInputListener(self, PlayerControllerLeftInput));
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AddListener("roll_right", ButtonInputListener(self, PlayerControllerRightInput));
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AddListener("stop", ButtonInputListener(self, PlayerControllerStopInput));
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AddListener("pitch_up", ButtonInputListener(self, PlayerControllerInputPitchUp));
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AddListener("pitch_down", ButtonInputListener(self, PlayerControllerInputPitchDown));
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AddListener("roll_left", ButtonInputListener(self, PlayerControllerInputRollLeft));
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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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}
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void PlayerControllerExitTree(PlayerController *self) {
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RemoveAllListeners(self);
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}
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static
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float MoveTowards(float from, float to, float delta) {
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if(from == to) return to;
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float const diff = to - from;
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float const sign = signbit(diff) ? -1.f : 1.f;
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return from + sign * fminf(delta, fabsf(diff));
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}
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//! angular acceleration limited to local X and Z axes
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static
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void PlayerControllerTickAngularAcceleration(PlayerController *self, double delta) {
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Vector2 diff = Vector2Subtract(self->fly_input, self->rotation);
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float const length = Vector2Length(diff);
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if(length != 0.f)
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self->rotation = Vector2Add(self->rotation, Vector2Scale(diff, 1.0f/length * fminf(4.f * delta, length)));
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self->rotation.x = MoveTowards(self->rotation.x, self->fly_input.x, delta * 4.f);
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self->rotation.y = MoveTowards(self->rotation.y, self->fly_input.y, delta * 4.f);
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self->rotation.z = MoveTowards(self->rotation.z, self->fly_input.z, delta * 4.f);
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}
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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->stopped ? 5.f : (self->rotation.y == 0.f ? 30.f : 10.f);
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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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}
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@ -69,6 +85,7 @@ void PlayerControllerTickTransform(PlayerController *self, double delta) {
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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 * 1.f * 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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@ -78,22 +95,30 @@ void PlayerControllerTick(PlayerController *self, double delta) {
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PlayerControllerTickTransform(self, delta);
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}
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void PlayerControllerLeftInput(PlayerController *self, bool value) {
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void PlayerControllerInputRollLeft(PlayerController *self, bool value) {
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self->fly_input.x += value ? -1 : +1;
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}
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void PlayerControllerRightInput(PlayerController *self, bool value) {
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void PlayerControllerInputRollRight(PlayerController *self, bool value) {
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self->fly_input.x += value ? +1 : -1;
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}
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void PlayerControllerUpInput(PlayerController *self, bool value) {
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void PlayerControllerInputPitchUp(PlayerController *self, bool value) {
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self->fly_input.y += value ? -1 : +1;
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}
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void PlayerControllerDownInput(PlayerController *self, bool value) {
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void PlayerControllerInputPitchDown(PlayerController *self, bool value) {
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self->fly_input.y += value ? +1 : -1;
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}
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void PlayerControllerStopInput(PlayerController *self, bool value) {
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self->stopped = value;
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void PlayerControllerInputYawRight(PlayerController *self, bool value) {
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self->fly_input.z += value ? -1 : +1;
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}
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void PlayerControllerInputYawLeft(PlayerController *self, bool value) {
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self->fly_input.z += value ? +1 : -1;
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}
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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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@ -12,10 +12,10 @@
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typedef struct PlayerController {
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SceneNode *node;
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Transformable transform;
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Vector2 fly_input;
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Vector2 rotation;
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Vector3 fly_input;
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Vector3 rotation;
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float speed;
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bool stopped;
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bool brake;
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} PlayerController;
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SceneNode *CreatePlayerController();
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@ -25,11 +25,13 @@ extern void PlayerControllerEnterTree(PlayerController *self);
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extern void PlayerControllerExitTree(PlayerController *self);
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extern void PlayerControllerTick(PlayerController *self, double delta);
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extern void PlayerControllerLeftInput(PlayerController *self, bool value);
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extern void PlayerControllerRightInput(PlayerController *self, bool value);
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extern void PlayerControllerUpInput(PlayerController *self, bool value);
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extern void PlayerControllerDownInput(PlayerController *self, bool value);
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extern void PlayerControllerStopInput(PlayerController *self, bool value);
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extern void PlayerControllerInputRollLeft(PlayerController *self, bool value);
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extern void PlayerControllerInputRollRight(PlayerController *self, bool value);
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extern void PlayerControllerInputPitchUp(PlayerController *self, bool value);
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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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DECL_REFLECT(PlayerController);
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decl_typeclass_impl(SceneNodeEntity, PlayerController);
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