feat: added yaw keys

This commit is contained in:
Sara 2024-09-27 16:08:21 +02:00
parent a9bc57a175
commit f79fda16e9
3 changed files with 57 additions and 28 deletions

View file

@ -56,7 +56,9 @@ void ConfigureInput() {
AddAction("pitch_down", INPUT_LISTENER_KEY, 0, KEY_W); AddAction("pitch_down", INPUT_LISTENER_KEY, 0, KEY_W);
AddAction("roll_left", INPUT_LISTENER_KEY, 0, KEY_A); AddAction("roll_left", INPUT_LISTENER_KEY, 0, KEY_A);
AddAction("roll_right", INPUT_LISTENER_KEY, 0, KEY_D); AddAction("roll_right", INPUT_LISTENER_KEY, 0, KEY_D);
AddAction("stop", INPUT_LISTENER_KEY, 0, KEY_SPACE); AddAction("yaw_right", INPUT_LISTENER_KEY, 0, KEY_E);
AddAction("yaw_left", INPUT_LISTENER_KEY, 0, KEY_Q);
AddAction("brake", INPUT_LISTENER_KEY, 0, KEY_SPACE);
} }
int main() { int main() {

View file

@ -1,7 +1,8 @@
#include "player_controller.h" #include "player_controller.h"
#include "core/render.h" #include "core/render.h"
#include "utils/debug.h"
#include "core/input.h" #include "core/input.h"
#include "utils/typeclass_helpers.h"
#include "utils/debug.h"
#include "raylib.h" #include "raylib.h"
START_REFLECT(PlayerController); START_REFLECT(PlayerController);
@ -21,8 +22,14 @@ impl_SceneNodeEntity_for(PlayerController,
SceneNode *CreatePlayerController() { SceneNode *CreatePlayerController() {
PlayerController *self = new(PlayerController); PlayerController *self = new(PlayerController);
self->rotation = self->fly_input = Vector2Zero(); *self = (PlayerController) {
self->stopped = false; .node = NULL,
.transform = tc_null(Transformable),
.rotation = Vector3Zero(),
.fly_input = Vector3Zero(),
.speed = 10.f,
.brake = false
};
return CreateSceneNode(PlayerController_as_SceneNodeEntity(self)); return CreateSceneNode(PlayerController_as_SceneNodeEntity(self));
} }
@ -33,30 +40,39 @@ void DestroyPlayerController(PlayerController *self) {
void PlayerControllerEnterTree(PlayerController *self) { void PlayerControllerEnterTree(PlayerController *self) {
self->transform = TC_CAST(self->node->parent->entity, Transformable); self->transform = TC_CAST(self->node->parent->entity, Transformable);
DisableCursor(); DisableCursor();
AddListener("pitch_up", ButtonInputListener(self, PlayerControllerUpInput)); AddListener("pitch_up", ButtonInputListener(self, PlayerControllerInputPitchUp));
AddListener("pitch_down", ButtonInputListener(self, PlayerControllerDownInput)); AddListener("pitch_down", ButtonInputListener(self, PlayerControllerInputPitchDown));
AddListener("roll_left", ButtonInputListener(self, PlayerControllerLeftInput)); AddListener("roll_left", ButtonInputListener(self, PlayerControllerInputRollLeft));
AddListener("roll_right", ButtonInputListener(self, PlayerControllerRightInput)); AddListener("roll_right", ButtonInputListener(self, PlayerControllerInputRollRight));
AddListener("stop", ButtonInputListener(self, PlayerControllerStopInput)); AddListener("yaw_left", ButtonInputListener(self, PlayerControllerInputYawLeft));
AddListener("yaw_right", ButtonInputListener(self, PlayerControllerInputYawRight));
AddListener("stop", ButtonInputListener(self, PlayerControllerInputBrake));
} }
void PlayerControllerExitTree(PlayerController *self) { void PlayerControllerExitTree(PlayerController *self) {
RemoveAllListeners(self); RemoveAllListeners(self);
} }
static
float MoveTowards(float from, float to, float delta) {
if(from == to) return to;
float const diff = to - from;
float const sign = signbit(diff) ? -1.f : 1.f;
return from + sign * fminf(delta, fabsf(diff));
}
//! angular acceleration limited to local X and Z axes //! angular acceleration limited to local X and Z axes
static static
void PlayerControllerTickAngularAcceleration(PlayerController *self, double delta) { void PlayerControllerTickAngularAcceleration(PlayerController *self, double delta) {
Vector2 diff = Vector2Subtract(self->fly_input, self->rotation); self->rotation.x = MoveTowards(self->rotation.x, self->fly_input.x, delta * 4.f);
float const length = Vector2Length(diff); self->rotation.y = MoveTowards(self->rotation.y, self->fly_input.y, delta * 4.f);
if(length != 0.f) self->rotation.z = MoveTowards(self->rotation.z, self->fly_input.z, delta * 4.f);
self->rotation = Vector2Add(self->rotation, Vector2Scale(diff, 1.0f/length * fminf(4.f * delta, length)));
} }
//! linear acceleration limited to the local Z axis //! linear acceleration limited to the local Z axis
static static
void PlayerControllerTickLinearAcceleration(PlayerController *self, double delta) { void PlayerControllerTickLinearAcceleration(PlayerController *self, double delta) {
float const target = self->stopped ? 5.f : (self->rotation.y == 0.f ? 30.f : 10.f); float const target = self->brake ? 5.f : (self->rotation.y == 0.f ? 30.f : 10.f);
float const speed_diff = target - self->speed; float const speed_diff = target - self->speed;
self->speed = self->speed + copysignf(fminf(fabsf(speed_diff), 15.f * delta), speed_diff); self->speed = self->speed + copysignf(fminf(fabsf(speed_diff), 15.f * delta), speed_diff);
} }
@ -69,6 +85,7 @@ void PlayerControllerTickTransform(PlayerController *self, double delta) {
global_transform.translation = Vector3Add(global_transform.translation, Vector3Scale(MATRIX_FORWARD(global_matrix), self->speed * delta)); 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_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); global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_RIGHT(global_matrix), self->rotation.y * 2.5f * delta), global_transform.rotation);
global_transform.rotation = QuaternionMultiply(QuaternionFromAxisAngle(MATRIX_UP(global_matrix), self->rotation.z * 1.f * delta), global_transform.rotation);
self->transform.tc->set_global_transform(self->transform.data, global_transform); self->transform.tc->set_global_transform(self->transform.data, global_transform);
} }
@ -78,22 +95,30 @@ void PlayerControllerTick(PlayerController *self, double delta) {
PlayerControllerTickTransform(self, delta); PlayerControllerTickTransform(self, delta);
} }
void PlayerControllerLeftInput(PlayerController *self, bool value) { void PlayerControllerInputRollLeft(PlayerController *self, bool value) {
self->fly_input.x += value ? -1 : +1; self->fly_input.x += value ? -1 : +1;
} }
void PlayerControllerRightInput(PlayerController *self, bool value) { void PlayerControllerInputRollRight(PlayerController *self, bool value) {
self->fly_input.x += value ? +1 : -1; self->fly_input.x += value ? +1 : -1;
} }
void PlayerControllerUpInput(PlayerController *self, bool value) { void PlayerControllerInputPitchUp(PlayerController *self, bool value) {
self->fly_input.y += value ? -1 : +1; self->fly_input.y += value ? -1 : +1;
} }
void PlayerControllerDownInput(PlayerController *self, bool value) { void PlayerControllerInputPitchDown(PlayerController *self, bool value) {
self->fly_input.y += value ? +1 : -1; self->fly_input.y += value ? +1 : -1;
} }
void PlayerControllerStopInput(PlayerController *self, bool value) { void PlayerControllerInputYawRight(PlayerController *self, bool value) {
self->stopped = value; self->fly_input.z += value ? -1 : +1;
}
void PlayerControllerInputYawLeft(PlayerController *self, bool value) {
self->fly_input.z += value ? +1 : -1;
}
void PlayerControllerInputBrake(PlayerController *self, bool value) {
self->brake = value;
} }

View file

@ -12,10 +12,10 @@
typedef struct PlayerController { typedef struct PlayerController {
SceneNode *node; SceneNode *node;
Transformable transform; Transformable transform;
Vector2 fly_input; Vector3 fly_input;
Vector2 rotation; Vector3 rotation;
float speed; float speed;
bool stopped; bool brake;
} PlayerController; } PlayerController;
SceneNode *CreatePlayerController(); SceneNode *CreatePlayerController();
@ -25,11 +25,13 @@ extern void PlayerControllerEnterTree(PlayerController *self);
extern void PlayerControllerExitTree(PlayerController *self); extern void PlayerControllerExitTree(PlayerController *self);
extern void PlayerControllerTick(PlayerController *self, double delta); extern void PlayerControllerTick(PlayerController *self, double delta);
extern void PlayerControllerLeftInput(PlayerController *self, bool value); extern void PlayerControllerInputRollLeft(PlayerController *self, bool value);
extern void PlayerControllerRightInput(PlayerController *self, bool value); extern void PlayerControllerInputRollRight(PlayerController *self, bool value);
extern void PlayerControllerUpInput(PlayerController *self, bool value); extern void PlayerControllerInputPitchUp(PlayerController *self, bool value);
extern void PlayerControllerDownInput(PlayerController *self, bool value); extern void PlayerControllerInputPitchDown(PlayerController *self, bool value);
extern void PlayerControllerStopInput(PlayerController *self, bool value); extern void PlayerControllerInputYawRight(PlayerController *self, bool value);
extern void PlayerControllerInputYawLeft(PlayerController *self, bool value);
extern void PlayerControllerInputBrake(PlayerController *self, bool value);
DECL_REFLECT(PlayerController); DECL_REFLECT(PlayerController);
decl_typeclass_impl(SceneNodeEntity, PlayerController); decl_typeclass_impl(SceneNodeEntity, PlayerController);