#include "player_controller.h" #include "core/render.h" #include "utils/debug.h" #include "core/input.h" #include "raylib.h" START_REFLECT(PlayerController); REFLECT_TYPECLASS(PlayerController, Drop); REFLECT_TYPECLASS(PlayerController, SceneNodeEntity); END_REFLECT(PlayerController); impl_Drop_for(PlayerController, DestroyPlayerController ) impl_SceneNodeEntity_for(PlayerController, PlayerControllerEnterTree, PlayerControllerExitTree, PlayerControllerTick ) SceneNode *CreatePlayerController() { PlayerController *self = new(PlayerController); self->rotation = self->fly_input = Vector2Zero(); self->stopped = false; return CreateSceneNode(PlayerController_as_SceneNodeEntity(self)); } void DestroyPlayerController(PlayerController *self) { free(self); } void PlayerControllerEnterTree(PlayerController *self) { self->transform = TC_CAST(self->node->parent->entity, Transformable); 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 PlayerControllerExitTree(PlayerController *self) { RemoveAllListeners(self); } //! 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 ? 10.f : (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), 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 PlayerControllerLeftInput(PlayerController *self, bool value) { self->fly_input.x += value ? -1 : +1; } void PlayerControllerRightInput(PlayerController *self, bool value) { self->fly_input.x += value ? +1 : -1; } void PlayerControllerUpInput(PlayerController *self, bool value) { self->fly_input.y += value ? -1 : +1; } void PlayerControllerDownInput(PlayerController *self, bool value) { self->fly_input.y += value ? +1 : -1; } void PlayerControllerStopInput(PlayerController *self, bool value) { self->stopped = value; }