feat: add firstpersoncontroller
This commit is contained in:
@@ -8,6 +8,7 @@ set(GAME_SRC
|
||||
src/Lightkeeper.cpp
|
||||
|
||||
src/components/GameComponentRegistry.cpp
|
||||
src/components/FirstPersonController.cpp
|
||||
src/components/PrintComponent.cpp
|
||||
src/components/TriggerLoggerComponent.cpp
|
||||
)
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
#include "destrum/Graphics/Resources/Cubemap.h"
|
||||
#include "destrum/ObjectModel/GameObject.h"
|
||||
|
||||
class FirstPersonController;
|
||||
class LightKeeper final : public App {
|
||||
public:
|
||||
LightKeeper();
|
||||
@@ -39,6 +40,8 @@ private:
|
||||
std::unique_ptr<CubeMap> skyboxCubemap;
|
||||
|
||||
GameObject* capybara = nullptr;
|
||||
GameObject* m_Player = nullptr;
|
||||
FirstPersonController* m_FPSController = nullptr;
|
||||
|
||||
char scenePath[512]{"scenes/debug_scene.json"};
|
||||
char newSceneName[128]{"EmptyScene"};
|
||||
|
||||
@@ -0,0 +1,48 @@
|
||||
#ifndef LIGHTKEEPER_FIRSTPERSONCONTROLLER_H
|
||||
#define LIGHTKEEPER_FIRSTPERSONCONTROLLER_H
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <destrum/Input/InputManager.h>
|
||||
#include <destrum/ObjectModel/Component.h>
|
||||
|
||||
class Rigidbody;
|
||||
class CapsuleCollider;
|
||||
|
||||
class FirstPersonController final : public Component {
|
||||
public:
|
||||
explicit FirstPersonController(GameObject& parent);
|
||||
|
||||
std::string GetTypeName() const override { return "FirstPersonController"; }
|
||||
|
||||
void Start() override;
|
||||
void Update(float dt) override;
|
||||
void FixedUpdate(float fixedDt) override;
|
||||
void ImGuiInspector() override;
|
||||
nlohmann::json Serialize() const override;
|
||||
void Deserialize(const nlohmann::json& data) override;
|
||||
|
||||
[[nodiscard]] float GetYaw() const { return m_Yaw; }
|
||||
[[nodiscard]] float GetPitch() const { return m_Pitch; }
|
||||
[[nodiscard]] float GetEyeHeight() const { return m_EyeHeight; }
|
||||
|
||||
void SetMovementSpeed(float speed) { m_MovementSpeed = speed; }
|
||||
[[nodiscard]] float GetMovementSpeed() const { return m_MovementSpeed; }
|
||||
|
||||
void SetMouseSensitivity(float sens) { m_MouseSensitivity = sens; }
|
||||
[[nodiscard]] float GetMouseSensitivity() const { return m_MouseSensitivity; }
|
||||
|
||||
[[nodiscard]] bool IsMouseCaptured() const { return InputManager::GetInstance().IsMouseCaptured(); }
|
||||
void SetMouseCaptured(bool captured);
|
||||
|
||||
private:
|
||||
Rigidbody* m_Rigidbody{nullptr};
|
||||
CapsuleCollider* m_Capsule{nullptr};
|
||||
|
||||
float m_Yaw{0.0f};
|
||||
float m_Pitch{0.0f};
|
||||
float m_MovementSpeed{5.0f};
|
||||
float m_MouseSensitivity{0.002f};
|
||||
float m_EyeHeight{1.6f};
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,10 +1,12 @@
|
||||
#ifndef LIGHTKEEPER_GAMECOMPONENTLIST_H
|
||||
#define LIGHTKEEPER_GAMECOMPONENTLIST_H
|
||||
|
||||
#include <components/FirstPersonController.h>
|
||||
#include <components/PrintComponent.h>
|
||||
#include <components/TriggerLoggerComponent.h>
|
||||
|
||||
#define LIGHTKEEPER_GAME_COMPONENTS(X) \
|
||||
X(FirstPersonController) \
|
||||
X(PrintComponent) \
|
||||
X(TriggerLoggerComponent)
|
||||
|
||||
|
||||
@@ -20,6 +20,7 @@
|
||||
#include "destrum/ObjectModel/GameObject.h"
|
||||
#include "destrum/Util/ModelDoc.h"
|
||||
#include "destrum/Components/Animator.h"
|
||||
#include <components/FirstPersonController.h>
|
||||
#include <components/TriggerLoggerComponent.h>
|
||||
|
||||
|
||||
@@ -446,6 +447,13 @@ void LightKeeper::customInit()
|
||||
triggerObj->AddComponent<TriggerLoggerComponent>();
|
||||
triggerObj->GetTransform().SetWorldPosition({0.0f, 0.0f, 0.0f});
|
||||
|
||||
auto playerObj = scene.CreateGameObject("Player");
|
||||
playerObj->GetTransform().SetWorldPosition(glm::vec3(0.0f, 2.0f, -5.0f));
|
||||
auto* fps = playerObj->AddComponent<FirstPersonController>();
|
||||
m_Player = playerObj;
|
||||
m_FPSController = fps;
|
||||
scene.GetPhysics().RegisterGameObject(*playerObj);
|
||||
|
||||
const auto texPath = AssetFS::GetInstance().GetFullPath("engine://textures/kobe.png");
|
||||
texID = resources.loadImageFromFile(gfxDevice, texPath);
|
||||
|
||||
@@ -455,7 +463,19 @@ void LightKeeper::customUpdate(float dt)
|
||||
{
|
||||
// LightKeeper owns a camera that hides App::camera; update this instance
|
||||
// after SDL events have been consumed.
|
||||
camera.Update(dt);
|
||||
if (m_FPSController != nullptr && m_FPSController->IsMouseCaptured())
|
||||
{
|
||||
auto& playerTransform = m_Player->GetTransform();
|
||||
const glm::vec3 playerPos = playerTransform.GetWorldPosition();
|
||||
camera.SetRotation(m_FPSController->GetYaw(), m_FPSController->GetPitch());
|
||||
camera.m_position = playerPos + glm::vec3(0.0f, m_FPSController->GetEyeHeight(), 0.0f);
|
||||
camera.CalculateViewMatrix();
|
||||
camera.CalculateProjectionMatrix();
|
||||
}
|
||||
else
|
||||
{
|
||||
camera.Update(dt);
|
||||
}
|
||||
SceneManager::GetInstance().Update(dt);
|
||||
SceneManager::GetInstance().LateUpdate(dt);
|
||||
|
||||
|
||||
@@ -0,0 +1,140 @@
|
||||
#include <components/FirstPersonController.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtx/norm.hpp>
|
||||
|
||||
#include <destrum/Components/Physics/CapsuleCollider.h>
|
||||
#include <destrum/Components/Physics/Rigidbody.h>
|
||||
#include <destrum/Input/InputManager.h>
|
||||
#include <destrum/ObjectModel/GameObject.h>
|
||||
#include <destrum/Physics/PhysicsWorld.h>
|
||||
#include <destrum/Scene/Scene.h>
|
||||
|
||||
#include <imgui.h>
|
||||
|
||||
FirstPersonController::FirstPersonController(GameObject& parent)
|
||||
: Component(parent, "FirstPersonController")
|
||||
{
|
||||
}
|
||||
|
||||
void FirstPersonController::SetMouseCaptured(bool captured)
|
||||
{
|
||||
InputManager::GetInstance().SetMouseCaptured(captured);
|
||||
}
|
||||
|
||||
void FirstPersonController::Start()
|
||||
{
|
||||
auto* obj = GetGameObject();
|
||||
m_Capsule = obj->AddComponent<CapsuleCollider>(0.5f, 2.0f);
|
||||
m_Rigidbody = obj->AddComponent<Rigidbody>();
|
||||
m_Rigidbody->SetMass(80.0f);
|
||||
m_Rigidbody->SetAllowSleep(false);
|
||||
m_Rigidbody->SetUseGravity(true);
|
||||
}
|
||||
|
||||
void FirstPersonController::Update(float)
|
||||
{
|
||||
const auto& input = InputManager::GetInstance();
|
||||
|
||||
if (input.WasKeyPressed(SDL_SCANCODE_F5))
|
||||
{
|
||||
SetMouseCaptured(!IsMouseCaptured());
|
||||
}
|
||||
|
||||
if (!IsMouseCaptured())
|
||||
{
|
||||
if (input.WasMousePressed(SDL_BUTTON_LEFT) && !ImGui::GetIO().WantCaptureMouse)
|
||||
{
|
||||
SetMouseCaptured(true);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (input.WasKeyPressed(SDL_SCANCODE_ESCAPE))
|
||||
{
|
||||
SetMouseCaptured(false);
|
||||
return;
|
||||
}
|
||||
|
||||
if (input.WasKeyPressed(SDL_SCANCODE_SPACE) && m_Rigidbody->HasPhysicsBody())
|
||||
{
|
||||
m_Rigidbody->AddImpulse(glm::vec3(0.0f, 400.0f, 0.0f));
|
||||
}
|
||||
|
||||
m_Yaw += static_cast<float>(input.MouseDeltaX()) * m_MouseSensitivity;
|
||||
m_Pitch -= static_cast<float>(input.MouseDeltaY()) * m_MouseSensitivity;
|
||||
m_Pitch = glm::clamp(m_Pitch, glm::radians(-89.0f), glm::radians(89.0f));
|
||||
}
|
||||
|
||||
void FirstPersonController::FixedUpdate(float)
|
||||
{
|
||||
if (!IsMouseCaptured() || m_Rigidbody == nullptr || !m_Rigidbody->HasPhysicsBody())
|
||||
return;
|
||||
|
||||
const auto& input = InputManager::GetInstance();
|
||||
|
||||
const float cosY = glm::cos(m_Yaw);
|
||||
const float sinY = glm::sin(m_Yaw);
|
||||
const glm::vec3 forward{cosY, 0.0f, sinY};
|
||||
const glm::vec3 right{-sinY, 0.0f, cosY};
|
||||
|
||||
glm::vec3 moveDir(0.0f);
|
||||
if (input.IsKeyDown(SDL_SCANCODE_W)) moveDir += forward;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_S)) moveDir -= forward;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_D)) moveDir += right;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_A)) moveDir -= right;
|
||||
|
||||
glm::vec3 velocity(0.0f);
|
||||
if (glm::length2(moveDir) > 0.0f)
|
||||
{
|
||||
moveDir = glm::normalize(moveDir);
|
||||
velocity = moveDir * m_MovementSpeed;
|
||||
}
|
||||
|
||||
velocity.y = m_Rigidbody->GetLinearVelocity().y;
|
||||
m_Rigidbody->SetLinearVelocity(velocity);
|
||||
|
||||
auto* world = m_Rigidbody->GetPhysicsWorld();
|
||||
if (world != nullptr)
|
||||
{
|
||||
PhysicsTransform xform = world->GetBodyTransform(m_Rigidbody->GetBody());
|
||||
xform.rotation = glm::quat(glm::vec3(0.0f, m_Yaw, 0.0f));
|
||||
world->SetBodyTransform(m_Rigidbody->GetBody(), xform);
|
||||
}
|
||||
}
|
||||
|
||||
void FirstPersonController::ImGuiInspector()
|
||||
{
|
||||
Component::ImGuiInspector();
|
||||
ImGui::DragFloat("Movement Speed", &m_MovementSpeed, 0.1f, 0.0f, 100.0f);
|
||||
ImGui::DragFloat("Mouse Sensitivity", &m_MouseSensitivity, 0.0001f, 0.0f, 0.1f);
|
||||
ImGui::DragFloat("Eye Height", &m_EyeHeight, 0.01f, 0.0f, 5.0f);
|
||||
ImGui::Text("Yaw: %.1f deg", glm::degrees(m_Yaw));
|
||||
ImGui::Text("Pitch: %.1f deg", glm::degrees(m_Pitch));
|
||||
bool captured = IsMouseCaptured();
|
||||
ImGui::Checkbox("Mouse Captured", &captured);
|
||||
if (captured != IsMouseCaptured()) {
|
||||
SetMouseCaptured(captured);
|
||||
}
|
||||
}
|
||||
|
||||
nlohmann::json FirstPersonController::Serialize() const
|
||||
{
|
||||
return {
|
||||
{"movementSpeed", m_MovementSpeed},
|
||||
{"mouseSensitivity", m_MouseSensitivity},
|
||||
{"eyeHeight", m_EyeHeight},
|
||||
{"yaw", m_Yaw},
|
||||
{"pitch", m_Pitch},
|
||||
};
|
||||
}
|
||||
|
||||
void FirstPersonController::Deserialize(const nlohmann::json& data)
|
||||
{
|
||||
if (data.contains("movementSpeed")) m_MovementSpeed = data.at("movementSpeed").get<float>();
|
||||
if (data.contains("mouseSensitivity")) m_MouseSensitivity = data.at("mouseSensitivity").get<float>();
|
||||
if (data.contains("eyeHeight")) m_EyeHeight = data.at("eyeHeight").get<float>();
|
||||
if (data.contains("yaw")) m_Yaw = data.at("yaw").get<float>();
|
||||
if (data.contains("pitch")) m_Pitch = data.at("pitch").get<float>();
|
||||
}
|
||||
Reference in New Issue
Block a user