feat: add firstpersoncontroller
This commit is contained in:
@@ -30,8 +30,8 @@ public:
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int MouseX() const { return m_mouseX; }
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int MouseY() const { return m_mouseY; }
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int MouseDeltaX() const { return m_mouseDX; }
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int MouseDeltaY() const { return m_mouseDY; }
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int MouseDeltaX() const { return m_mouseRelDX; }
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int MouseDeltaY() const { return m_mouseRelDY; }
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int WheelX() const { return m_wheelX; }
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int WheelY() const { return m_wheelY; }
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@@ -81,6 +81,9 @@ public:
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void SetAxisDeadzone(int deadzone) { m_axisDeadzone = deadzone; } // 0..32767
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void SetMouseCaptured(bool captured);
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[[nodiscard]] bool IsMouseCaptured() const { return m_MouseCaptured; }
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private:
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// Key states
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std::unordered_set<SDL_Scancode> m_keysDown;
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@@ -92,10 +95,9 @@ private:
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std::unordered_set<Uint8> m_mousePressed;
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std::unordered_set<Uint8> m_mouseReleased;
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// Mouse position + delta
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// Mouse position + relative delta (accumulated from SDL xrel/yrel)
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int m_mouseX = 0, m_mouseY = 0;
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int m_prevMouseX = 0, m_prevMouseY = 0;
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int m_mouseDX = 0, m_mouseDY = 0;
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int m_mouseRelDX = 0, m_mouseRelDY = 0;
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int m_wheelX = 0, m_wheelY = 0;
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@@ -125,6 +127,8 @@ private:
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int m_axisDeadzone = 8000; // typical deadzone
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bool m_MouseCaptured = false;
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private:
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bool QueryBinding(const Binding& b, ButtonState state) const;
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+7
-7
@@ -131,6 +131,12 @@ void App::run()
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imguiPass.handleEvent(event);
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const bool mouseEvent =
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event.type == SDL_MOUSEBUTTONDOWN ||
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event.type == SDL_MOUSEBUTTONUP ||
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event.type == SDL_MOUSEMOTION ||
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event.type == SDL_MOUSEWHEEL;
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if (event.type == SDL_QUIT)
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{
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isRunning = false;
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@@ -149,19 +155,13 @@ void App::run()
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}
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}
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const bool mouseEvent =
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event.type == SDL_MOUSEBUTTONDOWN ||
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event.type == SDL_MOUSEBUTTONUP ||
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event.type == SDL_MOUSEMOTION ||
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event.type == SDL_MOUSEWHEEL;
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const bool keyboardEvent =
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event.type == SDL_KEYDOWN ||
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event.type == SDL_KEYUP ||
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event.type == SDL_TEXTINPUT;
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const bool capturedByImgui =
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(mouseEvent && imguiPass.wantsMouse()) ||
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(mouseEvent && !InputManager::GetInstance().IsMouseCaptured() && imguiPass.wantsMouse()) ||
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(keyboardEvent && imguiPass.wantsKeyboard());
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if (!capturedByImgui)
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@@ -114,7 +114,7 @@ void Camera::SetRotation(const glm::vec2& yawPitchRadians) {
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SetRotation(yawPitchRadians.x, yawPitchRadians.y);
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}
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void Camera::SetTarget(const glm::vec3& target) {
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void Camera::SetTarget(const glm::vec3&) {
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}
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void Camera::ClearTarget() {
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@@ -124,6 +124,11 @@ void ImguiPass::beginFrame() {
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ImGui_ImplVulkan_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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if (SDL_GetRelativeMouseMode() == SDL_TRUE) {
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ImGui::GetIO().MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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}
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ImGui::NewFrame();
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frameBegun = true;
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@@ -46,11 +46,11 @@ void InputManager::BeginFrame() {
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m_textInput.clear();
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// Update mouse delta based on last known position
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m_mouseDX = m_mouseX - m_prevMouseX;
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m_mouseDY = m_mouseY - m_prevMouseY;
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m_prevMouseX = m_mouseX;
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m_prevMouseY = m_mouseY;
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// Relative mouse accumulators are filled during SDL event processing
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// and consumed by game code each frame. Reset them here (before events
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// are processed) so this frame accumulates fresh deltas.
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m_mouseRelDX = 0;
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m_mouseRelDY = 0;
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// Clear controller "edge" sets + snapshot axes
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for (auto& [id, pad]: m_pads) {
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@@ -60,6 +60,12 @@ void InputManager::BeginFrame() {
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}
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}
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void InputManager::SetMouseCaptured(bool captured) {
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if (captured == m_MouseCaptured) return;
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m_MouseCaptured = captured;
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SDL_SetRelativeMouseMode(captured ? SDL_TRUE : SDL_FALSE);
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}
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void InputManager::AddController(int deviceIndex) {
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if (!SDL_IsGameController(deviceIndex)) return;
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@@ -134,6 +140,8 @@ bool InputManager::ProcessEvent(const SDL_Event& e) {
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case SDL_MOUSEMOTION: {
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m_mouseX = e.motion.x;
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m_mouseY = e.motion.y;
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m_mouseRelDX += e.motion.xrel;
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m_mouseRelDY += e.motion.yrel;
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}
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break;
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@@ -8,6 +8,7 @@ set(GAME_SRC
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src/Lightkeeper.cpp
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src/components/GameComponentRegistry.cpp
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src/components/FirstPersonController.cpp
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src/components/PrintComponent.cpp
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src/components/TriggerLoggerComponent.cpp
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)
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@@ -10,6 +10,7 @@
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#include "destrum/Graphics/Resources/Cubemap.h"
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#include "destrum/ObjectModel/GameObject.h"
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class FirstPersonController;
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class LightKeeper final : public App {
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public:
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LightKeeper();
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@@ -39,6 +40,8 @@ private:
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std::unique_ptr<CubeMap> skyboxCubemap;
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GameObject* capybara = nullptr;
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GameObject* m_Player = nullptr;
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FirstPersonController* m_FPSController = nullptr;
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char scenePath[512]{"scenes/debug_scene.json"};
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char newSceneName[128]{"EmptyScene"};
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@@ -0,0 +1,48 @@
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#ifndef LIGHTKEEPER_FIRSTPERSONCONTROLLER_H
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#define LIGHTKEEPER_FIRSTPERSONCONTROLLER_H
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#include <glm/glm.hpp>
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#include <destrum/Input/InputManager.h>
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#include <destrum/ObjectModel/Component.h>
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class Rigidbody;
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class CapsuleCollider;
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class FirstPersonController final : public Component {
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public:
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explicit FirstPersonController(GameObject& parent);
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std::string GetTypeName() const override { return "FirstPersonController"; }
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void Start() override;
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void Update(float dt) override;
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void FixedUpdate(float fixedDt) override;
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void ImGuiInspector() override;
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nlohmann::json Serialize() const override;
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void Deserialize(const nlohmann::json& data) override;
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[[nodiscard]] float GetYaw() const { return m_Yaw; }
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[[nodiscard]] float GetPitch() const { return m_Pitch; }
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[[nodiscard]] float GetEyeHeight() const { return m_EyeHeight; }
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void SetMovementSpeed(float speed) { m_MovementSpeed = speed; }
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[[nodiscard]] float GetMovementSpeed() const { return m_MovementSpeed; }
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void SetMouseSensitivity(float sens) { m_MouseSensitivity = sens; }
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[[nodiscard]] float GetMouseSensitivity() const { return m_MouseSensitivity; }
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[[nodiscard]] bool IsMouseCaptured() const { return InputManager::GetInstance().IsMouseCaptured(); }
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void SetMouseCaptured(bool captured);
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private:
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Rigidbody* m_Rigidbody{nullptr};
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CapsuleCollider* m_Capsule{nullptr};
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float m_Yaw{0.0f};
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float m_Pitch{0.0f};
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float m_MovementSpeed{5.0f};
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float m_MouseSensitivity{0.002f};
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float m_EyeHeight{1.6f};
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};
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#endif
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@@ -1,10 +1,12 @@
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#ifndef LIGHTKEEPER_GAMECOMPONENTLIST_H
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#define LIGHTKEEPER_GAMECOMPONENTLIST_H
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#include <components/FirstPersonController.h>
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#include <components/PrintComponent.h>
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#include <components/TriggerLoggerComponent.h>
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#define LIGHTKEEPER_GAME_COMPONENTS(X) \
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X(FirstPersonController) \
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X(PrintComponent) \
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X(TriggerLoggerComponent)
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@@ -20,6 +20,7 @@
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#include "destrum/ObjectModel/GameObject.h"
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#include "destrum/Util/ModelDoc.h"
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#include "destrum/Components/Animator.h"
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#include <components/FirstPersonController.h>
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#include <components/TriggerLoggerComponent.h>
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@@ -446,6 +447,13 @@ void LightKeeper::customInit()
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triggerObj->AddComponent<TriggerLoggerComponent>();
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triggerObj->GetTransform().SetWorldPosition({0.0f, 0.0f, 0.0f});
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auto playerObj = scene.CreateGameObject("Player");
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playerObj->GetTransform().SetWorldPosition(glm::vec3(0.0f, 2.0f, -5.0f));
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auto* fps = playerObj->AddComponent<FirstPersonController>();
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m_Player = playerObj;
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m_FPSController = fps;
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scene.GetPhysics().RegisterGameObject(*playerObj);
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const auto texPath = AssetFS::GetInstance().GetFullPath("engine://textures/kobe.png");
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texID = resources.loadImageFromFile(gfxDevice, texPath);
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@@ -455,7 +463,19 @@ void LightKeeper::customUpdate(float dt)
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{
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// LightKeeper owns a camera that hides App::camera; update this instance
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// after SDL events have been consumed.
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if (m_FPSController != nullptr && m_FPSController->IsMouseCaptured())
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{
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auto& playerTransform = m_Player->GetTransform();
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const glm::vec3 playerPos = playerTransform.GetWorldPosition();
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camera.SetRotation(m_FPSController->GetYaw(), m_FPSController->GetPitch());
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camera.m_position = playerPos + glm::vec3(0.0f, m_FPSController->GetEyeHeight(), 0.0f);
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camera.CalculateViewMatrix();
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camera.CalculateProjectionMatrix();
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}
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else
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{
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camera.Update(dt);
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}
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SceneManager::GetInstance().Update(dt);
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SceneManager::GetInstance().LateUpdate(dt);
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@@ -0,0 +1,140 @@
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#include <components/FirstPersonController.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/norm.hpp>
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#include <destrum/Components/Physics/CapsuleCollider.h>
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#include <destrum/Components/Physics/Rigidbody.h>
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#include <destrum/Input/InputManager.h>
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#include <destrum/ObjectModel/GameObject.h>
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#include <destrum/Physics/PhysicsWorld.h>
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#include <destrum/Scene/Scene.h>
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#include <imgui.h>
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FirstPersonController::FirstPersonController(GameObject& parent)
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: Component(parent, "FirstPersonController")
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{
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}
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void FirstPersonController::SetMouseCaptured(bool captured)
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{
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InputManager::GetInstance().SetMouseCaptured(captured);
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}
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void FirstPersonController::Start()
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{
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auto* obj = GetGameObject();
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m_Capsule = obj->AddComponent<CapsuleCollider>(0.5f, 2.0f);
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m_Rigidbody = obj->AddComponent<Rigidbody>();
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m_Rigidbody->SetMass(80.0f);
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m_Rigidbody->SetAllowSleep(false);
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m_Rigidbody->SetUseGravity(true);
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}
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void FirstPersonController::Update(float)
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{
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const auto& input = InputManager::GetInstance();
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if (input.WasKeyPressed(SDL_SCANCODE_F5))
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{
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SetMouseCaptured(!IsMouseCaptured());
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}
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if (!IsMouseCaptured())
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{
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if (input.WasMousePressed(SDL_BUTTON_LEFT) && !ImGui::GetIO().WantCaptureMouse)
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{
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SetMouseCaptured(true);
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}
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return;
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}
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if (input.WasKeyPressed(SDL_SCANCODE_ESCAPE))
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{
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SetMouseCaptured(false);
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return;
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}
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if (input.WasKeyPressed(SDL_SCANCODE_SPACE) && m_Rigidbody->HasPhysicsBody())
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{
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m_Rigidbody->AddImpulse(glm::vec3(0.0f, 400.0f, 0.0f));
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}
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m_Yaw += static_cast<float>(input.MouseDeltaX()) * m_MouseSensitivity;
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m_Pitch -= static_cast<float>(input.MouseDeltaY()) * m_MouseSensitivity;
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m_Pitch = glm::clamp(m_Pitch, glm::radians(-89.0f), glm::radians(89.0f));
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}
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void FirstPersonController::FixedUpdate(float)
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{
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if (!IsMouseCaptured() || m_Rigidbody == nullptr || !m_Rigidbody->HasPhysicsBody())
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return;
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const auto& input = InputManager::GetInstance();
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const float cosY = glm::cos(m_Yaw);
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const float sinY = glm::sin(m_Yaw);
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const glm::vec3 forward{cosY, 0.0f, sinY};
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const glm::vec3 right{-sinY, 0.0f, cosY};
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glm::vec3 moveDir(0.0f);
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if (input.IsKeyDown(SDL_SCANCODE_W)) moveDir += forward;
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if (input.IsKeyDown(SDL_SCANCODE_S)) moveDir -= forward;
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if (input.IsKeyDown(SDL_SCANCODE_D)) moveDir += right;
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if (input.IsKeyDown(SDL_SCANCODE_A)) moveDir -= right;
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glm::vec3 velocity(0.0f);
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if (glm::length2(moveDir) > 0.0f)
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{
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moveDir = glm::normalize(moveDir);
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velocity = moveDir * m_MovementSpeed;
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}
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velocity.y = m_Rigidbody->GetLinearVelocity().y;
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m_Rigidbody->SetLinearVelocity(velocity);
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auto* world = m_Rigidbody->GetPhysicsWorld();
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if (world != nullptr)
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{
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PhysicsTransform xform = world->GetBodyTransform(m_Rigidbody->GetBody());
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xform.rotation = glm::quat(glm::vec3(0.0f, m_Yaw, 0.0f));
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world->SetBodyTransform(m_Rigidbody->GetBody(), xform);
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}
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}
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void FirstPersonController::ImGuiInspector()
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{
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Component::ImGuiInspector();
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ImGui::DragFloat("Movement Speed", &m_MovementSpeed, 0.1f, 0.0f, 100.0f);
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ImGui::DragFloat("Mouse Sensitivity", &m_MouseSensitivity, 0.0001f, 0.0f, 0.1f);
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ImGui::DragFloat("Eye Height", &m_EyeHeight, 0.01f, 0.0f, 5.0f);
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ImGui::Text("Yaw: %.1f deg", glm::degrees(m_Yaw));
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ImGui::Text("Pitch: %.1f deg", glm::degrees(m_Pitch));
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bool captured = IsMouseCaptured();
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ImGui::Checkbox("Mouse Captured", &captured);
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if (captured != IsMouseCaptured()) {
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SetMouseCaptured(captured);
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}
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}
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nlohmann::json FirstPersonController::Serialize() const
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{
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return {
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{"movementSpeed", m_MovementSpeed},
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{"mouseSensitivity", m_MouseSensitivity},
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{"eyeHeight", m_EyeHeight},
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{"yaw", m_Yaw},
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{"pitch", m_Pitch},
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};
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}
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void FirstPersonController::Deserialize(const nlohmann::json& data)
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{
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if (data.contains("movementSpeed")) m_MovementSpeed = data.at("movementSpeed").get<float>();
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if (data.contains("mouseSensitivity")) m_MouseSensitivity = data.at("mouseSensitivity").get<float>();
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if (data.contains("eyeHeight")) m_EyeHeight = data.at("eyeHeight").get<float>();
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if (data.contains("yaw")) m_Yaw = data.at("yaw").get<float>();
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if (data.contains("pitch")) m_Pitch = data.at("pitch").get<float>();
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}
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