Basic jumping!

This commit is contained in:
2016-01-23 12:15:24 +01:00
parent 3aeeb3cad5
commit 32f73201c5
3 changed files with 102 additions and 85 deletions
@@ -13,6 +13,8 @@ public:
virtual const glm::vec3 Movement() const { return m_Movement; }
virtual const glm::vec3 Rotation() const { return m_Rotation; }
virtual bool Jumping() const { return m_Jumping; }
virtual bool Crouching() const { return m_Crouching; }
void LockMouse();
void UnlockMouse();
@@ -24,6 +26,8 @@ protected:
bool m_MouseLocked = false;
glm::vec3 m_Rotation;
glm::vec3 m_Movement;
bool m_Jumping = false;
bool m_Crouching = false;
EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
bool OnLockMouse(const Events::LockMouse& e);
@@ -31,4 +35,93 @@ protected:
bool OnUnlockMouse(const Events::UnlockMouse& e);
};
template <typename EventContext>
FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
: InputController(eventBroker)
, m_PlayerID(playerID)
{
EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &FirstPersonInputController::OnLockMouse);
EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &FirstPersonInputController::OnUnlockMouse);
}
template <typename EventContext>
void FirstPersonInputController<EventContext>::Reset()
{
m_Rotation = glm::vec3(0.f, 0.f, 0.f);
m_Jumping = false;
}
template <typename EventContext>
void FirstPersonInputController<EventContext>::LockMouse()
{
Events::LockMouse e;
m_EventBroker->Publish(e);
m_MouseLocked = true;
}
template <typename EventContext>
void FirstPersonInputController<EventContext>::UnlockMouse()
{
Events::UnlockMouse e;
m_EventBroker->Publish(e);
m_MouseLocked = false;
}
template <typename EventContext>
bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputCommand& e)
{
if (m_PlayerID != e.PlayerID) {
return false;
}
if (e.Command == "Pitch") {
float val = glm::radians(e.Value);
m_Rotation.x += -val;
//m_Rotation.x = glm::clamp(m_Rotation.x, -glm::half_pi<float>(), glm::half_pi<float>());
}
if (e.Command == "Yaw") {
float val = glm::radians(e.Value);
m_Rotation.y += -val;
}
if (e.Command == "Forward" || e.Command == "Right") {
if (e.Command == "Forward") {
float val = glm::clamp(e.Value, -1.f, 1.f);
m_Movement.z = -val;
}
if (e.Command == "Right") {
float val = glm::clamp(e.Value, -1.f, 1.f);
m_Movement.x = val;
}
if (glm::length2(m_Movement) > 0) {
m_Movement = glm::normalize(m_Movement);
}
}
if (e.Command == "Jump") {
m_Jumping = e.Value > 0;
}
if (e.Command == "Crouch") {
m_Crouching = e.Value > 0;
}
return true;
}
template <typename EventContext>
bool FirstPersonInputController<EventContext>::OnUnlockMouse(const Events::UnlockMouse& e)
{
m_MouseLocked = false;
return true;
}
template <typename EventContext>
bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMouse& e)
{
m_MouseLocked = true;
return true;
}
#endif
@@ -1,87 +1,2 @@
#include "Input/FirstPersonInputController.h"
template <typename EventContext>
FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
: InputController(eventBroker)
, m_PlayerID(playerID)
{
EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &FirstPersonInputController::OnLockMouse);
EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &FirstPersonInputController::OnUnlockMouse);
}
template <typename EventContext>
void FirstPersonInputController<EventContext>::Reset()
{
m_Rotation = glm::vec3(0.f, 0.f, 0.f);
}
template <typename EventContext>
void FirstPersonInputController<EventContext>::LockMouse()
{
Events::LockMouse e;
m_EventBroker->Publish(e);
m_MouseLocked = true;
}
template <typename EventContext>
void FirstPersonInputController<EventContext>::UnlockMouse()
{
Events::UnlockMouse e;
m_EventBroker->Publish(e);
m_MouseLocked = false;
}
template <typename EventContext>
bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputCommand& e)
{
if (m_PlayerID != e.PlayerID) {
return false;
}
if (e.Command == "Pitch") {
float val = glm::radians(e.Value);
m_Rotation.x += -val;
m_Rotation.x = glm::clamp(m_Rotation.x, -glm::half_pi<float>(), glm::half_pi<float>());
//m_Rotation = m_Rotation * glm::angleAxis<float>(-val, glm::vec3(1.f, 0, 0));
return true;
}
if (e.Command == "Yaw") {
float val = glm::radians(e.Value);
m_Rotation.y += -val;
//m_Rotation = glm::angleAxis<float>(-val, glm::vec3(0, 1.f, 0)) * m_Rotation;
return true;
}
if (e.Command == "Forward" || e.Command == "Right") {
if (e.Command == "Forward") {
float val = glm::clamp(e.Value, -1.f, 1.f);
m_Movement.z = -val;
return true;
}
if (e.Command == "Right") {
float val = glm::clamp(e.Value, -1.f, 1.f);
m_Movement.x = val;
return true;
}
if (glm::length2(m_Movement) > 0) {
m_Movement = glm::normalize(m_Movement);
}
}
return false;
}
template <typename EventContext>
bool FirstPersonInputController<EventContext>::OnUnlockMouse(const Events::UnlockMouse& e)
{
m_MouseLocked = false;
return true;
}
template <typename EventContext>
bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMouse& e)
{
m_MouseLocked = true;
return true;
}
@@ -28,6 +28,8 @@ void PlayerMovementSystem::Update(double dt)
if (cameraEntity.Valid()) {
glm::vec3& cameraOrientation = cameraEntity["Transform"]["Orientation"];
cameraOrientation.x += controller->Rotation().x;
// Limit camera pitch so we don't break our necks
cameraOrientation.x = glm::clamp(cameraOrientation.x, -glm::half_pi<float>(), glm::half_pi<float>());
}
ComponentWrapper& cTransform = player["Transform"];
@@ -36,6 +38,13 @@ void PlayerMovementSystem::Update(double dt)
glm::vec3& pos = cTransform["Position"];
pos += controller->Movement() * glm::inverse(glm::quat(ori)) * (float)player["Player"]["MovementSpeed"] * (float)dt;
if (player.HasComponent("Physics")) {
if (controller->Jumping()) {
glm::vec3& velocity = player["Physics"]["Velocity"];
velocity.y += 10.f;
}
}
controller->Reset();
}