generated from Persson-dev/Godot-Xmake
third persson prototype
This commit is contained in:
111
src/Player.cpp
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111
src/Player.cpp
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#include "Player.h"
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#include <godot_cpp/classes/engine.hpp>
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#include <godot_cpp/classes/input.hpp>
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#include <godot_cpp/classes/input_map.hpp>
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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static const float WalkSpeed = 2.0;
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static const float RunSpeed = 5.0;
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static const float JumpStrength = 15.0;
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static const float Gravity = 50.0;
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static const float LerpValue = 0.15;
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static const float AnimationBlend = 7.0;
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namespace blitz {
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void Player::_bind_methods() {}
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Player::Player() {}
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Player::~Player() {}
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void Player::_ready() {
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godot::InputMap::get_singleton()->load_from_project_settings();
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m_PlayerMesh = Object::cast_to<godot::Node3D>(get_child(0));
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m_SpringArmPivot = Object::cast_to<godot::Node3D>(get_child(2));
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m_AnimationTree = Object::cast_to<godot::AnimationTree>(get_child(4));
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DEV_ASSERT(m_PlayerMesh);
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DEV_ASSERT(m_SpringArmPivot);
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DEV_ASSERT(m_AnimationTree);
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apply_floor_snap();
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animate(0);
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}
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void Player::_physics_process(float delta) {
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if (godot::Engine::get_singleton()->is_editor_hint())
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return;
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auto* Input = godot::Input::get_singleton();
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godot::Vector3 move_direction{0, 0, 0};
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move_direction.x = Input->get_action_strength("move_right") - Input->get_action_strength("move_left");
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move_direction.z = Input->get_action_strength("move_backwards") - Input->get_action_strength("move_forwards");
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move_direction = move_direction.rotated({0, 1, 0}, m_SpringArmPivot->get_rotation().y);
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godot::Vector3 newVelocity = get_velocity();
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newVelocity.y -= Gravity * delta;
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set_velocity(newVelocity);
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if (Input->is_action_pressed("run"))
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m_Speed = RunSpeed;
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else
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m_Speed = WalkSpeed;
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newVelocity = get_velocity();
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newVelocity.x = move_direction.x * m_Speed;
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newVelocity.z = move_direction.z * m_Speed;
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set_velocity(newVelocity);
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if (move_direction != godot::Vector3{0, 0, 0}) {
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godot::Vector3 newRotation = m_PlayerMesh->get_rotation();
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newRotation.y = godot::UtilityFunctions::lerp_angle(
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newRotation.y, godot::UtilityFunctions::atan2(get_velocity().x, get_velocity().z), LerpValue);
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m_PlayerMesh->set_rotation(newRotation);
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}
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bool justLanded = is_on_floor() && m_SnapVector == godot::Vector3{0, 0, 0};
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bool isJumping = is_on_floor() && Input->is_action_just_pressed("jump");
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if (isJumping) {
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newVelocity = get_velocity();
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newVelocity.y = JumpStrength;
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set_velocity(newVelocity);
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m_SnapVector.zero();
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} else if (justLanded) {
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m_SnapVector = {0, -1, 0};
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}
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apply_floor_snap();
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move_and_slide();
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animate(delta);
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}
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void Player::animate(float delta) {
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if (is_on_floor()) {
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m_AnimationTree->set("parameters/ground_air_transition/transition_request", "grounded");
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if (get_velocity().length() > 0) {
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if (m_Speed == RunSpeed) {
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m_AnimationTree->set("parameters/iwr_blend/blend_amount",
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godot::UtilityFunctions::lerp(
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m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 1.0, delta * AnimationBlend));
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} else {
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m_AnimationTree->set("parameters/iwr_blend/blend_amount",
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godot::UtilityFunctions::lerp(
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m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 0.0, delta * AnimationBlend));
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}
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} else {
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m_AnimationTree->set("parameters/iwr_blend/blend_amount",
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godot::UtilityFunctions::lerp(
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m_AnimationTree->get("parameters/iwr_blend/blend_amount"), -1.0, delta * AnimationBlend));
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}
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} else {
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m_AnimationTree->set("parameters/ground_air_transition/transition_request", "air");
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}
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}
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} // namespace blitz
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37
src/Player.h
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37
src/Player.h
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#pragma once
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#include <godot_cpp/classes/animation_tree.hpp>
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#include <godot_cpp/classes/character_body3d.hpp>
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#include <godot_cpp/classes/node3d.hpp>
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namespace blitz {
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class Player : public godot::CharacterBody3D {
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GDCLASS(Player, godot::CharacterBody3D);
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protected:
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static void _bind_methods();
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public:
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Player();
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~Player();
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void _ready();
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void _physics_process(float delta);
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void animate(float delta);
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private:
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godot::Node3D* m_PlayerMesh;
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godot::Node3D* m_SpringArmPivot;
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godot::AnimationTree* m_AnimationTree;
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godot::Vector3 m_SnapVector;
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float m_Speed;
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/*
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@onready var player_mesh : Node3D = $Mesh
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@onready var spring_arm_pivot : Node3D = $SpringArmPivot
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@onready var animator : AnimationTree = $AnimationTree
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*/
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};
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} // namespace blitz
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65
src/SpringArmPivot.cpp
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65
src/SpringArmPivot.cpp
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#include "SpringArmPivot.h"
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#include "Player.h"
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#include <godot_cpp/classes/engine.hpp>
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#include <godot_cpp/classes/input.hpp>
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#include <godot_cpp/classes/input_event_mouse_motion.hpp>
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#include <godot_cpp/classes/spring_arm3d.hpp>
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#include <godot_cpp/core/error_macros.hpp>
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#include <godot_cpp/core/math.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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static const float NormalFov = 75.0;
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static const float RunFov = 90.0;
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static const float CameraBlend = 0.05;
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namespace blitz {
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void SpringArmPivot::_bind_methods() {
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godot::ClassDB::bind_method(godot::D_METHOD("get_dynfov"), &SpringArmPivot::IsFovDynamic);
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godot::ClassDB::bind_method(godot::D_METHOD("set_dynfov", "dynamic_fov"), &SpringArmPivot::SetDynamicFov);
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ADD_PROPERTY(godot::PropertyInfo(godot::Variant::BOOL, "dynamic_fov"), "set_dynfov", "get_dynfov");
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}
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SpringArmPivot::SpringArmPivot() {}
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SpringArmPivot::~SpringArmPivot() {}
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void SpringArmPivot::_ready() {
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m_SpringArm = Object::cast_to<godot::SpringArm3D>(get_child(0));
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m_Camera = Object::cast_to<godot::Camera3D>(m_SpringArm->get_child(0));
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DEV_ASSERT(m_SpringArm);
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DEV_ASSERT(m_Camera);
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if (!godot::Engine::get_singleton()->is_editor_hint()) {
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godot::Input::get_singleton()->set_mouse_mode(godot::Input::MOUSE_MODE_CAPTURED);
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}
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}
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void SpringArmPivot::_unhandled_input(const godot::Ref<godot::InputEvent>& p_event) {
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auto* event = Object::cast_to<godot::InputEventMouseMotion>(p_event.ptr());
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if (event) {
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rotate_y(-event->get_relative().x * 0.005);
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m_SpringArm->rotate_x(-event->get_relative().y * 0.005);
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godot::Vector3 rotationClamped = m_SpringArm->get_rotation();
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rotationClamped.x = godot::UtilityFunctions::clamp(rotationClamped.x, -Math_PI / 4, Math_PI / 4);
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m_SpringArm->set_rotation(rotationClamped);
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}
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}
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void SpringArmPivot::_physics_process(float delta) {
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if (m_DynamicFOV) {
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auto* parent = Object::cast_to<Player>(get_owner());
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if (parent->is_on_floor()) {
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if (godot::Input::get_singleton()->is_action_pressed("run")) {
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m_Camera->set_fov(godot::UtilityFunctions::lerp(m_Camera->get_fov(), RunFov, CameraBlend));
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} else {
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m_Camera->set_fov(godot::UtilityFunctions::lerp(m_Camera->get_fov(), NormalFov, CameraBlend));
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}
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} else {
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m_Camera->set_fov(godot::UtilityFunctions::lerp(m_Camera->get_fov(), NormalFov, CameraBlend));
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}
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}
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}
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} // namespace blitz
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38
src/SpringArmPivot.h
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38
src/SpringArmPivot.h
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#pragma once
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#include <godot_cpp/classes/input_event.hpp>
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#include <godot_cpp/classes/node3d.hpp>
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#include <godot_cpp/classes/spring_arm3d.hpp>
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#include <godot_cpp/classes/camera3d.hpp>
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namespace blitz {
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class SpringArmPivot : public godot::Node3D {
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GDCLASS(SpringArmPivot, godot::Node3D);
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protected:
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static void _bind_methods();
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public:
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SpringArmPivot();
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~SpringArmPivot();
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void _ready();
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void _unhandled_input(const godot::Ref<godot::InputEvent>& p_event);
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void _physics_process(float delta);
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void SetDynamicFov(bool fov) {
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m_DynamicFOV = fov;
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}
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bool IsFovDynamic() const {
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return m_DynamicFOV;
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}
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private:
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godot::SpringArm3D* m_SpringArm;
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godot::Camera3D* m_Camera;
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bool m_DynamicFOV = false;
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};
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} // namespace blitz
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@@ -1,6 +1,7 @@
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#include "register_types.h"
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#include "gdexample.h"
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#include "Player.h"
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#include "SpringArmPivot.h"
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#include <gdextension_interface.h>
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#include <godot_cpp/core/defs.hpp>
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@@ -8,37 +9,29 @@
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using namespace godot;
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void initialize_example_module(ModuleInitializationLevel p_level)
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{
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE)
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{
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return;
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}
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void initialize_example_module(ModuleInitializationLevel p_level) {
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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}
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ClassDB::register_class<GDExample>();
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ClassDB::register_class<blitz::Player>();
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ClassDB::register_class<blitz::SpringArmPivot>();
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}
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void uninitialize_example_module(ModuleInitializationLevel p_level)
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{
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE)
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{
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return;
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}
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void uninitialize_example_module(ModuleInitializationLevel p_level) {
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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}
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}
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extern "C"
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{
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GDExtensionBool GDE_EXPORT library_init(
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GDExtensionInterfaceGetProcAddress p_get_proc,
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const GDExtensionClassLibraryPtr p_library,
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GDExtensionInitialization *r_initialization)
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{
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godot::GDExtensionBinding::InitObject init_obj(p_get_proc, p_library, r_initialization);
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GDExtensionBool GDE_EXPORT library_init(GDExtensionInterfaceGetProcAddress p_get_proc, const GDExtensionClassLibraryPtr p_library,
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GDExtensionInitialization* r_initialization) {
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godot::GDExtensionBinding::InitObject init_obj(p_get_proc, p_library, r_initialization);
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init_obj.register_initializer(initialize_example_module);
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init_obj.register_terminator(uninitialize_example_module);
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init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
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init_obj.register_initializer(initialize_example_module);
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init_obj.register_terminator(uninitialize_example_module);
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init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
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return init_obj.init();
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}
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}
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return init_obj.init();
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}
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