generated from Persson-dev/Godot-Xmake
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960ce2a546
| Author | SHA1 | Date | |
|---|---|---|---|
| 960ce2a546 | |||
| eb8e3b0888 | |||
| d0028dd0f8 |
File diff suppressed because one or more lines are too long
@@ -5,6 +5,7 @@
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#include <godot_cpp/classes/input_event_mouse_motion.hpp>
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#include <godot_cpp/classes/input_map.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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using namespace godot;
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@@ -32,6 +33,9 @@ static constexpr float FOV_TRANSITION = 8.0f;
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static constexpr float MIN_FOV_VELOCITY = 0.5;
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static constexpr float MAX_FOV_VELOCITY = SPRINT_SPEED * 2.0f;
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static const float LerpValue = 0.10;
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static const float AnimationBlend = 7.0;
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void FirstPersonPlayer::_bind_methods() {}
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FirstPersonPlayer::FirstPersonPlayer() : m_BobTime(0) {}
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@@ -44,9 +48,9 @@ void FirstPersonPlayer::_ready() {
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Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
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}
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m_Head = Object::cast_to<Node3D>(find_child("Head"));
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DEV_ASSERT(m_Head);
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m_Camera = Object::cast_to<Camera3D>(m_Head->find_child("Camera"));
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DEV_ASSERT(m_Camera);
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m_AnimationTree = Object::cast_to<AnimationTree>(find_child("AnimationTree"));
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m_Mesh = Object::cast_to<Node3D>(find_child("Mesh"));
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}
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void FirstPersonPlayer::_unhandled_input(const godot::Ref<godot::InputEvent>& a_Event) {
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@@ -84,6 +88,8 @@ void FirstPersonPlayer::_physics_process(float a_Delta) {
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UpdateFOV(a_Delta);
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UpdateBobbing(a_Delta);
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UpdateAnimation(a_Delta);
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move_and_slide();
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}
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@@ -98,10 +104,11 @@ void FirstPersonPlayer::UpdateBobbing(float a_Delta) {
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void FirstPersonPlayer::UpdateCamera(const InputEventMouseMotion& a_Event) {
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m_Head->rotate_y(-a_Event.get_relative().x * SENSITIVITY);
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m_Mesh->rotate_y(-a_Event.get_relative().x * 0.005);
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m_Camera->rotate_x(-a_Event.get_relative().y * SENSITIVITY);
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float rotationX = m_Camera->get_rotation().x;
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CLAMP(rotationX, Math::deg_to_rad(-40.0), Math::deg_to_rad(60.0));
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rotationX = CLAMP(rotationX, Math::deg_to_rad(-80.0), Math::deg_to_rad(80.0));
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m_Camera->set_rotation({rotationX, get_rotation().y, get_rotation().z});
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}
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@@ -128,6 +135,14 @@ void FirstPersonPlayer::UpdatePosition(float delta) {
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Math::lerp(static_cast<float>(get_velocity().z), static_cast<float>(direction.z * m_Speed),
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static_cast<float>(delta * AIR_MOVEMENT))});
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}
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if (!direction.is_zero_approx()) {
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godot::Vector3 newRotation = m_Mesh->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_Mesh->set_rotation(newRotation);
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}
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}
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void FirstPersonPlayer::UpdateFOV(float a_Delta) {
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@@ -136,4 +151,25 @@ void FirstPersonPlayer::UpdateFOV(float a_Delta) {
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m_Camera->set_fov(Math::lerp(m_Camera->get_fov(), targetFOV, a_Delta * FOV_TRANSITION));
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}
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void FirstPersonPlayer::UpdateAnimation(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() > 0.2f) {
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if (m_Speed == SPRINT_SPEED) {
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m_AnimationTree->set("parameters/iwr_blend/blend_amount",
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UtilityFunctions::lerp(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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UtilityFunctions::lerp(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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UtilityFunctions::lerp(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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@@ -1,5 +1,6 @@
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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/camera3d.hpp>
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#include <godot_cpp/classes/character_body3d.hpp>
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#include <godot_cpp/classes/input_event_mouse_motion.hpp>
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@@ -22,8 +23,10 @@ class FirstPersonPlayer : public godot::CharacterBody3D {
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void _ready();
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private:
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godot::AnimationTree* m_AnimationTree;
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godot::Camera3D* m_Camera;
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godot::Node3D* m_Head;
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godot::Node3D* m_Mesh;
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float m_BobTime;
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float m_Speed;
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@@ -31,6 +34,8 @@ class FirstPersonPlayer : public godot::CharacterBody3D {
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void UpdateFOV(float delta);
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void UpdateCamera(const godot::InputEventMouseMotion&);
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void UpdatePosition(float delta);
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void UpdateAnimation(float delta);
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};
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} // namespace blitz
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