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3 Commits

Author SHA1 Message Date
960ce2a546 fix firstpersson shadow movement
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Linux arm64 / Build (push) Successful in 1m1s
2024-08-14 15:02:15 +02:00
eb8e3b0888 add cool shadows
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Linux arm64 / Build (push) Successful in 1m3s
2024-08-14 14:31:13 +02:00
d0028dd0f8 fix cam rotation 2024-08-14 14:03:10 +02:00
3 changed files with 3806 additions and 5 deletions

File diff suppressed because one or more lines are too long

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@@ -5,6 +5,7 @@
#include <godot_cpp/classes/input_event_mouse_motion.hpp>
#include <godot_cpp/classes/input_map.hpp>
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot;
@@ -32,6 +33,9 @@ static constexpr float FOV_TRANSITION = 8.0f;
static constexpr float MIN_FOV_VELOCITY = 0.5;
static constexpr float MAX_FOV_VELOCITY = SPRINT_SPEED * 2.0f;
static const float LerpValue = 0.10;
static const float AnimationBlend = 7.0;
void FirstPersonPlayer::_bind_methods() {}
FirstPersonPlayer::FirstPersonPlayer() : m_BobTime(0) {}
@@ -44,9 +48,9 @@ void FirstPersonPlayer::_ready() {
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
}
m_Head = Object::cast_to<Node3D>(find_child("Head"));
DEV_ASSERT(m_Head);
m_Camera = Object::cast_to<Camera3D>(m_Head->find_child("Camera"));
DEV_ASSERT(m_Camera);
m_AnimationTree = Object::cast_to<AnimationTree>(find_child("AnimationTree"));
m_Mesh = Object::cast_to<Node3D>(find_child("Mesh"));
}
void FirstPersonPlayer::_unhandled_input(const godot::Ref<godot::InputEvent>& a_Event) {
@@ -84,6 +88,8 @@ void FirstPersonPlayer::_physics_process(float a_Delta) {
UpdateFOV(a_Delta);
UpdateBobbing(a_Delta);
UpdateAnimation(a_Delta);
move_and_slide();
}
@@ -98,10 +104,11 @@ void FirstPersonPlayer::UpdateBobbing(float a_Delta) {
void FirstPersonPlayer::UpdateCamera(const InputEventMouseMotion& a_Event) {
m_Head->rotate_y(-a_Event.get_relative().x * SENSITIVITY);
m_Mesh->rotate_y(-a_Event.get_relative().x * 0.005);
m_Camera->rotate_x(-a_Event.get_relative().y * SENSITIVITY);
float rotationX = m_Camera->get_rotation().x;
CLAMP(rotationX, Math::deg_to_rad(-40.0), Math::deg_to_rad(60.0));
rotationX = CLAMP(rotationX, Math::deg_to_rad(-80.0), Math::deg_to_rad(80.0));
m_Camera->set_rotation({rotationX, get_rotation().y, get_rotation().z});
}
@@ -128,6 +135,14 @@ void FirstPersonPlayer::UpdatePosition(float delta) {
Math::lerp(static_cast<float>(get_velocity().z), static_cast<float>(direction.z * m_Speed),
static_cast<float>(delta * AIR_MOVEMENT))});
}
if (!direction.is_zero_approx()) {
godot::Vector3 newRotation = m_Mesh->get_rotation();
newRotation.y = godot::UtilityFunctions::lerp_angle(
newRotation.y, godot::UtilityFunctions::atan2(get_velocity().x, get_velocity().z), LerpValue);
m_Mesh->set_rotation(newRotation);
}
}
void FirstPersonPlayer::UpdateFOV(float a_Delta) {
@@ -136,4 +151,25 @@ void FirstPersonPlayer::UpdateFOV(float a_Delta) {
m_Camera->set_fov(Math::lerp(m_Camera->get_fov(), targetFOV, a_Delta * FOV_TRANSITION));
}
void FirstPersonPlayer::UpdateAnimation(float delta) {
if (is_on_floor()) {
m_AnimationTree->set("parameters/ground_air_transition/transition_request", "grounded");
if (get_velocity().length() > 0.2f) {
if (m_Speed == SPRINT_SPEED) {
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
UtilityFunctions::lerp(m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 1.0, delta * AnimationBlend));
} else {
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
UtilityFunctions::lerp(m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 0.0, delta * AnimationBlend));
}
} else {
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
UtilityFunctions::lerp(m_AnimationTree->get("parameters/iwr_blend/blend_amount"), -1.0, delta * AnimationBlend));
}
} else {
m_AnimationTree->set("parameters/ground_air_transition/transition_request", "air");
}
}
} // namespace blitz

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@@ -1,5 +1,6 @@
#pragma once
#include <godot_cpp/classes/animation_tree.hpp>
#include <godot_cpp/classes/camera3d.hpp>
#include <godot_cpp/classes/character_body3d.hpp>
#include <godot_cpp/classes/input_event_mouse_motion.hpp>
@@ -22,8 +23,10 @@ class FirstPersonPlayer : public godot::CharacterBody3D {
void _ready();
private:
godot::AnimationTree* m_AnimationTree;
godot::Camera3D* m_Camera;
godot::Node3D* m_Head;
godot::Node3D* m_Mesh;
float m_BobTime;
float m_Speed;
@@ -31,6 +34,8 @@ class FirstPersonPlayer : public godot::CharacterBody3D {
void UpdateFOV(float delta);
void UpdateCamera(const godot::InputEventMouseMotion&);
void UpdatePosition(float delta);
void UpdateAnimation(float delta);
};
} // namespace blitz