generated from Persson-dev/Godot-Xmake
175 lines
6.1 KiB
C++
175 lines
6.1 KiB
C++
#include "FirstPersonPlayer.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/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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namespace blitz {
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static constexpr float WALK_SPEED = 5.0f;
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static constexpr float SPRINT_SPEED = 7.0f;
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static constexpr float JUMP_VELOCITY = 4.5f;
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static constexpr float GRAVITY = 9.81f;
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static constexpr float SENSITIVITY = 0.003f;
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static constexpr float BOB_FREQ = 2.0f;
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static constexpr float BOB_AMP = 0.08f;
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static constexpr float AIR_MOVEMENT = 3.0f;
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static constexpr float GROUND_FRICTION = 7.0f;
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static constexpr float BASE_FOV = 75.0f;
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static constexpr float FOV_CHANGE = 1.5f;
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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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FirstPersonPlayer::~FirstPersonPlayer() {}
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void FirstPersonPlayer::_ready() {
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InputMap::get_singleton()->load_from_project_settings();
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if (!Engine::get_singleton()->is_editor_hint()) {
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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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m_Camera = Object::cast_to<Camera3D>(m_Head->find_child("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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auto* event = Object::cast_to<InputEventMouseMotion>(a_Event.ptr());
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if (event)
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UpdateCamera(*event);
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// TODO: remove
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if (Input::get_singleton()->is_action_just_pressed("escape")) {
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Input::MouseMode current = Input::get_singleton()->get_mouse_mode();
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Input::get_singleton()->set_mouse_mode(
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(current == Input::MOUSE_MODE_CAPTURED) ? Input::MOUSE_MODE_VISIBLE : Input::MOUSE_MODE_CAPTURED);
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}
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}
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void FirstPersonPlayer::_physics_process(float a_Delta) {
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#if DEBUG_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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auto* Input = Input::get_singleton();
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if (!is_on_floor())
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set_velocity(get_velocity() - Vector3{0, GRAVITY * a_Delta, 0});
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if (Input->is_action_pressed("jump") && is_on_floor())
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set_velocity({get_velocity().x, JUMP_VELOCITY, get_velocity().z});
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m_Speed = Input->is_action_pressed("sprint") ? SPRINT_SPEED : WALK_SPEED;
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UpdatePosition(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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void FirstPersonPlayer::UpdateBobbing(float a_Delta) {
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m_BobTime += a_Delta * get_velocity().length() * is_on_floor();
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Vector3 newPos{static_cast<float>(Math::cos(m_BobTime * BOB_FREQ / 2.0) * BOB_AMP),
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static_cast<float>(Math::sin(m_BobTime * BOB_FREQ) * BOB_AMP), 0};
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m_Camera->set_transform({m_Camera->get_transform().basis, newPos});
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}
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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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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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void FirstPersonPlayer::UpdatePosition(float delta) {
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auto* Input = Input::get_singleton();
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Vector2 inputDirection = Input->get_vector("move_left", "move_right", "move_forwards", "move_backwards");
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Vector3 direction = (m_Head->get_transform().basis.xform(Vector3(inputDirection.x, 0, inputDirection.y))).normalized();
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if (is_on_floor()) {
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if (!direction.is_zero_approx()) {
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set_velocity({direction.x * m_Speed, get_velocity().y, direction.z * m_Speed});
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} else {
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set_velocity({Math::lerp(static_cast<float>(get_velocity().x), static_cast<float>(direction.x * m_Speed),
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static_cast<float>(delta * GROUND_FRICTION)),
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get_velocity().y,
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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 * GROUND_FRICTION))});
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}
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} else {
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set_velocity({Math::lerp(static_cast<float>(get_velocity().x), static_cast<float>(direction.x * m_Speed),
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static_cast<float>(delta * AIR_MOVEMENT)),
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get_velocity().y,
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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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float velocityClamped = Math::clamp(get_velocity().length(), MIN_FOV_VELOCITY, MAX_FOV_VELOCITY);
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float targetFOV = BASE_FOV + FOV_CHANGE * velocityClamped;
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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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