Finished camera controller.

This commit is contained in:
2023-03-21 20:52:17 -07:00
parent 2bd6012297
commit 807f78fcda
9 changed files with 92 additions and 53 deletions

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@ -8,6 +8,7 @@
#include "assert/assert.hpp"
#include "util/flag.hpp"
#include "event/Event.hpp"
#include "state/StateEvent.hpp"
namespace Dawn {
class SceneItem;
@ -40,7 +41,8 @@ namespace Dawn {
public:
// I have no idea if I'm keeping this
Event<> eventTransformUpdated;
// Event<> eventTransformUpdated;
StateEvent<> eventTransformUpdated;
SceneItem *item;
/**

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@ -1,27 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "Prefab.hpp"
#include "ui/UIComponent.hpp"
namespace Dawn {
template<class T, class P>
class UIPrefab :
public Prefab<T, UICanvas, P>
{
public:
static void apply(T *item) {
assertNotNull(item);
P::prefabApply(&item->getGame()->assetManager , item);
}
static T * prefabCreate(UICanvas *canvas) {
T * item = canvas->addElement<T>();
P::apply(item);
return item;
}
};
}

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@ -59,6 +59,8 @@ void CharacterController2D::onStart() {
}
}
if(mathAbs<float_t>(moveAmount.x) <= 0.001f && mathAbs<float_t>(moveAmount.y) <= 0.001f) return;
transform->setLocalPosition(
transform->getLocalPosition() + (glm::vec3(moveAmount.x, 0, moveAmount.y) * delta)
);

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@ -0,0 +1,52 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "prefab/SceneItemPrefab.hpp"
#include "scene/components/display/MeshHost.hpp"
#include "scene/components/display/MeshRenderer.hpp"
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
#include "scene/components/physics/2d/CharacterController2D.hpp"
#include "scene/components/physics/2d/BoxCollider.hpp"
#include "scene/components/PlayerController.hpp"
#include "display/mesh/CubeMesh.hpp"
#include "display/mesh/CapsuleMesh.hpp"
namespace Dawn {
class PlayerPrefab : public SceneItemPrefab<PlayerPrefab>, public StateOwner {
public:
static std::vector<Asset*> prefabAssets(AssetManager *man) {
return {};
}
PlayerController *player;
PlayerPrefab(Scene *s, sceneitemid_t i) : SceneItemPrefab(s, i) {}
void prefabInit(AssetManager *man) override {
auto characterController = this->addComponent<CharacterController2D>();
auto hitbox = this->addComponent<BoxCollider>();
auto meshHost = this->addComponent<MeshHost>();
auto meshRenderer = this->addComponent<MeshRenderer>();
auto material = this->addComponent<SimpleTexturedMaterial>();
CapsuleMesh::create(&meshHost->mesh, 0.5f, 1.5f);
auto nose = scene->createSceneItem();
auto noseMeshHost = nose->addComponent<MeshHost>();
auto noseMeshRenderer = nose->addComponent<MeshRenderer>();
auto noseMaterial = nose->addComponent<SimpleTexturedMaterial>();
noseMeshHost->mesh.createBuffers(CUBE_VERTICE_COUNT, CUBE_INDICE_COUNT);
glm::vec3 noseSize = glm::vec3(0.25f, 0.25f, 0.25f);
CubeMesh::buffer(&noseMeshHost->mesh, -(noseSize * 0.5f), noseSize, 0, 0);
noseMaterial->color = COLOR_RED;
nose->transform.setParent(&this->transform);
nose->transform.setLocalPosition(glm::vec3(0, 0, 0.5f));
player = this->addComponent<PlayerController>();
}
};
}

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@ -4,6 +4,7 @@
// https://opensource.org/licenses/MIT
#include "GameCamera.hpp"
#include "game/DawnGame.hpp"
using namespace Dawn;
@ -19,11 +20,24 @@ void GameCamera::onStart() {
assertNotNull(this->camera);
assertNotNull(this->player);
useEvent([&](float_t delta) {
glm::vec3 cameraTarget = player->transform->getLocalPosition();
camera->transform->lookAt(
cameraTarget + glm::vec3(0, 10.0f, 1.5f),
cameraTarget
useEvent([&]{
glm::vec3 lookOffset = player->transform->getLocalRotation() * glm::vec3(0, 0, 1.0f);
glm::vec2 target = glm::vec2(lookOffset.x, lookOffset.z) * lookOffsetScale;
slowTarget += (target - slowTarget) * getGame()->timeManager.delta * movementScrollSpeed;
}, this->player->transform->eventTransformUpdated);
useEvent([&](float_t delta){
if(current != slowTarget) {
float_t m = 6.0f;
float_t s = delta * 3.0f;
current += glm::vec2(
mathClamp<float_t>((slowTarget.x - current.x) * s, -m, m),
mathClamp<float_t>((slowTarget.y - current.y) * s, -m, m)
);
}
glm::vec3 current3 = glm::vec3(current.x, 0, current.y);
glm::vec3 t0 = player->transform->getLocalPosition();
camera->transform->lookAt(t0 + current3 + zoomOffset, t0 + current3);
}, getScene()->eventSceneUpdate);
}

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@ -11,8 +11,14 @@ namespace Dawn {
class GameCamera : public SceneItemComponent {
protected:
Camera *camera = nullptr;
glm::vec2 slowTarget = glm::vec2(0, 0);
glm::vec2 current = glm::vec2(0, 0);
public:
glm::vec2 lookOffsetScale = glm::vec2(6.0f, 3.0f);
float_t movementScrollSpeed = 0.5f;
glm::vec3 zoomOffset = glm::vec3(0, 30.0f, 7.5f);
PlayerController *player = nullptr;
GameCamera(SceneItem *item);

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@ -22,9 +22,6 @@ void PlayerController::onStart() {
assertNotNull(this->characterController);
useEvent([&](float_t delta){
// auto camera = getScene()->findComponent<Camera>();
// assertNotNull(camera);
// Movement
auto inputMove = getGame()->inputManager.getAxis2D(
INPUT_BIND_NEGATIVE_X, INPUT_BIND_POSITIVE_X,
@ -34,6 +31,9 @@ void PlayerController::onStart() {
if(inputMove.x != 0 || inputMove.y != 0) {
float_t angle = atan2(inputMove.y, inputMove.x);
glm::vec2 movement(cos(angle), sin(angle));
transform->setLocalRotation(glm::quat(glm::vec3(0, -angle + 1.5708f, 0)));
characterController->velocity += movement * delta * moveSpeed;
}
}, getScene()->eventSceneUpdate);

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@ -12,7 +12,7 @@ namespace Dawn {
CharacterController2D *characterController;
public:
float_t moveSpeed = 40.0f;
float_t moveSpeed = 80.0f;
PlayerController(SceneItem *item);

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@ -5,16 +5,8 @@
#pragma once
#include "scene/Scene.hpp"
#include "scene/components/PlayerController.hpp"
#include "scene/components/GameCamera.hpp"
#include "scene/components/GameCamera.hpp"
#include "scene/components/display/MeshRenderer.hpp"
#include "scene/components/display/MeshHost.hpp"
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
#include "scene/components/example/ExampleSpin.hpp"
#include "scene/components/physics/2d/BoxCollider.hpp"
#include "scene/components/physics/2d/CharacterController2D.hpp"
#include "display/mesh/CubeMesh.hpp"
#include "prefabs/PlayerPrefab.hpp"
namespace Dawn {
class HelloWorldScene : public Scene {
@ -22,10 +14,7 @@ namespace Dawn {
Camera *camera;
void stage() override {
auto playerItem = this->createSceneItem();
auto player = playerItem->addComponent<PlayerController>();
auto hitbox = playerItem->addComponent<BoxCollider>();
playerItem->addComponent<CharacterController2D>();
auto player = PlayerPrefab::create(this);
auto wallBox = this->createSceneItem()->addComponent<BoxCollider>();
wallBox->min = glm::vec2(-4, -3);
@ -36,9 +25,10 @@ namespace Dawn {
wallBox2->max = glm::vec2(3, -3);
camera = Camera::create(this);
camera->fov = 0.436332f;
camera->transform->lookAt(glm::vec3(10, 10, 10), glm::vec3(0, 0, 0));
// auto gameCamera = camera->item->addComponent<GameCamera>();
// gameCamera->player = player;
auto gameCamera = camera->item->addComponent<GameCamera>();
gameCamera->player = player->player;
}
std::vector<Asset*> getRequiredAssets() override {