Basic hit detection
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@ -6,8 +6,6 @@
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#include "PlayerController.hpp"
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#include "game/DawnGame.hpp"
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#include "scene/components/physics/3d/CapsuleCollider.hpp"
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using namespace Dawn;
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PlayerController::PlayerController(SceneItem *item) : SceneItemComponent(item) {
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@ -16,7 +14,7 @@ PlayerController::PlayerController(SceneItem *item) : SceneItemComponent(item) {
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std::vector<SceneItemComponent*> PlayerController::getDependencies() {
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return {
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(this->characterController = item->getComponent<CharacterController3D>())
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(this->characterController = item->getComponent<CharacterController2D>())
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};
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}
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@ -35,7 +33,7 @@ void PlayerController::onStart() {
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if(inputMove.x != 0 || inputMove.y != 0) {
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float_t angle = atan2(inputMove.y, inputMove.x);
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glm::vec3 movement = glm::vec3(cos(angle), 0, sin(angle));
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glm::vec2 movement(cos(angle), sin(angle));
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characterController->velocity += movement * delta * moveSpeed;
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}
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}, getScene()->eventSceneUpdate);
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@ -4,12 +4,12 @@
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "scene/components/physics/3d/CharacterController3D.hpp"
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#include "scene/components/physics/2d/CharacterController2D.hpp"
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namespace Dawn {
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class PlayerController : public SceneItemComponent {
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protected:
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CharacterController3D *characterController;
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CharacterController2D *characterController;
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public:
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float_t moveSpeed = 40.0f;
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@ -12,11 +12,9 @@
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#include "scene/components/display/MeshHost.hpp"
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#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
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#include "scene/components/example/ExampleSpin.hpp"
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#include "scene/components/physics/3d/SphereCollider.hpp"
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#include "scene/components/physics/3d/CubeCollider.hpp"
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#include "scene/components/physics/3d/CapsuleCollider.hpp"
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#include "display/mesh/SphereMesh.hpp"
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#include "display/mesh/CapsuleMesh.hpp"
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#include "scene/components/physics/2d/BoxCollider.hpp"
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#include "scene/components/physics/2d/CharacterController2D.hpp"
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#include "display/mesh/CubeMesh.hpp"
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namespace Dawn {
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class HelloWorldScene : public Scene {
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@ -24,23 +22,16 @@ namespace Dawn {
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Camera *camera;
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void stage() override {
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auto playerItem = this->createSceneItem();
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auto player = playerItem->addComponent<PlayerController>();
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playerItem->addComponent<MeshRenderer>();
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auto meshHost = playerItem->addComponent<MeshHost>();
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playerItem->addComponent<SimpleTexturedMaterial>();
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auto hitbox = playerItem->addComponent<CapsuleCollider>();
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playerItem->addComponent<CharacterController3D>();
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CapsuleMesh::create(&meshHost->mesh, hitbox->radius, hitbox->height);
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playerItem->transform.setLocalPosition(glm::vec3(0, 4, 0));
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auto wall = this->createSceneItem();
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auto wallHitbox = wall->addComponent<CubeCollider>();
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// wall->transform.setLocalPosition(glm::vec3(-5, -1, -5));
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wallHitbox->min = -(wallHitbox->max = glm::vec3(5, 0.25f, 5));
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auto hitbox = playerItem->addComponent<BoxCollider>();
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playerItem->addComponent<CharacterController2D>();
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auto wallItem = this->createSceneItem();
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auto wallBox = wallItem->addComponent<BoxCollider>();
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wallBox->min = glm::vec2(-4, -3);
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wallBox->max = glm::vec2(-3, 3);
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camera = Camera::create(this);
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camera->transform->lookAt(glm::vec3(10, 10, 10), glm::vec3(0, 0, 0));
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// auto gameCamera = camera->item->addComponent<GameCamera>();
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