About to implement physics
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@ -14,13 +14,18 @@ PlayerController::PlayerController(SceneItem *item) : SceneItemComponent(item) {
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}
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void PlayerController::onStart() {
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useEvent([&](float_t delta){
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auto camera = getScene()->findComponent<Camera>();
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assertNotNull(camera);
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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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};
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}
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// Friction
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velocity -= velocity * friction * delta;
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void PlayerController::onStart() {
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assertNotNull(this->characterController);
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useEvent([&](float_t delta){
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// auto camera = getScene()->findComponent<Camera>();
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// assertNotNull(camera);
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// Movement
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auto inputMove = getGame()->inputManager.getAxis2D(
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@ -31,40 +36,7 @@ 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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velocity += movement * delta * moveSpeed;
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characterController->velocity += movement * delta * moveSpeed;
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}
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// Move / Update
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transform->setLocalPosition(transform->getLocalPosition() + (velocity * delta));
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// tEST
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auto collider = item->getComponent<Collider3D>();
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assertNotNull(collider);
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Collider3DRayResult result;
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struct Ray3D ray;
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ray.origin = glm::vec3(0, 0.0f, 5);
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ray.direction = glm::vec3(0, 0.0f, -4);
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struct Color color = COLOR_MAGENTA;
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if(collider->raycast(&result, ray)) {
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// std::cout << "Collide!" << std::endl;
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color = COLOR_WHITE;
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getScene()->debugRay({
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.start = result.point,
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.direction = result.normal,
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.color = COLOR_GREEN
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});
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}
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getScene()->debugRay({
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.start = ray.origin,
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.direction = ray.direction,
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.color = color
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});
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}, getScene()->eventSceneUpdate);
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}
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@ -4,17 +4,20 @@
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "scene/SceneItemComponent.hpp"
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#include "scene/components/physics/3d/CharacterController3D.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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public:
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glm::vec3 velocity;
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float_t moveSpeed = 40.0f;
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float_t friction = 12.0f;
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PlayerController(SceneItem *item);
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std::vector<SceneItemComponent*> getDependencies() override;
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void onStart() override;
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};
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}
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@ -14,7 +14,9 @@
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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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namespace Dawn {
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class HelloWorldScene : public Scene {
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@ -28,16 +30,19 @@ namespace Dawn {
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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<SphereCollider>();
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SphereMesh::createSphere(&meshHost->mesh, hitbox->radius, 32, 32);
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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(-10, 0, 0));
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wallHitbox->min = -(wallHitbox->max = glm::vec3(1, 1, 5));
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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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camera = Camera::create(this);
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camera->transform->lookAt(glm::vec3(4, 4, 4), glm::vec3(0, 0, 0));
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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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// gameCamera->player = player;
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}
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