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[feat]update regular_ball.cpp #13

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6 changes: 6 additions & 0 deletions src/GameBall/logic/player_input.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,12 @@ PlayerInput PlayerInputController::GetInput() {
input_.move_left = (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS);
input_.move_right = (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS);
input_.brake = (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS);
input_.rotate_left = (glfwGetKey(window, GLFW_KEY_N) == GLFW_PRESS);
input_.rotate_right = (glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS);
input_.jump = (glfwGetKey(window, GLFW_KEY_J) == GLFW_PRESS);
input_.reverse_gravity = (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS);
input_.larger_radius = (glfwGetKey(window, GLFW_KEY_L) == GLFW_PRESS);
input_.smaller_radius = (glfwGetKey(window, GLFW_KEY_K) == GLFW_PRESS);
auto camera_controller = app_->CameraController();
auto pitch_yaw = camera_controller->GetPitchYaw();
auto pitch = pitch_yaw.x;
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6 changes: 6 additions & 0 deletions src/GameBall/logic/player_input.h
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,12 @@ struct PlayerInput {
bool move_left{false};
bool move_right{false};
bool brake{false};
bool rotate_left{false};
bool rotate_right{false};
bool jump{false};
bool reverse_gravity{false};
bool larger_radius{false};
bool smaller_radius{false};
glm::vec3 orientation{0.0f, 0.0f, 1.0f};
};

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98 changes: 60 additions & 38 deletions src/GameBall/logic/units/regular_ball.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -44,44 +44,66 @@ void RegularBall::UpdateTick() {
float delta_time = world_->TickDeltaT();
auto physics_world = world_->PhysicsWorld();
auto &sphere = physics_world->GetSphere(sphere_id_);

// auto owner = world_->GetPlayer(player_id_);
// if (owner) {
// if (UnitId() == owner->PrimaryUnitId()) {
// auto input = owner->TakePlayerInput();
//
// glm::vec3 forward = glm::normalize(glm::vec3{input.orientation});
// glm::vec3 right =
// glm::normalize(glm::cross(forward, glm::vec3{0.0f, 1.0f, 0.0f}));
//
// glm::vec3 moving_direction{};
//
// float angular_acceleration = glm::radians(2880.0f);
//
// if (input.move_forward) {
// moving_direction -= right;
// }
// if (input.move_backward) {
// moving_direction += right;
// }
// if (input.move_left) {
// moving_direction -= forward;
// }
// if (input.move_right) {
// moving_direction += forward;
// }
//
// if (glm::length(moving_direction) > 0.0f) {
// moving_direction = glm::normalize(moving_direction);
// sphere.angular_velocity +=
// moving_direction * angular_acceleration * delta_time;
// }
//
// if (input.brake) {
// sphere.angular_velocity = glm::vec3{0.0f};
// }
// }
// }
auto owner = world_->GetPlayer(player_id_);
if (owner) {
if (UnitId() == owner->PrimaryUnitId()) {
auto input = owner->TakePlayerInput();

glm::vec3 forward = glm::normalize(glm::vec3{input.orientation});
glm::vec3 right =
glm::normalize(glm::cross(forward, glm::vec3{0.0f, 1.0f, 0.0f}));
glm::vec3 rotation =
glm::normalize(glm::cross(forward, glm::vec3(0.0f, 0.0f, 1.0f)));
glm::vec3 upward = glm::vec3(0.0f, 3.0f, 0.0f);

glm::vec3 moving_direction{};

float angular_acceleration = glm::radians(2880.0f);

if (input.move_forward) {
moving_direction -= right;
}
if (input.move_backward) {
moving_direction += right;
}
if (input.move_left) {
moving_direction -= forward;
}
if (input.move_right) {
moving_direction += forward;
}
if (input.rotate_left) {
moving_direction -= rotation;
}
if (input.rotate_right) {
moving_direction += rotation;
}
if (input.jump) {
sphere.velocity += upward;
}
if (glm::length(moving_direction) > 0.0f) {
moving_direction = glm::normalize(moving_direction);
sphere.angular_velocity +=
moving_direction * angular_acceleration * delta_time;
}
if (input.brake) {
sphere.angular_velocity = glm::vec3{0.0f};
}
if (input.reverse_gravity) {
sphere.gravity = -sphere.gravity;
}
if (input.larger_radius) {
radius_ += delta_time;
sphere.radius += delta_time;
sphere.position += glm::vec3{0.0f, 1.0f, 0.0f} * delta_time;
}
if (input.smaller_radius&&radius_>=0.1f) {
radius_ -= delta_time;
sphere.radius -= delta_time;
sphere.position -= glm::vec3{0.0f, 1.0f, 0.0f} * delta_time;
}
}
}

sphere.velocity *= std::pow(0.5f, delta_time);
sphere.angular_velocity *= std::pow(0.2f, delta_time);
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