Basic player controller (WIP)

This commit is contained in:
MrLetsplay 2022-11-13 18:48:39 +01:00
parent 1d61087e62
commit 270b8866a6
13 changed files with 205 additions and 20 deletions

View File

@ -42,10 +42,10 @@ static void defaultInput(GLFWwindow *window, void *data) {
direction += glm::normalize(glm::cross(kekData.activeCamera->direction, glm::vec3(0.0f, 1.0f, 0.0f)));
}
bool jump = false;
//bool jump = false;
if(Input::getKeyState(keyUp) == GLFW_PRESS) {
direction += glm::vec3(0,1,0);
jump = kekData.player->onGround;
//jump = kekData.player->onGround;
}
if(Input::getKeyState(keyDown) == GLFW_PRESS) {
@ -58,13 +58,15 @@ static void defaultInput(GLFWwindow *window, void *data) {
kekData.activeCamera->translate(direction * KEK_NOCLIP_SPEED * kekData.lastFrameTime);
}else {
//kekData.player->physics->body->applyCentralImpulse(Physics::fromGLM(glm::normalize(direction) * (kekData.lastFrameTime * 20)));
btVector3 vel = kekData.player->physics->body->getLinearVelocity();
glm::vec3 newVel = glm::normalize(direction) * 6.0f;
/*btVector3 vel = kekData.player->physics->body->getLinearVelocity();
glm::vec3 newVel = glm::normalize(direction) * KEK_PLAYER_WALK_VELOCITY;
newVel.y = vel.y();
if(jump) newVel.y = 2.7f;
kekData.player->physics->body->setLinearVelocity(Physics::fromGLM(newVel));
if(jump) newVel.y = KEK_PLAYER_JUMP_VELOCITY;
kekData.player->physics->body->setLinearVelocity(Physics::fromGLM(newVel));*/
kekData.player->controller->move(direction * (kekData.lastFrameTime * 10));
}
}
kekData.player->controller->update();
}
static void defaultKeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods, void *data) {
@ -176,21 +178,33 @@ void init() {
float radii[2] = {KEK_PLAYER_RADIUS, KEK_PLAYER_RADIUS};
btCollisionShape *shape = new btMultiSphereShape(positions, radii, 2);
btRigidBody *body = new btRigidBody(KEK_PLAYER_MASS, nullptr, shape);
body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
body->setFriction(3);
body->setActivationState(DISABLE_DEACTIVATION);
kekData.physics->world->addRigidBody(body);
btCollisionShape *jumpShape = new btSphereShape(KEK_PLAYER_RADIUS / 2);
/*btCollisionShape *jumpShape = new btSphereShape(KEK_PLAYER_RADIUS / 2);
btGhostObject *jumpCollider = new btGhostObject();
jumpCollider->setCollisionShape(jumpShape);
jumpCollider->setCollisionFlags(jumpCollider->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
jumpCollider->setActivationState(DISABLE_DEACTIVATION);
kekData.physics->world->addCollisionObject(jumpCollider);
kekData.physics->world->addCollisionObject(jumpCollider);*/
btTransform from;
from.setIdentity();
from.setOrigin(btVector3(0,0,0));
btTransform to;
to.setIdentity();
to.setOrigin(btVector3(1,1,1));
btCollisionWorld::ClosestConvexResultCallback cb = btCollisionWorld::ClosestConvexResultCallback(from.getOrigin(), to.getOrigin());
kekData.physics->world->convexSweepTest((btConvexShape *) shape, from, to, cb);
kekData.player->physics = new PlayerPhysicsObjectData();
kekData.player->physics->body = body;
kekData.player->physics->jumpCollider = jumpCollider;
kekData.player->moveTo(glm::vec3(0,10,0));
//kekData.player->physics->jumpCollider = jumpCollider;
kekData.player->moveTo(glm::vec3(5,10,0));
}
void destroy() {

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@ -122,7 +122,7 @@ int init() {
glCullFace(GL_BACK);
glClearColor(0.1f, 0.3f, 0.1f, 0.0f);
glfwSwapInterval(0);
//glfwSwapInterval(0);
stbi_set_flip_vertically_on_load(true);

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@ -38,11 +38,11 @@ void step(float deltaT) {
}
}
kekData.player->physics->jumpCollider->getWorldTransform().setOrigin(Physics::fromGLM(kekData.player->getFootPosition() + glm::vec3(0, KEK_PLAYER_RADIUS / 2, 0)));
//kekData.player->physics->jumpCollider->getWorldTransform().setOrigin(Physics::fromGLM(kekData.player->getFootPosition() + glm::vec3(0, KEK_PLAYER_RADIUS / 2, 0)));
kekData.physics->world->stepSimulation(deltaT, 100);
kekData.player->onGround = kekData.player->physics->jumpCollider->getNumOverlappingObjects() > 1; // TODO: improve
//kekData.player->onGround = kekData.player->physics->jumpCollider->getNumOverlappingObjects() > 1; // TODO: improve
if(!kekData.player->noclip) {
kekData.activeCamera->moveTo(kekData.player->getEyePosition());

View File

@ -0,0 +1,78 @@
#include "defaultplayercontroller.h"
#include "internal.h"
#include "internal/physics.h"
#include <glm/gtx/vector_angle.hpp>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
namespace kek {
static bool castPlayer(glm::vec3 pos, glm::vec3 delta, const btCollisionObject **outBody, float *outFrac, glm::vec3 *outPoint, glm::vec3 *outNormal){
btTransform from;
from.setIdentity();
from.setOrigin(Physics::fromGLM(pos));
btTransform to;
to.setIdentity();
to.setOrigin(Physics::fromGLM(pos + delta));
ClosestNotSelfConvexResultCallback cb = ClosestNotSelfConvexResultCallback(from.getOrigin(), to.getOrigin(), kekData.player->physics->body);
cb.m_collisionFilterGroup = -1;
cb.m_collisionFilterMask = -1;
kekData.physics->world->convexSweepTest((btConvexShape *) kekData.player->physics->body->getCollisionShape(), from, to, cb);
if(!cb.m_hitCollisionObject) return false;
*outBody = cb.m_hitCollisionObject;
*outFrac = cb.m_closestHitFraction;
*outPoint = Physics::toGLM(cb.m_hitPointWorld);
*outNormal = Physics::toGLM(cb.m_hitNormalWorld);
return true;
}
DefaultPlayerController::DefaultPlayerController() {
}
DefaultPlayerController::~DefaultPlayerController() {
}
glm::vec3 DefaultPlayerController::move(glm::vec3 movement) {
glm::vec3 pos = kekData.player->getPosition();
int count = 0;
while (count < 3) {
const btCollisionObject *object;
float frac;
glm::vec3 point;
glm::vec3 normal;
bool collision = castPlayer(pos, movement, &object, &frac, &point, &normal);
if(!collision) {
pos += movement;
break;
}
normal = glm::normalize(normal);
float angle = glm::angle(normal, glm::normalize(movement)) / M_PI;
if(angle > 0.9) break;
pos += movement * frac;
pos += normal * 0.001f;
glm::vec3 remainingProjected = glm::normalize(glm::cross(normal, glm::cross(movement, normal))) * glm::length(movement) * (1 - frac);
movement = remainingProjected;
count++;
}
kekData.player->moveTo(pos);
return pos;
}
void DefaultPlayerController::update() {
move(glm::vec3(0, -10, 0) * kekData.lastFrameTime);
}
}

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@ -1,5 +1,6 @@
#include "player.h"
#include "defaultplayercontroller.h"
#include "internal/physics.h"
namespace kek {
@ -7,6 +8,7 @@ namespace kek {
Player::Player(): RotateableObject() {
this->noclip = false;
this->onGround = false;
this->controller = new DefaultPlayerController();
}
void Player::rotateTo(glm::quat rotation) {

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@ -0,0 +1,9 @@
#include "playercontroller.h"
namespace kek {
PlayerController::~PlayerController() {
}
}

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@ -47,3 +47,5 @@
#define KEK_PLAYER_RADIUS 0.5f
#define KEK_PLAYER_EYE_OFFSET (KEK_PLAYER_HEIGHT / 2 - KEK_PLAYER_RADIUS)
#define KEK_PLAYER_MASS 50
#define KEK_PLAYER_WALK_VELOCITY 6.0f
#define KEK_PLAYER_JUMP_VELOCITY 2.4f

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@ -0,0 +1,18 @@
#pragma once
#include "playercontroller.h"
namespace kek {
class DefaultPlayerController: public PlayerController {
public:
DefaultPlayerController();
virtual ~DefaultPlayerController();
virtual glm::vec3 move(glm::vec3 movement);
virtual void update();
};
}

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@ -17,6 +17,36 @@ struct PlayerPhysicsObjectData: public PhysicsObjectData {
btGhostObject *jumpCollider;
};
struct ClosestNotSelfConvexResultCallback : public btCollisionWorld::ConvexResultCallback {
ClosestNotSelfConvexResultCallback(const btVector3& convexFromWorld, const btVector3& convexToWorld, btCollisionObject *self) :
m_self(self),
m_convexFromWorld(convexFromWorld),
m_convexToWorld(convexToWorld),
m_hitCollisionObject(0){}
btCollisionObject *m_self;
btVector3 m_convexFromWorld; //used to calculate hitPointWorld from hitFraction
btVector3 m_convexToWorld;
btVector3 m_hitNormalWorld;
btVector3 m_hitPointWorld;
const btCollisionObject* m_hitCollisionObject;
virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult, bool normalInWorldSpace) {
if(convexResult.m_hitCollisionObject == m_self) return 1.0f;
m_closestHitFraction = convexResult.m_hitFraction;
m_hitCollisionObject = convexResult.m_hitCollisionObject;
if (normalInWorldSpace) {
m_hitNormalWorld = convexResult.m_hitNormalLocal;
}else{
///need to transform normal into worldspace
m_hitNormalWorld = m_hitCollisionObject->getWorldTransform().getBasis() * convexResult.m_hitNormalLocal;
}
m_hitPointWorld = convexResult.m_hitPointLocal;
return convexResult.m_hitFraction;
}
};
namespace Physics {
glm::vec3 toGLM(btVector3 vec);

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@ -3,6 +3,7 @@
#include "camera.h"
#include "color.h"
#include "constants.h"
#include "defaultplayercontroller.h"
#include "engine.h"
#include "errordialog.h"
#include "fonts.h"
@ -13,6 +14,8 @@
#include "object.h"
#include "objparser.h"
#include "physics.h"
#include "player.h"
#include "playercontroller.h"
#include "resource.h"
#include "scene.h"
#include "shader.h"

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@ -1,6 +1,7 @@
#pragma once
#include "gameobject.h"
#include "playercontroller.h"
namespace kek {
@ -8,6 +9,7 @@ class Player: public RotateableObject {
public:
PlayerPhysicsObjectData *physics;
PlayerController *controller;
bool noclip;
bool onGround;

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@ -0,0 +1,17 @@
#pragma once
#include <glm/glm.hpp>
namespace kek {
class PlayerController {
public:
virtual ~PlayerController() = 0;
virtual glm::vec3 move(glm::vec3 movement) = 0;
virtual void update() = 0;
};
}

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@ -62,32 +62,42 @@ int main(int argc, char **argv) {
scene->addObject(floor);
}
Mesh *mesh = ObjParser::loadMesh("object/sphere/Sphere.obj");
GameObject *wall = new GameObject();
{
std::shared_ptr<Texture> tex = Texture::load("image/white.png");
wall->addMesh(genCubeMesh(1, 10, 50, tex, tex, tex));
btCollisionShape *shape = new btBoxShape(btVector3(0.5,5,25));
wall->addPhysics(shape, 0, btCollisionObject::CF_STATIC_OBJECT);
wall->moveTo(glm::vec3(0,5,0));
scene->addObject(wall);
}
/*Mesh *mesh = ObjParser::loadMesh("object/sphere/Sphere.obj");
GameObject *test = new GameObject();
btCollisionShape *shape = new btSphereShape(1);
test->addPhysics(shape, 10);
test->addMesh(mesh);
test->moveTo(glm::vec3(0,5,0));
scene->addObject(test);
scene->addObject(test);*/
Mesh *mesh2 = ObjParser::loadMesh("object/cube_colored/Cube.obj");
/*Mesh *mesh2 = ObjParser::loadMesh("object/cube_colored/Cube.obj");
GameObject *test3 = new GameObject();
btCollisionShape *shape2 = new btBoxShape(btVector3(1,1,1));
test3->addPhysics(shape2, 0, btCollisionObject::CF_STATIC_OBJECT);
test3->addMesh(mesh2);
test3->moveTo(glm::vec3(2, 1, 2));
scene->addObject(test3);
scene->addObject(test3);*/
for(int i = 0; i < 10; i++) {
/*for(int i = 0; i < 10; i++) {
GameObject *test2 = new GameObject();
btCollisionShape *shape = new btBoxShape(btVector3(1,1,1));
test2->addPhysics(shape, 10);
test2->addMesh(ObjParser::loadMesh("object/cube_colored/Cube.obj"));
test2->moveTo(glm::vec3(1.0f, 5.0f, 3 * i));
scene->addObject(test2);
}
}*/
PointLight *light = new PointLight(glm::vec3(1), 1, 0, 1);
PointLight *light = new PointLight(glm::vec3(1), 1, 0, 0.1);
light->moveTo(glm::vec3(0,1,0));
scene->lights->add(light);