/// //Accelerates the runner controller // //PArameters: // obj: A pointer to the game object to accelerate // state: A pointer to rhe runner controller state which is accelerating this object void State_RunnerController_Accelerate(GObject* obj, State* state) { //Grab the state members struct State_RunnerController_Members* members = (struct State_RunnerController_Members*)state->members; //Grab the forward vector from the camera Camera* cam = RenderingManager_GetRenderingBuffer()->camera; Vector forward; Vector_INIT_ON_STACK(forward, 3); Matrix_SliceRow(&forward, cam->rotationMatrix, 2, 0, 3); //Project the forward vector onto the XY Plane Vector perp; Vector_INIT_ON_STACK(perp, 3); Vector_GetProjection(&perp, &forward, &Vector_E2); Vector_Decrement(&forward, &perp); //Scale the vector to the acceleration Vector_Normalize(&forward); Vector_Scale(&forward, -members->acceleration); //Only apply the impulse if the velocity is less than the max speed if(Vector_GetMag(obj->body->velocity) - fabs(Vector_DotProduct(obj->body->velocity, &Vector_E2)) < members->maxVelocity) { //Apply the impulse RigidBody_ApplyForce(obj->body, &forward, &Vector_ZERO); } else { printf("Value:\t%f\n", Vector_GetMag(obj->body->velocity) - fabs(Vector_DotProduct(obj->body->velocity, &Vector_E2))); } }
/// //Allows the runner controller to wallrun if necessary conditions are met // //Parameters: // obj: A pointer to the object which is running on walls // state: A pointer to the runner controller state which is allowing the object to wallrun void State_RunnerController_Wallrun(GObject* obj, State* state) { //Get the members of this state struct State_RunnerController_Members* members = (struct State_RunnerController_Members*)state->members; //Get the first collision this object is involved in Collision* first = (Collision*)obj->collider->currentCollisions->head->data; //If we are not wallrunning yet if(members->horizontalRunning == 0 && members->verticalRunning == 0) { //Make sure this is a wall if(first->minimumTranslationVector->components[0] != 0.0 || first->minimumTranslationVector->components[2] != 0.0f) { //Save the normal Vector_Copy(members->wallNormal, first->minimumTranslationVector); if(first->obj1 != obj) { Vector_Scale(members->wallNormal, -1.0f); } //Determine what kind of wallrun is occurring //First get the forward vector of the camera Camera* cam = RenderingManager_GetRenderingBuffer()->camera; Vector forward; Vector_INIT_ON_STACK(forward, 3); Matrix_SliceRow(&forward, cam->rotationMatrix, 2, 0, 3); //Project the forward vector onto the XY Plane Vector perp; Vector_INIT_ON_STACK(perp, 3); Vector_GetProjection(&perp, &forward, &Vector_E2); Vector_Decrement(&forward, &perp); Vector_Normalize(&forward); //Get dot product of forward vector and collision normal float dotProd = fabs(Vector_DotProduct(&forward, first->minimumTranslationVector)); //If the dot product is closer to 0 we are horizontal running, else we are vertical running if(dotProd < 0.75) { members->horizontalRunning = 1; } else { members->verticalRunning = 1; } } } //If we are horizontal running if(members->horizontalRunning == 1) { printf("Horizontal Wallrunnin\n"); //combat the force of gravity Vector antiGravity; Vector_INIT_ON_STACK(antiGravity, 3); antiGravity.components[1] = 9.81f; RigidBody_ApplyForce(obj->body, &antiGravity, &Vector_ZERO); //Zero downward velocity if(obj->body->velocity->components[1] < 0.0f) { Vector_Copy(&antiGravity, &Vector_ZERO); antiGravity.components[1] = -obj->body->velocity->components[1]; RigidBody_ApplyImpulse(obj->body, &antiGravity, &Vector_ZERO); } State_RunnerController_Accelerate(obj, state); } else if(members->verticalRunning == 1) { printf("Vertical Wallrunnin\n"); //combat the force of gravity Vector antiGravity; Vector_INIT_ON_STACK(antiGravity, 3); Vector_Copy(&antiGravity, &Vector_E2); //go up! Vector_Scale(&antiGravity, 9.81); RigidBody_ApplyForce(obj->body, &antiGravity, &Vector_ZERO); //If we aren't jumping too fast yet if(Vector_DotProduct(obj->body->velocity, &Vector_E2) < members->maxVelocity) { Vector_Copy(&antiGravity, &Vector_E2); Vector_Scale(&antiGravity, members->acceleration); RigidBody_ApplyForce(obj->body, &antiGravity, &Vector_ZERO); } } }
/// //Allows the parkour controller to run up a wall // //Parameters: // obj: A pointer to the object attached to the parkourController state // state: The parkourController state updating the object static void State_ParkourController_Wallrun(GObject* obj, State* state) { //Get the members of this state struct State_ParkourController_Members* members = (struct State_ParkourController_Members*)state->members; //If we are not vertical wallrunning yet if(members->verticalRunning == 0 && members->horizontalRunning == 0) { //Loop through the list of collisions this object was involved in struct LinkedList_Node* currentNode = obj->collider->currentCollisions->head; while(currentNode != NULL) { //Get the current collision struct Collision* current = (struct Collision*)currentNode->data; //Make sure this collision is with a wall //TODO: Epsilon check!!! if(current->minimumTranslationVector->components[0] != 0.0f || current->minimumTranslationVector->components[2] != 0.0f) { //Make a copy of the collision normal in case of manipulation Vector currentNormal; Vector_INIT_ON_STACK(currentNormal, 3); Vector_Copy(¤tNormal, current->minimumTranslationVector); //Make sure the normal is pointing toward this object if(current->obj1 != obj) { Vector_Scale(¤tNormal, -1.0f); } //Next we must determine what kind of wallrun is happening //Start by getting for forward vector of the camera Camera* cam = RenderingManager_GetRenderingBuffer()->camera; Vector forward; Vector_INIT_ON_STACK(forward, 3); Matrix_SliceRow(&forward, cam->rotationMatrix, 2, 0, 3); //Project the forward vector onto the XY plane Vector perp; Vector_INIT_ON_STACK(perp, 3); Vector_GetProjection(&perp, &forward, &Vector_E2); Vector_Decrement(&forward, &perp); Vector_Normalize(&forward); //Get the dot product of the forward vector and collision normal float dotProduct = Vector_DotProduct(&forward, ¤tNormal); //If the dot product is closer to 1, we are starting to vertically wallrun if(dotProduct > 0.75f) { members->verticalRunning = 1; //Vertical wall running always has higher precedence than horizontal wall running members->horizontalRunning = 0; //SEt the wall normal of state Vector_Copy(members->wallNormal, ¤tNormal); break; } else if(dotProduct > 0.0f) { members->horizontalRunning = 1; //Set the wall normal of state Vector_Copy(members->wallNormal, ¤tNormal); } } currentNode = currentNode->next; } } //If we are vertical wall running if(members->verticalRunning) { State_ParkourController_VerticalWallrun(obj, state); } //else If we are horizontal wall running else if(members->horizontalRunning) { State_ParkourController_HorizontalWallrun(obj, state); } }
/// //Allows the parkour controller to horizontally wallrun // //Parameters: // obj: A pointer to the object attached to the parkourController state // state: The parkourController state updating the object static void State_ParkourController_HorizontalWallrun(GObject* obj, State* state) { printf("Horizontal\n"); //Get the members of this state struct State_ParkourController_Members* members = (struct State_ParkourController_Members*)state->members; //Zero downward velocity if(obj->body->velocity->components[1] < 0.0f) { Vector impulse; Vector_INIT_ON_STACK(impulse, 3); impulse.components[1] = -obj->body->velocity->components[1]; RigidBody_ApplyImpulse(obj->body, &impulse, &Vector_ZERO); } //Accelerate along wall //Get the projection of the forward vector onto the wall's plane //Start by getting for forward vector of the camera Camera* cam = RenderingManager_GetRenderingBuffer()->camera; Vector forward; Vector_INIT_ON_STACK(forward, 3); Matrix_SliceRow(&forward, cam->rotationMatrix, 2, 0, 3); //Forward of camera is back of object... Vector_Scale(&forward, -1.0f); //Project the forward vector onto the wall plane Vector perp; Vector_INIT_ON_STACK(perp, 3); Vector_GetProjection(&perp, &forward, members->wallNormal); Vector_Decrement(&forward, &perp); //Set the Y component to 0 to get horizontal vector along wall! forward.components[1] = 0.0f; Vector_Normalize(&forward); //MAke sure the velocity in this direction is not too much float magVelAlongWall = Vector_DotProduct(&forward, obj->body->velocity); if(magVelAlongWall < members->maxVelocity) { RigidBody_ApplyImpulse(obj->body, &forward, &Vector_ZERO); } //Apply a cohesive force to the wall to make sure you do not fall off float mag = Vector_DotProduct(obj->body->velocity, members->wallNormal); Vector cohesive; Vector_INIT_ON_STACK(cohesive, 3); if(mag > FLT_EPSILON) { Vector_GetScalarProduct(&cohesive, members->wallNormal, -mag); } else if(mag < FLT_EPSILON) { Vector_GetScalarProduct(&cohesive, members->wallNormal, mag); } RigidBody_ApplyImpulse(obj->body, &cohesive, members->wallNormal); }
/// //Accelerates a gameobject to the degree defined by the state // //PArameters: // obj: The gameobject to accelerate // state: The ParkourController state attached to the game object static void State_ParkourController_Accelerate(GObject* obj, State* state) { //Grab the state members struct State_ParkourController_Members* members = (struct State_ParkourController_Members*)state->members; //Grab the camera Camera* cam = RenderingManager_GetRenderingBuffer()->camera; //Determine the direction of acceleration Vector netForce; Vector_INIT_ON_STACK(netForce, 3); Vector direction; Vector_INIT_ON_STACK(direction, 3); if(InputManager_IsKeyDown('w')) { //Get forward vector of camera Matrix_SliceRow(&direction, cam->rotationMatrix, 2, 0, 3); //Project onto XY Plane Vector perp; Vector_INIT_ON_STACK(perp, 3); Vector_GetProjection(&perp, &direction, &Vector_E2); Vector_Decrement(&direction, &perp); //Add vector to netForce //Since this is the cameras "forward vector" we must add the negative of it. //BEcause forward is the negative Z axis Vector_Decrement(&netForce, &direction); } if(InputManager_IsKeyDown('s')) { //Get back vector of camera //Get forward vector of camera Matrix_SliceRow(&direction, cam->rotationMatrix, 2, 0, 3); //Project onto XY Plane Vector perp; Vector_INIT_ON_STACK(perp, 3); Vector_GetProjection(&perp, &direction, &Vector_E2); Vector_Decrement(&direction, &perp); //Add vector to netForce //Since this is the cameras "forward vector" we must add the negative of it. //BEcause forward is the negative Z axis Vector_Increment(&netForce, &direction); } if(InputManager_IsKeyDown('d')) { //Get forward vector of camera Matrix_SliceRow(&direction, cam->rotationMatrix, 0, 0, 3); //Project onto XY Plane Vector perp; Vector_INIT_ON_STACK(perp, 3); Vector_GetProjection(&perp, &direction, &Vector_E2); Vector_Decrement(&direction, &perp); //Add vector to netForce //Since this is the cameras "forward vector" we must add the negative of it. //BEcause forward is the negative Z axis Vector_Increment(&netForce, &direction); } if(InputManager_IsKeyDown('a')) { //Get forward vector of camera Matrix_SliceRow(&direction, cam->rotationMatrix, 0, 0, 3); //Project onto XY Plane Vector perp; Vector_INIT_ON_STACK(perp, 3); Vector_GetProjection(&perp, &direction, &Vector_E2); Vector_Decrement(&direction, &perp); //Add vector to netForce //Since this is the cameras "forward vector" we must add the negative of it. //BEcause forward is the negative Z axis Vector_Decrement(&netForce, &direction); } //Scale netforce to the acceleration magnitude Vector_Normalize(&netForce); Vector_Scale(&netForce, members->acceleration); //Only apply impulse if velocity is less than max speed if(Vector_GetMag(obj->body->velocity) < members->maxVelocity) { //Apply the impulse RigidBody_ApplyForce(obj->body, &netForce, &Vector_ZERO); } else { //Limit velocity Vector_Normalize(obj->body->velocity); Vector_Scale(obj->body->velocity, members->maxVelocity); } }
// translate the character and his bounding box. // Parameters: // GO: The game object this state is attached to (Used for translating the bounding box) // state: The first person camera state updating the gameObject void State_CharacterController_Translate(GObject* GO, State* state) { Camera* cam = RenderingManager_GetRenderingBuffer()->camera; //Get members struct State_CharacterController_Members* members = (struct State_CharacterController_Members*)state->members; if(InputManager_GetInputBuffer().mouseLock) { // Gets the time per second float dt = TimeManager_GetDeltaSec(); Vector netMvmtVec; Vector partialMvmtVec; Vector_INIT_ON_STACK(netMvmtVec, 3); Vector_INIT_ON_STACK(partialMvmtVec, 3); if (InputManager_IsKeyDown('w')) { //Get "back" Vector Matrix_SliceRow(&partialMvmtVec, cam->rotationMatrix, 2, 0, 3); //Subtract "back" Vector from netMvmtVec Vector_Decrement(&netMvmtVec, &partialMvmtVec); //Or in one step but less pretty... Faster though. I think I want readable here for now though. //Vector_DecrementArray(netMvmtVec.components, Matrix_Index(cam->rotationMatrix, 2, 0), 3); } if (InputManager_IsKeyDown('s')) { //Get "back" Vector Matrix_SliceRow(&partialMvmtVec, cam->rotationMatrix, 2, 0, 3); //Add "back" Vector to netMvmtVec Vector_Increment(&netMvmtVec, &partialMvmtVec); } if (InputManager_IsKeyDown('a')) { //Get "Right" Vector Matrix_SliceRow(&partialMvmtVec, cam->rotationMatrix, 0, 0, 3); //Subtract "Right" Vector From netMvmtVec Vector_Decrement(&netMvmtVec, &partialMvmtVec); } if (InputManager_IsKeyDown('d')) { //Get "Right" Vector Matrix_SliceRow(&partialMvmtVec, cam->rotationMatrix, 0, 0, 3); //Add "Right" Vector to netMvmtVec Vector_Increment(&netMvmtVec, &partialMvmtVec); } if (Vector_GetMag(&netMvmtVec) > 0.0f) { // Get the projection and keep player grounded Vector perpMvmtVec; Vector_INIT_ON_STACK(perpMvmtVec, 3); Vector_GetProjection(&perpMvmtVec, &netMvmtVec, &Vector_E2); Vector_Decrement(&netMvmtVec, &perpMvmtVec); // Normalize vector and scale Vector_Normalize(&netMvmtVec); Vector_Scale(&netMvmtVec, members->movementSpeed); //Apply Impulse RigidBody_ApplyImpulse(GO->body, &netMvmtVec, &Vector_ZERO); } } // If vector is going too fast, the maxspeed will keep it from going faster, by scaling it by maxspeed. if(Vector_GetMag(GO->body->velocity) >= members->maxSpeed) { Vector_Normalize(GO->body->velocity); Vector_Scale(GO->body->velocity,members->maxSpeed); } // Set position of Camera to the body Camera_SetPosition(cam,GO->body->frame->position); }