Exemplo n.º 1
0
static void State_ParkourController_Rotate(State* state)
{
    //Get a reference to the camera
    Camera* cam = RenderingManager_GetRenderingBuffer()->camera;
    //Grab the state members
    struct State_ParkourController_Members* members = (struct State_ParkourController_Members*)state->members;

    //If the player's mouse is locked
    if(InputManager_GetInputBuffer().mouseLock)
    {
        //Get the change in mouse position
        int deltaMouseX = (InputManager_GetInputBuffer().mousePosition[0] - InputManager_GetInputBuffer().previousMousePosition[0]);
        int deltaMouseY = (InputManager_GetInputBuffer().mousePosition[1] - InputManager_GetInputBuffer().previousMousePosition[1]);

        //If there is X rotation
        if(deltaMouseX != 0)
        {
            //Rotate the camera
            Camera_ChangeYaw(cam, (float)deltaMouseX * members->angularVelocity);
        }
        //If there is Y rotation
        if(deltaMouseY != 0)
        {

            //TODO: Prevent camera from looking "Too high"
            //Rotate the camera
            Camera_ChangePitch(cam, (float)deltaMouseY * members->angularVelocity);
        }
    }
}
///
//Rotates the runner controller
//	obj: A pointer to the game object to rotate
//	state: A pointer to the runner controller rotating the object
void State_RunnerController_Rotate(GObject* obj, State* state)
{
	// create a camera object
	Camera* cam = RenderingManager_GetRenderingBuffer()->camera;

	//Grab the state members
	struct State_RunnerController_Members* members = (struct State_RunnerController_Members*)state->members;

	// if player's mouse is locked
	if(InputManager_GetInputBuffer().mouseLock)
	{

		int deltaMouseX = (InputManager_GetInputBuffer().mousePosition[0] - InputManager_GetInputBuffer().previousMousePosition[0]);
		int deltaMouseY = (InputManager_GetInputBuffer().mousePosition[1] - InputManager_GetInputBuffer().previousMousePosition[1]);

		Vector* axis = Vector_Allocate();
		Vector_Initialize(axis,3);

		if(deltaMouseX != 0)
		{
			axis->components[1] = 1.0f;
			// rotate the camera
			Camera_ChangeYaw(cam, members->angularVelocity * deltaMouseX);
			axis->components[1] = 0.0f;
		}

		if (deltaMouseY != 0)
		{
			Vector forwardVector;
			Vector_INIT_ON_STACK(forwardVector, 3);
			Matrix_SliceRow(&forwardVector, cam->rotationMatrix, 2, 0, 3);

			// Keep camera from overextending it's boundaries.
			if (deltaMouseY > 0)
			{
				if (Vector_DotProduct(&forwardVector, &Vector_E2) < 0.7f)
				{
					axis->components[0] = 1.0f;
					Camera_ChangePitch(cam, members->angularVelocity * deltaMouseY);
					axis->components[0] = 0.0f;
				}
			}
			else if (deltaMouseY < 0)
			{
				if (Vector_DotProduct(&forwardVector, &Vector_E2) > -0.7f)
				{
					axis->components[0] = 1.0f;
					Camera_ChangePitch(cam, members->angularVelocity * deltaMouseY);
					axis->components[0] = 0.0f;
				}
			}
		}
	}
}
Exemplo n.º 3
0
///
//Translates the RenderingManager's camera according to keyboard input
//
//Parameters:
//	GO: The game object this state is attached to
//	state: the First Person Camera State updating the gameObject
void State_FirstPersonCamera_Translate(GObject* GO, State* state)
{
	Camera* cam = RenderingManager_GetRenderingBuffer().camera;

	if(InputManager_GetInputBuffer().mouseLock)
	{
		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);
		}

		float dt = TimeManager_GetDeltaSec();

		if (Vector_GetMag(&netMvmtVec) > 0.0f && dt > 0.0f)
		{
			Vector_Normalize(&netMvmtVec);
			Vector_Scale(&netMvmtVec, state->members->movementSpeed * dt);

			Camera_Translate(cam, &netMvmtVec);
		}
	}

}
Exemplo n.º 4
0
///
//Rotates the rendering manager's camera according to change in mouse position
//
//Parameters:
//	GO: The game object this state is attached to
//	state: The First person camera state updating the gameObject
void State_FirstPersonCamera_Rotate(GObject* GO, State* state)
{

	Camera* cam = RenderingManager_GetRenderingBuffer().camera;

	if(InputManager_GetInputBuffer().mouseLock)
	{
		float dt = TimeManager_GetDeltaSec();

		int deltaMouseX = (InputManager_GetInputBuffer().mousePosition[0] - InputManager_GetInputBuffer().previousMousePosition[0]);
		int deltaMouseY = (InputManager_GetInputBuffer().mousePosition[1] - InputManager_GetInputBuffer().previousMousePosition[1]);

		Vector* axis = Vector_Allocate();
		Vector_Initialize(axis, 3);

		if (deltaMouseX != 0)
		{


			axis->components[1] = 1.0f;
			Camera_Rotate(cam, axis, state->members->rotationSpeed * deltaMouseX);
			axis->components[1] = 0.0f;
		}

		if (deltaMouseY != 0)
		{
			axis->components[0] = 1.0f;

			Camera_Rotate(cam, axis, state->members->rotationSpeed * deltaMouseY);
			axis->components[0] = 0.0f;
		}

		Vector_Free(axis);
	}


}
Exemplo n.º 5
0
void State_ParkourController_Shoot(GObject* obj, State* state)
{
    //Get the members of the state
    struct State_ParkourController_Members* members = (struct State_ParkourController_Members*)state->members;

    //Get a reference to the camera
    Camera* cam = RenderingManager_GetRenderingBuffer()->camera;


    if(InputManager_GetInputBuffer().mouseLock)
    {
        //IF we can shoot again
        if(members->shootTimer >= members->shootCooldown)
        {
            //Get the forward vector of the camera
            Vector direction;
            Vector_INIT_ON_STACK(direction, 3);

            Matrix_SliceRow(&direction, cam->rotationMatrix, 2, 0, 3);
            Vector_Scale(&direction, -1.0f);

            //Create the bullet object
            GObject* bullet = GObject_Allocate();
            GObject_Initialize(bullet);

            //Set the appearance
            bullet->mesh = AssetManager_LookupMesh("Cube");
            //bullet->texture = AssetManager_LookupTexture("White");
            bullet->material = Material_Allocate();
            Material_Initialize(bullet->material, AssetManager_LookupTexture("Jacob"));
            //*Matrix_Index(bullet->material->colorMatrix, 1, 1) = 0.0f;
            //*Matrix_Index(bullet->material->colorMatrix, 2, 2) = 0.0f;

            //Create ridgid body
            bullet->body = RigidBody_Allocate();
            RigidBody_Initialize(bullet->body, bullet->frameOfReference, 1.0f);
            bullet->body->coefficientOfRestitution = 0.2f;
            bullet->body->rollingResistance = 0.2f;
            bullet->body->staticFriction = 0.4f;
            bullet->body->dynamicFriction = 0.2f;

            //Create collider
            bullet->collider = Collider_Allocate();
            ConvexHullCollider_Initialize(bullet->collider);
            ConvexHullCollider_MakeRectangularCollider(bullet->collider->data->convexHullData, 2.0f, 2.0f, 2.0f);

            //Position bullet
            Vector transform;
            Vector_INIT_ON_STACK(transform, 3);

            Vector_GetScalarProduct(&transform, &direction, 2.8243f);
            Vector_Increment(&transform, obj->frameOfReference->position);
            GObject_Translate(bullet, &transform);

            Vector_Copy(&transform, &Vector_ZERO);
            transform.components[2] = 1.0f;
            GObject_Rotate(bullet, &transform, 3.14159f);

            //Scale bullet
            Vector_Copy(&transform, &Vector_ZERO);
            transform.components[0] = transform.components[1] = transform.components[2] = 0.5f;
            GObject_Scale(bullet, &transform);

            //Apply impulse
            Vector_Scale(&direction, 25.0f);
            RigidBody_ApplyImpulse(bullet->body, &direction, &Vector_ZERO);

            //Add the remove state
            State* state = State_Allocate();
            State_Remove_Initialize(state, 7.0f);
            GObject_AddState(bullet, state);

            //Add the bullet to the world
            ObjectManager_AddObject(bullet);

            //Set shoot timer to 0
            members->shootTimer = 0.0f;
        }
    }
}
// Create an object in front of the character and fire
// Parameters:
//	GO: The object getting passed in, in this case the character
//	State: Needed to grab members
void State_CharacterController_ShootBullet(GObject* GO, State* state)
{
	//Get members
	struct State_CharacterController_Members* members = (struct State_CharacterController_Members*)state->members;

	// Camera local
	Camera* cam = RenderingManager_GetRenderingBuffer()->camera;
	// Gets the time per second
	float dt = TimeManager_GetDeltaSec();
	members->timer += dt;

	if(InputManager_GetInputBuffer().mouseLock)
	{
		// Create a net movement vector
		Vector direction;
		Vector_INIT_ON_STACK(direction, 3);
		if (InputManager_IsMouseButtonPressed(0) && members->timer >= members->coolDown)
		{
			//Get "forward" Vector
			Matrix_SliceRow(&direction, cam->rotationMatrix, 2, 0, 3);
			Vector_Scale(&direction,-1.0f);

			// Create the bullet object
			GObject* bullet = GObject_Allocate();
			GObject_Initialize(bullet);

			//bullet->mesh = AssetManager_LookupMesh("Sphere");
			bullet->mesh = AssetManager_LookupMesh("Arrow");
			bullet->texture = AssetManager_LookupTexture("Arrow");


			bullet->body = RigidBody_Allocate();
			RigidBody_Initialize(bullet->body, bullet->frameOfReference, 0.45f);
			bullet->body->coefficientOfRestitution = 0.2f;

			bullet->collider = Collider_Allocate();
			ConvexHullCollider_Initialize(bullet->collider);
			ConvexHullCollider_MakeRectangularCollider(bullet->collider->data->convexHullData, 0.1f, 2.0f, 0.1f);
			//AABBCollider_Initialize(bullet->collider, 2.0f, 2.0f, 2.0f, &Vector_ZERO);

			//Lay arrow flat
			GObject_Rotate(bullet, &Vector_E1, -3.14159f / 2.0f);

			//Construct a rotation matrix to orient bullet
			Matrix rot;
			Matrix_INIT_ON_STACK(rot, 3, 3);
			//Grab 4,4 minor to get 3x3 rotation matrix of camera
			Matrix_GetMinor(&rot, cam->rotationMatrix, 3, 3);
			//Transpose it to get correct direction
			Matrix_Transpose(&rot);
			//Rotate the bullet
			Matrix_TransformMatrix(&rot, bullet->frameOfReference->rotation);
			Matrix_TransformMatrix(&rot, bullet->body->frame->rotation);


			Vector vector;
			Vector_INIT_ON_STACK(vector,3);
			vector.components[0] = 0.9f;
			vector.components[1] = 1.0f;
			vector.components[2] = 0.9f;
			GObject_Scale(bullet, &vector);

			Vector translation;
			Vector_INIT_ON_STACK(translation, 3);
			Vector_GetScalarProduct(&translation, &direction, 2.82843);
			GObject_Translate(bullet, GO->frameOfReference->position);
			GObject_Translate(bullet, &translation);

			Vector_Scale(&direction, 25.0f);

			//Vector_Increment(bullet->body->velocity,&direction);
			RigidBody_ApplyImpulse(bullet->body,&direction,&Vector_ZERO);

			//Add remove state
			State* state = State_Allocate();
			State_Remove_Initialize(state, 5.0f);
			GObject_AddState(bullet, state);

			ObjectManager_AddObject(bullet);

			members->timer = 0;
		}
	}
}
// 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);
}