/// //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); } } }
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; } } }
/// //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); }