Пример #1
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);
		}
	}

}
Пример #2
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;
        }
    }
}
Пример #3
0
///
//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);
}