void Character::FixedUpdate(float timeStep) { /// \todo Could cache the components for faster access instead of finding them each frame RigidBody* body = GetComponent<RigidBody>(); AnimationController* animCtrl = GetComponent<AnimationController>(); // Update the in air timer. Reset if grounded if (!onGround_) inAirTimer_ += timeStep; else inAirTimer_ = 0.0f; // When character has been in air less than 1/10 second, it's still interpreted as being on ground bool softGrounded = inAirTimer_ < INAIR_THRESHOLD_TIME; // Update movement & animation const Quaternion& rot = node_->GetRotation(); Vector3 moveDir = Vector3::ZERO; const Vector3& velocity = body->GetLinearVelocity(); // Velocity on the XZ plane Vector3 planeVelocity(velocity.x_, 0.0f, velocity.z_); if (controls_.IsDown(CTRL_FORWARD)) moveDir += Vector3::FORWARD; if (controls_.IsDown(CTRL_BACK)) moveDir += Vector3::BACK; if (controls_.IsDown(CTRL_LEFT)) moveDir += Vector3::LEFT; if (controls_.IsDown(CTRL_RIGHT)) moveDir += Vector3::RIGHT; // Normalize move vector so that diagonal strafing is not faster if (moveDir.LengthSquared() > 0.0f) moveDir.Normalize(); // If in air, allow control, but slower than when on ground body->ApplyImpulse(rot * moveDir * (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE)); if (softGrounded) { // When on ground, apply a braking force to limit maximum ground velocity Vector3 brakeForce = -planeVelocity * BRAKE_FORCE; body->ApplyImpulse(brakeForce); // Jump. Must release jump control inbetween jumps if (controls_.IsDown(CTRL_JUMP)) { if (okToJump_) { body->ApplyImpulse(Vector3::UP * JUMP_FORCE); okToJump_ = false; } } else okToJump_ = true; } // Play walk animation if moving on ground, otherwise fade it out if (softGrounded && !moveDir.Equals(Vector3::ZERO)) animCtrl->PlayExclusive("Models/Jack_Walk.ani", 0, true, 0.2f); else animCtrl->Stop("Models/Jack_Walk.ani", 0.2f); // Set walk animation speed proportional to velocity animCtrl->SetSpeed("Models/Jack_Walk.ani", planeVelocity.Length() * 0.3f); // Reset grounded flag for next frame onGround_ = false; }