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[Feat] Player Input Handling and Sphere Control Implementation #123

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85 changes: 38 additions & 47 deletions src/GameBall/logic/units/regular_ball.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -42,54 +42,45 @@ SYNC_ACTOR_FUNC(RegularBall) {

void RegularBall::UpdateTick() {
float delta_time = world_->TickDeltaT();
auto physics_world = world_->PhysicsWorld();
auto &sphere = physics_world->GetSphere(sphere_id_);

// auto owner = world_->GetPlayer(player_id_);
// if (owner) {
// if (UnitId() == owner->PrimaryUnitId()) {
// auto input = owner->TakePlayerInput();
//
// glm::vec3 forward = glm::normalize(glm::vec3{input.orientation});
// glm::vec3 right =
// glm::normalize(glm::cross(forward, glm::vec3{0.0f, 1.0f, 0.0f}));
//
// glm::vec3 moving_direction{};
//
// float angular_acceleration = glm::radians(2880.0f);
//
// if (input.move_forward) {
// moving_direction -= right;
// }
// if (input.move_backward) {
// moving_direction += right;
// }
// if (input.move_left) {
// moving_direction -= forward;
// }
// if (input.move_right) {
// moving_direction += forward;
// }
//
// if (glm::length(moving_direction) > 0.0f) {
// moving_direction = glm::normalize(moving_direction);
// sphere.angular_velocity +=
// moving_direction * angular_acceleration * delta_time;
// }
//
// if (input.brake) {
// sphere.angular_velocity = glm::vec3{0.0f};
// }
// }
// }

sphere.velocity *= std::pow(0.5f, delta_time);
sphere.angular_velocity *= std::pow(0.2f, delta_time);

position_ = sphere.position;
velocity_ = sphere.velocity;
orientation_ = sphere.orientation;
augular_momentum_ = sphere.inertia * sphere.angular_velocity;
auto owner = world_->GetPlayer(player_id_);
if (owner) {
auto physics_world = world_->PhysicsWorld();
auto &sphere = physics_world->GetSphere(sphere_id_);

if (UnitId() == owner->PrimaryUnitId()) {
auto input = owner->TakePlayerInput();

glm::vec3 forward = glm::normalize(input.orientation);
glm::vec3 right = glm::normalize(glm::cross(forward, glm::vec3(0.0f, 1.0f, 0.0f)));

glm::vec3 moving_direction{};

float angular_acceleration = glm::radians(2880.0f);


if (input.move_forward) moving_direction -= right;
if (input.move_backward) moving_direction += right;
if (input.move_left) moving_direction -= forward;
if (input.move_right) moving_direction += forward;

if (glm::length(moving_direction) > 0.0f) {
moving_direction = glm::normalize(moving_direction);
sphere.angular_velocity += moving_direction * angular_acceleration * delta_time;
}


if (input.brake) sphere.angular_velocity = glm::vec3(0.0f);

sphere.velocity *= std::pow(0.5f, delta_time);
sphere.angular_velocity *= std::pow(0.2f, delta_time);
}

position_ = sphere.position;
velocity_ = sphere.velocity;
orientation_ = sphere.orientation;
augular_momentum_ = sphere.inertia * sphere.angular_velocity;
}
}

void RegularBall::SetMass(float mass) {
Expand Down