diff --git a/src/GameBall/logic/player_input.cpp b/src/GameBall/logic/player_input.cpp index c002a91..95a4aec 100644 --- a/src/GameBall/logic/player_input.cpp +++ b/src/GameBall/logic/player_input.cpp @@ -13,6 +13,9 @@ PlayerInput PlayerInputController::GetInput() { input_.move_left = (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS); input_.move_right = (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS); input_.brake = (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS); + input_.accelerate = (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS); + input_.decelerate = (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS); + input_.remake = (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS); auto camera_controller = app_->CameraController(); auto pitch_yaw = camera_controller->GetPitchYaw(); auto pitch = pitch_yaw.x; diff --git a/src/GameBall/logic/player_input.h b/src/GameBall/logic/player_input.h index 98b60c0..20af58d 100644 --- a/src/GameBall/logic/player_input.h +++ b/src/GameBall/logic/player_input.h @@ -12,6 +12,9 @@ struct PlayerInput { bool move_left{false}; bool move_right{false}; bool brake{false}; + bool accelerate{false}; + bool decelerate{false}; + bool remake{false}; glm::vec3 orientation{0.0f, 0.0f, 1.0f}; }; diff --git a/src/GameBall/logic/units/regular_ball.cpp b/src/GameBall/logic/units/regular_ball.cpp index af1cc95..93a4919 100644 --- a/src/GameBall/logic/units/regular_ball.cpp +++ b/src/GameBall/logic/units/regular_ball.cpp @@ -45,44 +45,58 @@ void RegularBall::UpdateTick() { 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}; - // } - // } - // } - + 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}; + } + + if (input.accelerate) { + sphere.angular_velocity += sphere.angular_velocity * delta_time * 3.6f; + } + if (input.decelerate) { + sphere.angular_velocity -= sphere.angular_velocity * delta_time * 7.2f; + } + if (input.remake) { + sphere.position = glm::vec3{0.0f, 1.0f, 0.0f}; + sphere.velocity = glm::vec3{0.0f}; + } + + } + + } + + sphere.velocity *= std::pow(0.5f, delta_time); sphere.angular_velocity *= std::pow(0.2f, delta_time); @@ -90,6 +104,7 @@ void RegularBall::UpdateTick() { velocity_ = sphere.velocity; orientation_ = sphere.orientation; augular_momentum_ = sphere.inertia * sphere.angular_velocity; + } void RegularBall::SetMass(float mass) {