#include "player.hpp" #include "utils/godot_macros.hpp" #include #include void Player::_bind_methods() { #define CLASSNAME Player GDFUNCTION(get_input_directions); } void Player::_ready() { if(gd::Engine::get_singleton()->is_editor_hint()) return; // setup input callbacks this->input = this->get_node("%PlayerInput"); this->input->listen_to(utils::PlayerInput::Listener("dir_left", "dir_right", callable_mp(this, &Player::_on_dir_horizontal))); this->input->listen_to(utils::PlayerInput::Listener("dir_backward", "dir_forward", callable_mp(this, &Player::_on_dir_vertical))); this->input->listen_to(utils::PlayerInput::Listener("fire", callable_mp(this, &Player::_on_fire))); this->input->listen_to(utils::PlayerInput::Listener("run", callable_mp(this, &Player::_on_run))); // get components this->anim_tree = this->get_node("CharacterModel/AnimationTree"); this->model_node = this->get_node("%CharacterModel"); // setup camera this->camera_parent = this->get_node("%CameraParent"); this->camera_parent->set_global_rotation(this->get_global_rotation()); } void Player::_process(double delta) { if(gd::Engine::get_singleton()->is_editor_hint()) return; // process rotations this->process_rotate(delta); // global character rotation this->process_transform_camera(delta); // camera input rotation // set the global motion based on model-space motion vector gd::Basis const &model_basis{this->model_node->get_global_basis()}; this->anim_tree->set_walk_speed(gd::Math::max(0.f, model_basis.get_column(2).dot(this->camera_parent->get_basis().get_column(2)))); gd::Vector3 const local_motion{this->anim_tree->get_root_motion_position()}; gd::Vector3 const motion { local_motion.x * model_basis.get_column(0) + local_motion.y * model_basis.get_column(1) + local_motion.z * model_basis.get_column(2) + (this->is_on_floor() ? gd::Vector3{} : gd::Vector3{0.f, -0.05f, 0.f}) // add some gravity if required }; this->set_velocity(motion / delta); // velocity has to be in m/s, root motion is framerate-dependent. meters/second=distance/time. } void Player::_physics_process(double delta [[maybe_unused]]) { if(gd::Engine::get_singleton()->is_editor_hint()) return; this->move_and_slide(); } void Player::damage() { this->anim_tree->death_animation(); } void Player::process_transform_camera(double delta) { this->camera_parent->set_global_position(this->get_global_position()); float const camera_speed{float(delta) * (this->anim_tree->match_tags(PlayerAnimTree::Aim) ? this->AIMING_CAMERA_ROTATION_SPEED : this->CAMERA_ROTATION_SPEED)}; this->camera_parent->rotate_y(this->input_directions.x * -camera_speed); } void Player::process_rotate(double delta) { if(this->anim_tree->match_tags(PlayerAnimTree::Tags::Turn)) { //! the signed angle difference between the left axes of the camera parent and Player float const diff{-this->camera_parent->get_global_basis().get_column(0).signed_angle_to(this->get_global_basis().get_column(0), {0.f, 1.f, 0.f})}; float const dir{gd::Math::sign(diff)}; //! the maximum rotation to allow for this frame float const speed{float(delta) * this->ROTATION_SPEED}; float const actual_speed{speed < gd::Math::abs(diff) ? dir * speed : diff}; // rotate by max allowed or full difference, whichever has the smaller magnitude this->rotate_y(actual_speed); this->anim_tree->set_target_turn_speed(gd::Math::clamp(diff * 2.f, -1.f, 1.f) * M_PI_2f *0.9f); } } void Player::_on_dir_horizontal(gd::Ref, float value) { this->input_directions.x = value; } void Player::_on_dir_vertical(gd::Ref, float value) { this->input_directions.y = value; this->anim_tree->set_aim_weapon(value <= AIM_INPUT_THRESHOLD); this->anim_tree->set_is_walking(value > WALK_INPUT_THRESHOLD); } void Player::_on_fire(gd::Ref event, float) { if(event->is_pressed()) { this->anim_tree->set_fire_weapon(); this->anim_tree->set_stab(); } } void Player::_on_run(gd::Ref event, float) { if(event->is_pressed()) this->anim_tree->set_is_running(); } gd::Vector2 Player::get_input_directions() const { return this->input_directions; }