Implement rudimentary player movement; fix geometry logic bugs

master
outfrost 2020-06-04 01:59:20 +02:00
parent 065f63e66d
commit 3509d29964
7 changed files with 34 additions and 10 deletions

View File

@ -22,6 +22,7 @@ sources ::= main.c \
engine/scene.c \
engine/tga.c \
engine/ui.c \
game/input.c \
game/level.c \
game/player.c

View File

@ -17,17 +17,19 @@ Transform identity() {
Transform multiply(Transform t1, Transform t2) {
GLfloat* a = (GLfloat*) &t1;
GLfloat* b = (GLfloat*) &t2;
Transform result;
GLfloat* c = (GLfloat*) &result;
for (size_t row = 0; row < 4; ++row) {
for (size_t col = 0; col < 4; ++col) {
b[(row * 4) + col] =
c[(row * 4) + col] =
a[(row * 4) + 0] * b[(0 * 4) + col]
+ a[(row * 4) + 1] * b[(1 * 4) + col]
+ a[(row * 4) + 2] * b[(2 * 4) + col]
+ a[(row * 4) + 3] * b[(3 * 4) + col];
}
}
return t2;
return result;
}
void translate(Transform* transform, Vector3D vec) {
@ -47,6 +49,7 @@ void rotate(Transform* transform, Vector3D axis, float angle) {
float sinA = sinf(angle);
float cosA = cosf(angle);
float omcA = 1 - cosA;
*transform = multiply(
(Transform) { l*l*omcA + cosA, m*l*omcA - n*sinA, n*l*omcA + m*sinA, 0.0f,
l*m*omcA + n*sinA, m*m*omcA + cosA, n*m*omcA - l*sinA, 0.0f,
@ -55,7 +58,7 @@ void rotate(Transform* transform, Vector3D axis, float angle) {
*transform);
}
Vector3D applyTransform(Transform* transform, Vector3D vec) {
Vector3D applyTransform(Transform transform, Vector3D vec) {
GLfloat* a = (GLfloat*) &transform;
GLfloat b[4] = { vec.x, vec.y, vec.z, 1.0f };
GLfloat c[4];

View File

@ -25,7 +25,7 @@ Transform identity();
Transform multiply(Transform t1, Transform t2);
void translate(Transform* transform, Vector3D vec);
void rotate(Transform* transform, Vector3D axis, float angle);
Vector3D applyTransform(Transform* transform, Vector3D vec);
Vector3D applyTransform(Transform transform, Vector3D vec);
Vector3D translationOf(Transform transform);
Vector3D normalized(Vector3D vec);

View File

@ -5,10 +5,16 @@
void onKeyPressed(unsigned char key, int x, int y) {
switch (key) {
case 'w':
playerMovementInput(0.0f, 1.0f);
break;
case 's':
playerMovementInput(0.0f, -1.0f);
break;
case 'a':
playerMovementInput(-1.0f, 0.0f);
break;
case 'd':
//playerMovementInput();
playerMovementInput(1.0f, 0.0f);
break;
default:
break;

View File

@ -4,10 +4,14 @@
#include "engine/render.h"
Scene* playerCharacter;
static Transform movementDirectionTransform;
void initPlayer() {
movementDirectionTransform = identity();
rotate(&movementDirectionTransform, (Vector3D) { 0.0f, 1.0f, 0.0f }, - TAU / 8.0f);
playerCharacter = newScene();
cameraAnchor = playerCharacter;
playerCharacter->solid = importSolid("assets/playercharacter.3ds");
@ -19,8 +23,17 @@ void spawnPlayer(Transform transform) {
}
void playerMovementInput(float x, float y) {
Transform rotation = identity();
rotate(&rotation, (Vector3D) { 0.0f, 1.0f, 0.0f }, TAU / 8.0f);
Vector3D movementDirection = (Vector3D) { x, 0.0f, -y };
movementDirection = normalized(applyTransform(&rotation, movementDirection));
if (!playerCharacter) {
return;
}
Vector3D direction = (Vector3D) { x, 0.0f, -y };
direction = normalized(
applyTransform(movementDirectionTransform, direction));
float velocity = 1.0f;
Vector3D movement = { direction.x * velocity,
direction.y * velocity,
direction.z * velocity };
translate(&(playerCharacter->transform), movement);
}

View File

@ -6,6 +6,7 @@
#include "engine/render.h"
#include "engine/ui.h"
#include "game/input.h"
#include "game/level.h"
#include "game/player.h"
@ -50,7 +51,7 @@ int main(int argc, char** argv) {
glutDisplayFunc(renderFrame);
glutReshapeFunc(resizeStage);
//glutKeyboardFunc(key_pressed);
glutKeyboardFunc(onKeyPressed);
//glutMouseFunc(mouse_button_event);
//glutMotionFunc(mouse_motion_event);