Better Physics a little, New UI! And not only that, More simple scripting, Yey!!!!

This commit is contained in:
Anemunt
2026-01-01 00:35:51 -05:00
parent ac1fab021c
commit b5bbbc2937
18 changed files with 2528 additions and 373 deletions

View File

@@ -8,6 +8,8 @@ struct ControllerState {
float pitch = 0.0f;
float yaw = 0.0f;
float verticalVelocity = 0.0f;
glm::vec3 debugVelocity = glm::vec3(0.0f);
bool debugGrounded = false;
bool initialized = false;
};
@@ -38,23 +40,6 @@ void bindSettings(ScriptContext& ctx) {
ctx.AutoSetting("enforceRigidbody", enforceRigidbody);
ctx.AutoSetting("showDebug", showDebug);
}
void ensureComponents(ScriptContext& ctx, float height, float radius) {
if (!ctx.object) return;
if (enforceCollider) {
ctx.object->hasCollider = true;
ctx.object->collider.enabled = true;
ctx.object->collider.type = ColliderType::Capsule;
ctx.object->collider.convex = true;
ctx.object->collider.boxSize = glm::vec3(radius * 2.0f, height, radius * 2.0f);
}
if (enforceRigidbody) {
ctx.object->hasRigidbody = true;
ctx.object->rigidbody.enabled = true;
ctx.object->rigidbody.useGravity = true;
ctx.object->rigidbody.isKinematic = false;
}
}
} // namespace
extern "C" void Script_OnInspector(ScriptContext& ctx) {
@@ -63,19 +48,24 @@ extern "C" void Script_OnInspector(ScriptContext& ctx) {
ImGui::TextUnformatted("Standalone Movement Controller");
ImGui::Separator();
bool changed = false;
changed |= ImGui::DragFloat3("Walk/Run/Jump", &moveTuning.x, 0.05f, 0.0f, 25.0f, "%.2f");
changed |= ImGui::DragFloat2("Look Sens/Clamp", &lookTuning.x, 0.01f, 0.0f, 500.0f, "%.2f");
changed |= ImGui::DragFloat3("Height/Radius/Snap", &capsuleTuning.x, 0.02f, 0.0f, 5.0f, "%.2f");
changed |= ImGui::DragFloat3("Gravity/Probe/MaxFall", &gravityTuning.x, 0.05f, -50.0f, 50.0f, "%.2f");
changed |= ImGui::Checkbox("Enable Mouse Look", &enableMouseLook);
changed |= ImGui::Checkbox("Hold RMB to Look", &requireMouseButton);
changed |= ImGui::Checkbox("Force Collider", &enforceCollider);
changed |= ImGui::Checkbox("Force Rigidbody", &enforceRigidbody);
changed |= ImGui::Checkbox("Show Debug", &showDebug);
ImGui::DragFloat3("Walk/Run/Jump", &moveTuning.x, 0.05f, 0.0f, 25.0f, "%.2f");
ImGui::DragFloat2("Look Sens/Clamp", &lookTuning.x, 0.01f, 0.0f, 500.0f, "%.2f");
ImGui::DragFloat3("Height/Radius/Snap", &capsuleTuning.x, 0.02f, 0.0f, 5.0f, "%.2f");
ImGui::DragFloat3("Gravity/Probe/MaxFall", &gravityTuning.x, 0.05f, -50.0f, 50.0f, "%.2f");
ImGui::Checkbox("Enable Mouse Look", &enableMouseLook);
ImGui::Checkbox("Hold RMB to Look", &requireMouseButton);
ImGui::Checkbox("Force Collider", &enforceCollider);
ImGui::Checkbox("Force Rigidbody", &enforceRigidbody);
ImGui::Checkbox("Show Debug", &showDebug);
if (changed) {
ctx.SaveAutoSettings();
if (showDebug && ctx.object) {
auto it = g_states.find(ctx.object->id);
if (it != g_states.end()) {
const ControllerState& state = it->second;
ImGui::Separator();
ImGui::Text("Move (%.2f, %.2f, %.2f)", state.debugVelocity.x, state.debugVelocity.y, state.debugVelocity.z);
ImGui::Text("Grounded: %s", state.debugGrounded ? "yes" : "no");
}
}
}
@@ -89,14 +79,16 @@ void Begin(ScriptContext& ctx, float /*deltaTime*/) {
state.verticalVelocity = 0.0f;
state.initialized = true;
}
ensureComponents(ctx, capsuleTuning.x, capsuleTuning.y);
if (enforceCollider) ctx.EnsureCapsuleCollider(capsuleTuning.x, capsuleTuning.y);
if (enforceRigidbody) ctx.EnsureRigidbody(true, false);
}
void TickUpdate(ScriptContext& ctx, float deltaTime) {
if (!ctx.object) return;
ControllerState& state = getState(ctx.object->id);
ensureComponents(ctx, capsuleTuning.x, capsuleTuning.y);
if (enforceCollider) ctx.EnsureCapsuleCollider(capsuleTuning.x, capsuleTuning.y);
if (enforceRigidbody) ctx.EnsureRigidbody(true, false);
const float walkSpeed = moveTuning.x;
const float runSpeed = moveTuning.y;
@@ -125,17 +117,9 @@ void TickUpdate(ScriptContext& ctx, float deltaTime) {
}
}
glm::quat q = glm::quat(glm::radians(glm::vec3(state.pitch, state.yaw, 0.0f)));
glm::vec3 forward = glm::normalize(q * glm::vec3(0.0f, 0.0f, -1.0f));
glm::vec3 right = glm::normalize(q * glm::vec3(1.0f, 0.0f, 0.0f));
glm::vec3 planarForward = glm::normalize(glm::vec3(forward.x, 0.0f, forward.z));
glm::vec3 planarRight = glm::normalize(glm::vec3(right.x, 0.0f, right.z));
if (!std::isfinite(planarForward.x) || glm::length(planarForward) < 1e-3f) {
planarForward = glm::vec3(0.0f, 0.0f, -1.0f);
}
if (!std::isfinite(planarRight.x) || glm::length(planarRight) < 1e-3f) {
planarRight = glm::vec3(1.0f, 0.0f, 0.0f);
}
glm::vec3 planarForward(0.0f);
glm::vec3 planarRight(0.0f);
ctx.GetPlanarYawPitchVectors(state.pitch, state.yaw, planarForward, planarRight);
glm::vec3 move(0.0f);
if (ImGui::IsKeyDown(ImGuiKey_W)) move += planarForward;
@@ -195,8 +179,8 @@ void TickUpdate(ScriptContext& ctx, float deltaTime) {
}
if (showDebug) {
ImGui::Text("Move (%.2f, %.2f, %.2f)", velocity.x, velocity.y, velocity.z);
ImGui::Text("Grounded: %s", grounded ? "yes" : "no");
state.debugVelocity = velocity;
state.debugGrounded = grounded;
}
}