Files
Modularity/Scripts/StandaloneMovementController.cpp

189 lines
7.2 KiB
C++

#include "ScriptRuntime.h"
#include "SceneObject.h"
#include "ThirdParty/imgui/imgui.h"
#include <unordered_map>
namespace {
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;
};
std::unordered_map<int, ControllerState> g_states;
glm::vec3 moveTuning = glm::vec3(4.5f, 7.5f, 6.5f); // walk speed, run speed, jump
glm::vec3 lookTuning = glm::vec3(0.12f, 200.0f, 0.0f); // sensitivity, max delta clamp, reserved
glm::vec3 capsuleTuning = glm::vec3(1.8f, 0.4f, 0.2f); // height, radius, ground snap
glm::vec3 gravityTuning = glm::vec3(-9.81f, 0.4f, 30.0f); // gravity, probe extra, max fall speed
bool enableMouseLook = true;
bool requireMouseButton = false;
bool enforceCollider = true;
bool enforceRigidbody = true;
bool showDebug = false;
ControllerState& getState(int id) {
return g_states[id];
}
void bindSettings(ScriptContext& ctx) {
ctx.AutoSetting("moveTuning", moveTuning);
ctx.AutoSetting("lookTuning", lookTuning);
ctx.AutoSetting("capsuleTuning", capsuleTuning);
ctx.AutoSetting("gravityTuning", gravityTuning);
ctx.AutoSetting("enableMouseLook", enableMouseLook);
ctx.AutoSetting("requireMouseButton", requireMouseButton);
ctx.AutoSetting("enforceCollider", enforceCollider);
ctx.AutoSetting("enforceRigidbody", enforceRigidbody);
ctx.AutoSetting("showDebug", showDebug);
}
} // namespace
extern "C" void Script_OnInspector(ScriptContext& ctx) {
bindSettings(ctx);
ImGui::TextUnformatted("Standalone Movement Controller");
ImGui::Separator();
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 (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");
}
}
}
void Begin(ScriptContext& ctx, float /*deltaTime*/) {
if (!ctx.object) return;
bindSettings(ctx);
ControllerState& state = getState(ctx.object->id);
if (!state.initialized) {
state.pitch = ctx.object->rotation.x;
state.yaw = ctx.object->rotation.y;
state.verticalVelocity = 0.0f;
state.initialized = true;
}
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);
if (enforceCollider) ctx.EnsureCapsuleCollider(capsuleTuning.x, capsuleTuning.y);
if (enforceRigidbody) ctx.EnsureRigidbody(true, false);
const float walkSpeed = moveTuning.x;
const float runSpeed = moveTuning.y;
const float jumpStrength = moveTuning.z;
const float lookSensitivity = lookTuning.x;
const float maxMouseDelta = glm::max(5.0f, lookTuning.y);
const float height = capsuleTuning.x;
const float radius = capsuleTuning.y;
const float groundSnap = capsuleTuning.z;
const float gravity = gravityTuning.x;
const float probeExtra = gravityTuning.y;
const float maxFall = glm::max(1.0f, gravityTuning.z);
if (enableMouseLook) {
bool allowLook = !requireMouseButton || ImGui::IsMouseDown(ImGuiMouseButton_Right);
if (allowLook) {
ImGuiIO& io = ImGui::GetIO();
glm::vec2 delta(io.MouseDelta.x, io.MouseDelta.y);
float len = glm::length(delta);
if (len > maxMouseDelta) {
delta *= (maxMouseDelta / len);
}
state.yaw -= delta.x * 50.0f * lookSensitivity * deltaTime;
state.pitch -= delta.y * 50.0f * lookSensitivity * deltaTime;
state.pitch = std::clamp(state.pitch, -89.0f, 89.0f);
}
}
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;
if (ImGui::IsKeyDown(ImGuiKey_S)) move -= planarForward;
if (ImGui::IsKeyDown(ImGuiKey_D)) move += planarRight;
if (ImGui::IsKeyDown(ImGuiKey_A)) move -= planarRight;
if (glm::length(move) > 0.001f) move = glm::normalize(move);
bool sprint = ImGui::IsKeyDown(ImGuiKey_LeftShift) || ImGui::IsKeyDown(ImGuiKey_RightShift);
float targetSpeed = sprint ? runSpeed : walkSpeed;
glm::vec3 velocity = move * targetSpeed;
float capsuleHalf = std::max(0.1f, height * 0.5f);
glm::vec3 physVel;
bool havePhysVel = ctx.GetRigidbodyVelocity(physVel);
if (havePhysVel) state.verticalVelocity = physVel.y;
glm::vec3 hitPos(0.0f);
glm::vec3 hitNormal(0.0f, 1.0f, 0.0f);
float hitDist = 0.0f;
float probeDist = capsuleHalf + probeExtra;
glm::vec3 rayStart = ctx.object->position + glm::vec3(0.0f, 0.1f, 0.0f);
bool hitGround = ctx.RaycastClosest(rayStart, glm::vec3(0.0f, -1.0f, 0.0f), probeDist,
&hitPos, &hitNormal, &hitDist);
bool grounded = hitGround && hitNormal.y > 0.25f &&
hitDist <= capsuleHalf + groundSnap &&
state.verticalVelocity <= 0.35f;
if (!hitGround) {
grounded = ctx.object->position.y <= capsuleHalf + 0.12f && state.verticalVelocity <= 0.35f;
}
if (grounded) {
state.verticalVelocity = 0.0f;
if (!havePhysVel) {
if (hitGround) {
ctx.object->position.y = std::max(ctx.object->position.y, hitPos.y + capsuleHalf);
} else {
ctx.object->position.y = capsuleHalf;
}
}
if (ImGui::IsKeyDown(ImGuiKey_Space)) {
state.verticalVelocity = jumpStrength;
}
} else {
state.verticalVelocity += gravity * deltaTime;
}
state.verticalVelocity = std::clamp(state.verticalVelocity, -maxFall, maxFall);
velocity.y = state.verticalVelocity;
glm::vec3 rotation(state.pitch, state.yaw, 0.0f);
ctx.object->rotation = rotation;
ctx.SetRigidbodyRotation(rotation);
if (!ctx.SetRigidbodyVelocity(velocity)) {
ctx.object->position += velocity * deltaTime;
}
if (showDebug) {
state.debugVelocity = velocity;
state.debugGrounded = grounded;
}
}
void Spec(ScriptContext& /*ctx*/, float /*deltaTime*/) {}
void TestEditor(ScriptContext& /*ctx*/, float /*deltaTime*/) {}