Browse Source

Add tilt and pan inversion support

master
C. J. Howard 3 years ago
parent
commit
3fbe38973a
3 changed files with 49 additions and 25 deletions
  1. +2
    -2
      src/animation/frame-scheduler.cpp
  2. +6
    -0
      src/game/bootloader.cpp
  3. +41
    -23
      src/game/states/forage.cpp

+ 2
- 2
src/animation/frame-scheduler.cpp View File

@ -21,8 +21,8 @@
#include <algorithm> #include <algorithm>
frame_scheduler::frame_scheduler(): frame_scheduler::frame_scheduler():
update_callback(nullptr),
render_callback(nullptr),
update_callback([](double, double){}),
render_callback([](double){}),
update_rate(60.0), update_rate(60.0),
update_timestep(1.0 / update_rate), update_timestep(1.0 / update_rate),
max_frame_duration(update_timestep) max_frame_duration(update_timestep)

+ 6
- 0
src/game/bootloader.cpp View File

@ -150,6 +150,12 @@ int bootloader(application* app, int argc, char** argv)
logger->pop_task(EXIT_SUCCESS); logger->pop_task(EXIT_SUCCESS);
// Set update rate
if (ctx->config->contains("update_rate"))
{
app->set_update_rate((*ctx->config)["update_rate"].get<double>());
}
// Setup initial application state // Setup initial application state
application::state initial_state; application::state initial_state;
initial_state.name = "loading"; initial_state.name = "loading";

+ 41
- 23
src/game/states/forage.cpp View File

@ -271,18 +271,36 @@ void setup_controls(game::context* ctx)
const float dolly_speed = 20.0f; const float dolly_speed = 20.0f;
const float truck_speed = dolly_speed; const float truck_speed = dolly_speed;
const float pedestal_speed = 30.0f; const float pedestal_speed = 30.0f;
float mouse_sensitivity = 1.0f;
float gamepad_sensitivity = 1.0f;
if (ctx->config->contains("mouse_sensitivity"))
mouse_sensitivity = math::radians((*ctx->config)["mouse_sensitivity"].get<float>());
if (ctx->config->contains("gamepad_sensitivity"))
gamepad_sensitivity = math::radians((*ctx->config)["gamepad_sensitivity"].get<float>());
float mouse_look_sensitivity = 1.0f;
bool mouse_invert_tilt = false;
bool mouse_invert_pan = false;
float gamepad_look_sensitivity = 1.0f;
bool gamepad_invert_tilt = false;
bool gamepad_invert_pan = false;
if (ctx->config->contains("mouse_look_sensitivity"))
mouse_look_sensitivity = math::radians((*ctx->config)["mouse_look_sensitivity"].get<float>());
if (ctx->config->contains("mouse_invert_tilt"))
mouse_invert_tilt = math::radians((*ctx->config)["mouse_invert_tilt"].get<bool>());
if (ctx->config->contains("mouse_invert_pan"))
mouse_invert_pan = math::radians((*ctx->config)["mouse_invert_pan"].get<bool>());
if (ctx->config->contains("gamepad_look_sensitivity"))
gamepad_look_sensitivity = math::radians((*ctx->config)["gamepad_look_sensitivity"].get<float>());
if (ctx->config->contains("gamepad_invert_tilt"))
gamepad_invert_tilt = math::radians((*ctx->config)["gamepad_invert_tilt"].get<bool>());
if (ctx->config->contains("gamepad_invert_pan"))
gamepad_invert_pan = math::radians((*ctx->config)["gamepad_invert_pan"].get<bool>());
const input::control* move_slow = ctx->controls["move_slow"]; const input::control* move_slow = ctx->controls["move_slow"];
const input::control* move_fast = ctx->controls["move_fast"]; const input::control* move_fast = ctx->controls["move_fast"];
const input::control* mouse_rotate = ctx->controls["mouse_rotate"]; const input::control* mouse_rotate = ctx->controls["mouse_rotate"];
float mouse_tilt_factor = mouse_look_sensitivity * (mouse_invert_tilt ? -1.0f : 1.0f);
float mouse_pan_factor = mouse_look_sensitivity * (mouse_invert_pan ? -1.0f : 1.0f);
float gamepad_tilt_factor = gamepad_look_sensitivity * (gamepad_invert_tilt ? -1.0f : 1.0f);
float gamepad_pan_factor = gamepad_look_sensitivity * (gamepad_invert_pan ? -1.0f : 1.0f);
ctx->controls["dolly_forward"]->set_active_callback ctx->controls["dolly_forward"]->set_active_callback
( (
[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast](float value) [ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast](float value)
@ -403,64 +421,64 @@ void setup_controls(game::context* ctx)
// Pan left // Pan left
ctx->controls["pan_left_gamepad"]->set_active_callback ctx->controls["pan_left_gamepad"]->set_active_callback
( (
[ctx, three_dof_eid, gamepad_sensitivity](float value)
[ctx, three_dof_eid, gamepad_pan_factor](float value)
{ {
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.yaw += gamepad_sensitivity * value * (1.0f / 60.0f);
three_dof.yaw += gamepad_pan_factor * value * (1.0f / 60.0f);
} }
); );
ctx->controls["pan_left_mouse"]->set_active_callback ctx->controls["pan_left_mouse"]->set_active_callback
( (
[ctx, three_dof_eid, mouse_sensitivity, mouse_rotate](float value)
[ctx, three_dof_eid, mouse_pan_factor, mouse_rotate](float value)
{ {
if (!mouse_rotate->is_active()) if (!mouse_rotate->is_active())
return; return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.yaw += mouse_sensitivity * value * (1.0f / 60.0f);
three_dof.yaw += mouse_pan_factor * value * (1.0f / 60.0f);
} }
); );
// Pan right // Pan right
ctx->controls["pan_right_gamepad"]->set_active_callback ctx->controls["pan_right_gamepad"]->set_active_callback
( (
[ctx, three_dof_eid, gamepad_sensitivity](float value)
[ctx, three_dof_eid, gamepad_pan_factor](float value)
{ {
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.yaw -= gamepad_sensitivity * value * (1.0f / 60.0f);
three_dof.yaw -= gamepad_pan_factor * value * (1.0f / 60.0f);
} }
); );
ctx->controls["pan_right_mouse"]->set_active_callback ctx->controls["pan_right_mouse"]->set_active_callback
( (
[ctx, three_dof_eid, mouse_sensitivity, mouse_rotate](float value)
[ctx, three_dof_eid, mouse_pan_factor, mouse_rotate](float value)
{ {
if (!mouse_rotate->is_active()) if (!mouse_rotate->is_active())
return; return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.yaw -= mouse_sensitivity * value * (1.0f / 60.0f);
three_dof.yaw -= mouse_pan_factor * value * (1.0f / 60.0f);
} }
); );
// Tilt up // Tilt up
ctx->controls["tilt_up_gamepad"]->set_active_callback ctx->controls["tilt_up_gamepad"]->set_active_callback
( (
[ctx, three_dof_eid, gamepad_sensitivity](float value)
[ctx, three_dof_eid, gamepad_tilt_factor](float value)
{ {
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.pitch -= gamepad_sensitivity * value * (1.0f / 60.0f);
three_dof.pitch -= gamepad_tilt_factor * value * (1.0f / 60.0f);
three_dof.pitch = std::max<float>(math::radians(-90.0f), three_dof.pitch); three_dof.pitch = std::max<float>(math::radians(-90.0f), three_dof.pitch);
} }
); );
ctx->controls["tilt_up_mouse"]->set_active_callback ctx->controls["tilt_up_mouse"]->set_active_callback
( (
[ctx, three_dof_eid, mouse_sensitivity, mouse_rotate](float value)
[ctx, three_dof_eid, mouse_tilt_factor, mouse_rotate](float value)
{ {
if (!mouse_rotate->is_active()) if (!mouse_rotate->is_active())
return; return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.pitch -= mouse_sensitivity * value * (1.0f / 60.0f);
three_dof.pitch -= mouse_tilt_factor * value * (1.0f / 60.0f);
three_dof.pitch = std::max<float>(math::radians(-90.0f), three_dof.pitch); three_dof.pitch = std::max<float>(math::radians(-90.0f), three_dof.pitch);
} }
); );
@ -468,22 +486,22 @@ void setup_controls(game::context* ctx)
// Tilt down // Tilt down
ctx->controls["tilt_down_gamepad"]->set_active_callback ctx->controls["tilt_down_gamepad"]->set_active_callback
( (
[ctx, three_dof_eid, gamepad_sensitivity](float value)
[ctx, three_dof_eid, gamepad_tilt_factor](float value)
{ {
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.pitch += gamepad_sensitivity * value * (1.0f / 60.0f);
three_dof.pitch += gamepad_tilt_factor * value * (1.0f / 60.0f);
three_dof.pitch = std::min<float>(math::radians(90.0f), three_dof.pitch); three_dof.pitch = std::min<float>(math::radians(90.0f), three_dof.pitch);
} }
); );
ctx->controls["tilt_down_mouse"]->set_active_callback ctx->controls["tilt_down_mouse"]->set_active_callback
( (
[ctx, three_dof_eid, mouse_sensitivity, mouse_rotate](float value)
[ctx, three_dof_eid, mouse_tilt_factor, mouse_rotate](float value)
{ {
if (!mouse_rotate->is_active()) if (!mouse_rotate->is_active())
return; return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid); auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.pitch += mouse_sensitivity * value * (1.0f / 60.0f);
three_dof.pitch += mouse_tilt_factor * value * (1.0f / 60.0f);
three_dof.pitch = std::min<float>(math::radians(90.0f), three_dof.pitch); three_dof.pitch = std::min<float>(math::radians(90.0f), three_dof.pitch);
} }
); );

Loading…
Cancel
Save