fekalnigtacko/src/game/character.hpp
2026-02-09 17:22:49 +01:00

79 lines
1.5 KiB
C++

#pragma once
#include "entity.hpp"
#include "BulletCollision/CollisionDispatch/btGhostObject.h"
#include "BulletDynamics/Character/btKinematicCharacterController.h"
namespace game
{
using CharacterInputFlags = uint8_t;
enum CharacterInputType
{
CIN_FORWARD,
CIN_BACKWARD,
CIN_LEFT,
CIN_RIGHT,
CIN_JUMP,
};
struct CapsuleShape
{
float radius;
float height;
CapsuleShape(float radius, float height) : radius(radius), height(height) {}
};
struct CharacterInfo
{
CapsuleShape shape = CapsuleShape(0.3f, 0.75f);
};
class Character : public Entity
{
public:
using Super = Entity;
Character(World& world, const CharacterInfo& info);
virtual void Update() override;
virtual void SendInitData(Player& player, net::OutMessage& msg) const override;
void SetInput(CharacterInputType type, bool enable);
void SetInputs(CharacterInputFlags inputs) { in_ = inputs; }
void SetForwardYaw(float yaw) { forward_yaw_ = yaw; }
void SetPosition(const glm::vec3& position);
~Character() override;
private:
void UpdateMovement();
void SendUpdateMsg();
void Move(glm::vec3& velocity, float t);
private:
CapsuleShape shape_;
// glm::vec3 position_ = glm::vec3(0.0f);
// glm::vec3 velocity_ = glm::vec3(0.0f);
CharacterInputFlags in_ = 0;
btCapsuleShapeZ bt_shape_;
btPairCachingGhostObject bt_ghost_;
btKinematicCharacterController bt_character_;
float yaw_ = 0.0f;
float forward_yaw_ = 0.0f;
float walk_speed_ = 2.0f;
};
} // namespace game