1 #include "playercontroller.h"
2 #include <msp/game/root.h>
3 #include <msp/game/stage.h>
9 PlayerController::PlayerController(Game::Stage &s):
11 player_setup{ .physical={ .body={ .mass=1, .moment_of_inertia=0.8f }, .collider={ .type=ColliderType::CIRCLE, .radius=0.8f }},
12 .mesh={ .object_name="Bass guitar.object" },
13 .speed=12.0f, .turn_rate=4.71f }
16 void PlayerController::set_controls(Controls *c)
20 player_ship = Game::Owned<Ship>(stage.get_root(), player_setup);
23 void PlayerController::tick(Time::TimeDelta dt)
28 float dt_secs = dt/Time::sec;
30 const Ship::Setup &setup = player_ship->get_setup();
31 float thrust = setup.speed*setup.speed;
32 float torque = setup.turn_rate*setup.turn_rate;
34 Game::Handle<Game::Transform> transform = player_ship->get_transform();
35 LinAl::Vector<float, 2> fwd_dir = normalize(transform->get_world_matrix().column(0).slice<2>(0));
36 Game::Handle<RigidBody> body = player_ship->get_body();
38 body->add_force(fwd_dir*(controls->forward.get_value()*thrust));
39 const LinAl::Vector<float, 2> &velocity = body->get_velocity();
40 float speed = velocity.norm();
42 body->add_force(velocity*-min(speed+setup.speed/speed, 1.0f/dt_secs));
44 body->add_torque(controls->turn_left.get_value()*torque);
45 Geometry::Angle<float> angular_vel = body->get_angular_velocity();
46 Geometry::Angle<float> angular_speed = abs(angular_vel);
47 if(abs(angular_speed.radians())>1e-5)
48 body->add_torque(angular_vel.radians()*-min(angular_speed.radians()+setup.turn_rate/angular_speed.radians(), 1.0f/dt_secs));