use decompose/composeMatrix for transforms and add mouse controls for rotation

This commit is contained in:
Nick Fisher
2024-02-03 14:11:02 +08:00
parent 63a52025dd
commit 48a1c6dc0b
10 changed files with 204 additions and 64 deletions

View File

@@ -19,54 +19,103 @@ class EntityTransformController {
bool _back = false;
bool _rotateLeft = false;
bool _rotateRight = false;
double _rotY = 0;
int? forwardAnimationIndex;
int? backwardAnimationIndex;
int? strafeLeftAnimationIndex;
int? strafeRightAnimationIndex;
EntityTransformController(this.controller, this._entity,
{this.translationSpeed = 1, this.rotationRadsPerSecond = pi / 2}) {
{this.translationSpeed = 1,
this.rotationRadsPerSecond = pi / 2,
this.forwardAnimationIndex,
this.backwardAnimationIndex,
this.strafeLeftAnimationIndex,
this.strafeRightAnimationIndex}) {
var translationSpeedPerTick = translationSpeed / (1000 / 16.667);
var rotationRadsPerTick = rotationRadsPerSecond / (1000 / 16.667);
_ticker = Timer.periodic(const Duration(milliseconds: 16), (timer) {
_update(translationSpeedPerTick);
_update(translationSpeedPerTick, rotationRadsPerTick);
});
}
void _update(double translationSpeedPerTick) async {
bool _enabled = true;
void enable() {
_enabled = true;
}
void disable() {
_enabled = false;
}
void _update(
double translationSpeedPerTick, double rotationRadsPerTick) async {
if (!_enabled) {
return;
}
var _position = v.Vector3.zero();
var _rotation = v.Quaternion.identity();
bool requiresUpdate = false;
bool updateTranslation = false;
if (_forward) {
_position.add(v.Vector3(0, 0, -translationSpeedPerTick));
requiresUpdate = true;
updateTranslation = true;
}
if (_back) {
_position.add(v.Vector3(0, 0, translationSpeedPerTick));
requiresUpdate = true;
updateTranslation = true;
}
if (_strafeLeft) {
_position.add(v.Vector3(-translationSpeedPerTick, 0, 0));
requiresUpdate = true;
updateTranslation = true;
}
if (_strafeRight) {
_position.add(v.Vector3(translationSpeedPerTick, 0, 0));
requiresUpdate = true;
updateTranslation = true;
}
// todo - better to use pitch/yaw/roll
if (_rotateLeft) {}
if (_rotateRight) {}
bool updateRotation = false;
var _rotation = v.Quaternion.identity();
if (requiresUpdate) {
double rads = 0.0;
if (_rotY != 0) {
rads = _rotY! * pi / 1000;
var rotY = v.Quaternion.axisAngle(v.Vector3(0, 1, 0), rads).normalized();
_rotation = rotY;
updateRotation = true;
_rotY = 0;
}
if (updateTranslation) {
await controller.setPosition(
_entity, _position.x, _position.y, _position.z,
relative: true);
}
if (updateRotation) {
var axis = _rotation.axis;
await controller.setRotationQuat(_entity, _rotation, relative: true);
}
}
void look(double deltaX) async {
_rotY -= deltaX;
}
void dispose() {
_ticker.cancel();
}
void forwardPressed() {
print("forward");
bool _playingForwardAnimation = false;
void forwardPressed() async {
_forward = true;
if (forwardAnimationIndex != null) {
if (!_playingForwardAnimation) {
await controller.playAnimation(_entity, forwardAnimationIndex!,
loop: true);
_playingForwardAnimation = true;
}
}
}
Timer? _forwardTimer;
@@ -76,8 +125,12 @@ class EntityTransformController {
void forwardReleased() async {
_forwardTimer?.cancel();
_forwardTimer = Timer(Duration(milliseconds: 50), () {
_forwardTimer = Timer(Duration(milliseconds: 50), () async {
_forward = false;
_playingForwardAnimation = false;
if (forwardAnimationIndex != null) {
await controller.stopAnimation(_entity, forwardAnimationIndex!);
}
});
}