#include "player.h" Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) { } void Player::TurnLeftRight(float value) { m_rotX += value; if (m_rotX > 45) m_rotX = 45; else if (m_rotX < -45) m_rotX = -45; } void Player::TurnTopBottom(float value) { m_rotY += value; } void Player::Move(bool front, bool back, bool left, bool right, bool jump, float elapsedTime) { float xrotrad, yrotrad; if (m_accjmp == 0 && jump && !jumped) { m_accjmp = 0.3; jumped = true; } else if (m_position.y > -0.2f && m_accjmp != 0) if (m_accjmp > 0.1f) { if (jump) { m_accjmp *= 0.95 - m_accjmp * elapsedTime; m_accjmp -= elapsedTime * 1.1; } else { m_accjmp *= 0.75 - m_accjmp * elapsedTime; m_accjmp -= elapsedTime * 1.1; } } else { if (jump) m_accjmp -= elapsedTime * 0.7; else m_accjmp -= elapsedTime * 0.9; } else m_accjmp = 0; if (!jump) jumped = false; // Bloque les sauts à répétition en tenant le bouton de saut. if (m_position.y < 0) { // Suivi de mouvement pour l'atterrissage. m_position.y += elapsedTime * 5; if (m_position.y > 0.f) m_position.y = 0; } m_position.y += m_accjmp; if (front) { if (m_accWS < 10) m_accWS += elapsedTime * 30; else m_accWS = 10; yrotrad = (m_rotY / 180 * 3.141592654f); xrotrad = (m_rotX / 180 * 3.141592654f); m_position.x += float(sin(yrotrad)) * elapsedTime * m_accWS; m_position.z += float(-cos(yrotrad)) * elapsedTime * m_accWS; // m_position.y += float(-sin(xrotrad)) * elapsedTime * 20; // à remettre pour implémenter une fonction de vol. } else if (back) { if (m_accWS > -10) m_accWS -= elapsedTime * 30; else m_accWS = -10; yrotrad = (m_rotY / 180 * 3.141592654f); xrotrad = (m_rotX / 180 * 3.141592654f); m_position.x += float(-sin(yrotrad)) * elapsedTime * -m_accWS; m_position.z += float(cos(yrotrad)) * elapsedTime * -m_accWS; // m_position.y += float(sin(xrotrad)) * elapsedTime * 20; // à remettre pour implémenter une fonction de vol. } else if (m_accWS != 0) { m_accWS = m_accWS > 0 ? m_accWS - elapsedTime * 60 : m_accWS + elapsedTime * 60; yrotrad = (m_rotY / 180 * 3.141592654f); xrotrad = (m_rotX / 180 * 3.141592654f); m_position.x += float(sin(yrotrad)) * elapsedTime * m_accWS; m_position.z += float(-cos(yrotrad)) * elapsedTime * m_accWS; if (m_accWS < 1 && m_accWS > -1) m_accWS = 0; } if (left) { if (m_accAD < 10) m_accAD += elapsedTime * 30; else m_accAD = 10; yrotrad = (m_rotY / 180 * 3.141592654f); m_position.x += float(-cos(yrotrad)) * elapsedTime * m_accAD; m_position.z += float(-sin(yrotrad)) * elapsedTime * m_accAD; } else if (right) { if (m_accAD > -10) m_accAD -= elapsedTime * 30; else m_accAD = -10; yrotrad = (m_rotY / 180 * 3.141592654f); m_position.x += float(cos(yrotrad)) * elapsedTime * -m_accAD; m_position.z += float(sin(yrotrad)) * elapsedTime * -m_accAD; } else if (m_accAD != 0) { m_accAD = m_accAD > 0 ? m_accAD - elapsedTime * 60 : m_accAD + elapsedTime * 60; yrotrad = (m_rotY / 180 * 3.141592654f); m_position.x += float(-cos(yrotrad)) * elapsedTime * m_accAD; m_position.z += float(-sin(yrotrad)) * elapsedTime * m_accAD; if (m_accAD < 1 && m_accAD > -1) m_accAD = 0; } // Gestion de si le personnage va en diagonale pour qu'il n'aille pas plus vite que s'il allait en ligne droite: SQRT(10^2+10^2) = ~12. if ((m_accWS >= 0? m_accWS: -m_accWS + m_accAD >= 0 ? m_accAD : -m_accAD) > 12) { m_accWS *= 0.9f; m_accAD *= 0.9f; } } void Player::ApplyTransformation(Transformation& transformation, bool rel) const { transformation.ApplyRotation(-m_rotX, 1, 0, 0); transformation.ApplyRotation(-m_rotY, 0, 1, 0); if (rel) transformation.ApplyTranslation(-m_position); }