GASATHON/Project/Source/Gasa/GasaPlayerController.cpp

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#include "GasaPlayerController.h"
#include "Engine/LocalPlayer.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
AGasaPlayerController::AGasaPlayerController()
{
bReplicates = true;
}
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void AGasaPlayerController::Move(FInputActionValue const& ActionValue)
{
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APawn* pawn = GetPawn<APawn>();
if (pawn == nullptr )
return;
// Note(Ed): I did the follow optimization for practice, they are completely unnecessary for this context.
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#if 0
FVector2D AxisV = ActionValue.Get<FVector2D>();
FRotator ControlRot = GetControlRotation();
FRotator YawRot = FRotator(0.f, ControlRot.Yaw, 0.f);
FVector FwdDir = FRotationMatrix(YawRot).GetUnitAxis(EAxis::X);
FVector RightDir = FRotationMatrix(YawRot).GetUnitAxis(EAxis::Y);
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PPawn->AddMovementInput(FwdDir, AxisV.Y);
PPawn->AddMovementInput(RightDir, AxisV.X);
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#else
FVector2f AxisV = FVector2f(ActionValue.Get<FVector2D>());
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FQuat4f // FQuat isomorphic to FRotor (Hypothetical Def)
ControlRotor = FQuat4f(GetControlRotation().Quaternion());
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// ControlRotor.Normalize(); // The Quaternion should always be a versor with UE...
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FVector3f HorizontalForward = ControlRotor.RotateVector(FVector3f::ForwardVector);
// HorizontalForward.Normalize();
// TODO(Ed): Profile which is faster just to know... (atan2 vs FindBetweenVectors)
// HorizontalForward.Z = 0;
// FQuat4f
// YawRotor = FQuat4f::FindBetweenVectors(FVector3f::ForwardVector, HorizontalForward);
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// YawRotor.Normalize(); // The Quaternion should always be a versor with UE...
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// Need only one axis of rotation so this might be a possible optimization
float YawAngle = FMath::Atan2(HorizontalForward.Y, HorizontalForward.X);
FQuat4f YawRotor = FQuat4f(FVector3f::UpVector, YawAngle);
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// Rotate the combined input by the yaw rotor to get the movement direction
FVector MoveDir = (FVector) YawRotor.RotateVector( FVector3f(AxisV.Y, AxisV.X, 0.f));
pawn->AddMovementInput( MoveDir );
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#endif
}
#pragma region PlayerController
void AGasaPlayerController::SetupInputComponent()
{
Super::SetupInputComponent();
UEnhancedInputComponent*
EIC = CastChecked<UEnhancedInputComponent>(InputComponent);
{
EIC->BindAction(IA_Move, ETriggerEvent::Triggered, this, &ThisClass::Move);
}
}
#pragma endregion PlayerController
#pragma region Actor
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void AGasaPlayerController::BeginPlay()
{
Super::BeginPlay();
check(IMC);
UEnhancedInputLocalPlayerSubsystem*
EILP_Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
check(EILP_Subsystem);
EILP_Subsystem->AddMappingContext(IMC, 0);
{
bShowMouseCursor = true;
DefaultMouseCursor = EMouseCursor::Default;
FInputModeGameAndUI MouseMode;
MouseMode.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock);
MouseMode.SetHideCursorDuringCapture(false);
SetInputMode(MouseMode);
}
}
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#pragma endregion Actor