GASATHON/Project/Source/Gasa/GasaPlayerController.cpp
2024-04-12 22:05:09 -04:00

127 lines
3.9 KiB
C++

#include "GasaPlayerController.h"
#include "Engine/LocalPlayer.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "Character/GasaCharacter.h"
AGasaPlayerController::AGasaPlayerController()
{
bReplicates = true;
}
void AGasaPlayerController::Move(FInputActionValue const& ActionValue)
{
APawn* pawn = GetPawn<APawn>();
if (pawn == nullptr )
return;
// Note(Ed): I did the follow optimization for practice, they are completely unnecessary for this context.
#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);
PPawn->AddMovementInput(FwdDir, AxisV.Y);
PPawn->AddMovementInput(RightDir, AxisV.X);
#else
FVector2f AxisV = FVector2f(ActionValue.Get<FVector2D>());
FQuat4f // FQuat isomorphic to FRotor (Hypothetical Def)
ControlRotor = FQuat4f(GetControlRotation().Quaternion());
// ControlRotor.Normalize(); // The Quaternion should always be a versor with UE...
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);
// YawRotor.Normalize(); // The Quaternion should always be a versor with UE...
// 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);
// 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 );
#endif
}
#pragma region PlayerController
void AGasaPlayerController::PlayerTick(float DeltaTime)
{
Super::PlayerTick(DeltaTime);
// Cursor Trace
for (int32 do_once = 0; do_once != 1; ++ do_once)
{
FHitResult CursorHit;
GetHitResultUnderCursor(ECC_Pawn, false, CursorHit);
if (! CursorHit.bBlockingHit)
break;
HoverPrev = HoverCurr;
HoverCurr = Cast<AGasaCharacter>(CursorHit.GetActor());
if (HoverPrev == nullptr)
{
// We didn't have a prev to de-highlight so we just need to highlight newly detected character.
if (HoverCurr)
HoverCurr->Highlight();
// No matter what we need to not go to the next case as there is no previous.
break;
}
//else Previous is valid...
// We are no longer hovering the previous with no new character, we just need to de-highlight previous.
if ( HoverCurr == nullptr )
HoverPrev->Dehighlight();
// We had a prev and curr change between frames. They both don't match; we need to switch highlighting.
else if ( HoverPrev != HoverCurr )
{
HoverPrev->Dehighlight();
HoverCurr->Highlight();
}
}
}
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
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);
}
}
#pragma endregion Actor