/*
* This file is part of Vanilla.
*
* Copyright (c) 2011 Spout LLC <http://www.spout.org/>
* Vanilla is licensed under the Spout License Version 1.
*
* Vanilla is free software: you can redistribute it and/or modify it under
* the terms of the GNU Lesser General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version.
*
* In addition, 180 days after any changes are published, you can use the
* software, incorporating those changes, under the terms of the MIT license,
* as described in the Spout License Version 1.
*
* Vanilla is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for
* more details.
*
* You should have received a copy of the GNU Lesser General Public License,
* the MIT license and the Spout License Version 1 along with this program.
* If not, see <http://www.gnu.org/licenses/> for the GNU Lesser General Public
* License and see <http://spout.in/licensev1> for the full license, including
* the MIT license.
*/
package org.spout.vanilla.component.entity.player;
import org.spout.api.component.entity.EntityComponent;
import org.spout.api.component.entity.PhysicsComponent;
import org.spout.api.entity.Player;
import org.spout.api.entity.state.PlayerInputState;
import org.spout.api.geo.discrete.Transform;
import org.spout.math.imaginary.Quaternionf;
import org.spout.math.vector.Vector3f;
import org.spout.vanilla.component.entity.misc.EntityHead;
public class PlayerMovementExecutor extends EntityComponent {
@Override
public void onAttached() {
if (!(getOwner() instanceof Player)) {
throw new UnsupportedOperationException("PlayerMovementExecutor can only be attached to players!");
}
}
// TODO: vanilla input
@Override
public void onTick(float dt) {
Player player = (Player) getOwner();
Transform ts = player.getPhysics().getTransform();
PlayerInputState inputState = player.input();
PhysicsComponent sc = player.getPhysics();
Vector3f offset = Vector3f.ZERO;
float speed = 50;
if (inputState.getForward()) {
offset = offset.sub(ts.forwardVector().mul(speed * dt));
}
if (inputState.getBackward()) {
offset = offset.add(ts.forwardVector().mul(speed * dt));
}
if (inputState.getLeft()) {
offset = offset.sub(ts.rightVector().mul(speed * dt));
}
if (inputState.getRight()) {
offset = offset.add(ts.rightVector().mul(speed * dt));
}
if (inputState.getJump()) {
offset = offset.add(ts.upVector().mul(speed * dt));
}
if (inputState.getCrouch()) {
offset = offset.sub(ts.upVector().mul(speed * dt));
}
player.get(EntityHead.class).setOrientation(Quaternionf.fromAxesAnglesDeg(inputState.pitch(), inputState.yaw(), ts.getRotation().getAxesAngleDeg().getZ()));
player.getPhysics().translate(offset);
player.getPhysics().setRotation(Quaternionf.fromAxesAnglesDeg(inputState.pitch(), inputState.yaw(), ts.getRotation().getAxesAngleDeg().getZ()));
}
}