add physX colliders ,add trigger, colliders now can visible, some rotation for cs and native cpp connection
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115
ExampleApp/Src/FPSPlayer.cs
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115
ExampleApp/Src/FPSPlayer.cs
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using System;
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using Prism;
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namespace FPSExample
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{
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public class FPSPlayer : Entity
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{
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public float WalkingSpeed = 10.0F;
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public float RunSpeed = 20.0F;
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public float JumpForce = 50.0F;
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public float MouseSensitivity = 10.0F;
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public Vec3 Forward = new Vec3(0.0f, 0.0f, 1.0f);
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private bool m_Colliding = false;
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private float m_CurrentSpeed;
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private RigidBodyComponent m_RigidBody;
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private TransformComponent m_Transform;
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private TransformComponent m_CameraTransform;
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private Entity m_CameraEntity;
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private Vec2 m_LastMousePosition;
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private float m_CameraRotationX = 0.0f;
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private float m_RotationY = 0.0f;
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void OnCreate()
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{
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m_Transform = GetComponent<TransformComponent>();
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m_RigidBody = GetComponent<RigidBodyComponent>();
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m_CurrentSpeed = WalkingSpeed;
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AddCollisionBeginCallback((n) => { m_Colliding = true; });
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AddCollisionEndCallback((n) => { m_Colliding = false; });
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m_CameraEntity = FindEntityByTag("Camera");
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m_CameraTransform = m_CameraEntity.GetComponent<TransformComponent>();
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m_LastMousePosition = Input.GetMousePosition();
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Input.SetCursorMode(Input.CursorMode.Locked);
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}
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void OnUpdate(float ts)
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{
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Forward = m_Transform.Forward;
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if (Input.IsKeyPressed(KeyCode.Escape) && Input.GetCursorMode() == Input.CursorMode.Locked)
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{
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Input.SetCursorMode(Input.CursorMode.Normal);
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}
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m_CurrentSpeed = Input.IsKeyPressed(KeyCode.LeftControl) ? RunSpeed : WalkingSpeed;
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UpdateRotation(ts);
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UpdateMovement();
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UpdateCameraTransform();
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}
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private void UpdateRotation(float ts)
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{
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Vec2 currentMousePosition = Input.GetMousePosition();
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Vec2 delta = m_LastMousePosition - currentMousePosition;
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if (delta.X != 0)
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{
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m_RotationY += delta.X * MouseSensitivity * ts;
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}
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m_RigidBody.Rotate(new Vec3(0.0F, delta.X * MouseSensitivity, 0.0f) * ts);
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if (delta.Y != 0.0F)
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{
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m_CameraRotationX += delta.Y * MouseSensitivity * ts;
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m_CameraRotationX = Mathf.Clamp(m_CameraRotationX, -80.0f, 80.0f);
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}
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m_LastMousePosition = currentMousePosition;
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}
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private void UpdateMovement()
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{
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if (Input.IsKeyPressed(KeyCode.W))
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m_RigidBody.AddForce(m_Transform.Forward * m_CurrentSpeed);
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else if (Input.IsKeyPressed(KeyCode.S))
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m_RigidBody.AddForce(m_Transform.Forward * -m_CurrentSpeed);
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if (Input.IsKeyPressed(KeyCode.A))
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m_RigidBody.AddForce(m_Transform.Right * -m_CurrentSpeed);
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else if (Input.IsKeyPressed(KeyCode.D))
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m_RigidBody.AddForce(m_Transform.Right * m_CurrentSpeed);
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if (Input.IsKeyPressed(KeyCode.Space) && m_Colliding)
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m_RigidBody.AddForce(Vec3.Up * JumpForce);
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}
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private void UpdateCameraTransform(){
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// TODO: This workflow needs to be improved. (Will be fixed by object parenting)
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Mat4 cameraTransform = m_CameraTransform.Transform;
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Vec3 cameraTranslation = cameraTransform.Translation;
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Vec3 translation = m_Transform.Transform.Translation;
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cameraTranslation.XZ = translation.XZ;
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cameraTranslation.Y = translation.Y + 1.5F;
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cameraTransform.Translation = cameraTranslation;
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m_CameraTransform.Transform = cameraTransform;
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m_CameraTransform.Rotation = new Vec3(m_CameraRotationX, m_RotationY, 0.0f);
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}
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}
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}
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