use controller for moving around a test plane

This commit is contained in:
a dinosaur 2024-08-08 16:05:30 +10:00
parent fbff9b77fd
commit 477ce10e68
7 changed files with 314 additions and 9 deletions

View File

@ -17,13 +17,13 @@ public class Application {
}
private func initialize() -> ApplicationExecutionState {
guard SDL_Init(SDL_INIT_VIDEO) >= 0 else {
guard SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD) >= 0 else {
printErr("SDL_Init() error: \(String(cString: SDL_GetError()))")
return .exitFailure
}
// Create SDL window
var windowFlags = SDL_WindowFlags(0)
var windowFlags = SDL_WindowFlags(SDL_WINDOW_METAL)
if cfg.flags.contains(.resizable) {
windowFlags |= SDL_WindowFlags(SDL_WINDOW_RESIZABLE)
}
@ -67,6 +67,10 @@ public class Application {
SDL_Quit()
}
private func beginHandleEvents() {
GameController.instance.newFrame()
}
private func handleEvent(_ event: SDL_Event) -> ApplicationExecutionState {
switch SDL_EventType(event.type) {
case SDL_EVENT_QUIT:
@ -81,6 +85,23 @@ public class Application {
}
return .running
case SDL_EVENT_GAMEPAD_ADDED:
if SDL_IsGamepad(event.gdevice.which) != SDL_FALSE {
GameController.instance.connectedEvent(id: event.gdevice.which)
}
return .running
case SDL_EVENT_GAMEPAD_REMOVED:
GameController.instance.removedEvent(id: event.gdevice.which)
return .running
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
GameController.instance.axisEvent(id: event.gaxis.which,
axis: SDL_GamepadAxis(Int32(event.gaxis.axis)), value: event.gaxis.value)
return .running
case SDL_EVENT_GAMEPAD_BUTTON_DOWN, SDL_EVENT_GAMEPAD_BUTTON_UP:
GameController.instance.buttonEvent(id: event.gbutton.which,
btn: SDL_GamepadButton(Int32(event.gbutton.button)), state: event.gbutton.state)
return .running
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
let backBufferSize = SIMD2(Int(event.window.data1), Int(event.window.data2))
renderer!.resize(size: backBufferSize)
@ -120,6 +141,7 @@ public class Application {
var res = initialize()
quit: while res == .running {
beginHandleEvents()
var event = SDL_Event()
while SDL_PollEvent(&event) > 0 {
res = handleEvent(event)

View File

@ -11,6 +11,8 @@ add_executable(Voxelotl MACOSX_BUNDLE
NSImageLoader.swift
Renderer.swift
GameController.swift
Camera.swift
FPSCalculator.swift
Application.swift
main.swift)

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@ -0,0 +1,37 @@
import simd
struct Camera {
private var position = SIMD3<Float>.zero
private var rotation = SIMD2<Float>.zero
var view: matrix_float4x4 {
.rotate(yawPitch: rotation) * .translate(-position)
}
mutating func update(deltaTime: Float) {
if let pad = GameController.current?.state {
let turning = pad.rightStick.radialDeadzone(min: 0.1, max: 1)
rotation += turning * deltaTime
if rotation.x < 0.0 {
rotation.x += .pi * 2
} else if rotation.x > .pi * 2 {
rotation.x -= .pi * 2
}
rotation.y = rotation.y.clamp(-.pi * 0.5, .pi * 0.5)
let movement = pad.leftStick.cardinalDeadzone(min: 0.1, max: 1)
let rotc = cos(rotation.x), rots = sin(rotation.x)
position += .init(
movement.x * rotc - movement.y * rots,
0,
movement.y * rotc + movement.x * rots
) * deltaTime
if pad.pressed(.back) {
position = .zero
rotation = .zero
}
}
}
}

View File

@ -4,4 +4,7 @@ public extension FloatingPoint {
@inline(__always) func lerp(_ a: Self, _ b: Self) -> Self { b * self + a * (1 - self) }
@inline(__always) func mlerp(_ a: Self, _ b: Self) -> Self { a + (b - a) * self }
@inline(__always) func clamp(_ a: Self, _ b: Self) -> Self { min(max(self, a), b) }
@inline(__always) func saturate() -> Self { self.clamp(0, 1) }
}

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@ -0,0 +1,224 @@
import SDL3
public class GameController {
public struct Pad {
public enum Axes {
case leftStickX, leftStickY
case rightStickX, rightStickY
case leftTrigger, rightTrigger
internal var sdlEnum: SDL_GamepadAxis {
switch self {
case .leftStickX: SDL_GAMEPAD_AXIS_LEFTX
case .leftStickY: SDL_GAMEPAD_AXIS_LEFTY
case .rightStickX: SDL_GAMEPAD_AXIS_RIGHTX
case .rightStickY: SDL_GAMEPAD_AXIS_RIGHTY
case .leftTrigger: SDL_GAMEPAD_AXIS_LEFT_TRIGGER
case .rightTrigger: SDL_GAMEPAD_AXIS_RIGHT_TRIGGER
}
}
}
public struct Buttons: OptionSet {
public let rawValue: Int
public init(rawValue: Int) { self.rawValue = rawValue }
static let east = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_EAST.rawValue)
static let south = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_SOUTH.rawValue)
static let north = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_NORTH.rawValue)
static let west = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_WEST.rawValue)
static let back = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_BACK.rawValue)
static let start = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_START.rawValue)
static let guide = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_GUIDE.rawValue)
static let leftStick = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_LEFT_STICK.rawValue)
static let rightStick = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_RIGHT_STICK.rawValue)
static let leftBumper = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_LEFT_SHOULDER.rawValue)
static let rightBumper = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER.rawValue)
static let dpadLeft = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_DPAD_LEFT.rawValue)
static let dpadRight = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_DPAD_RIGHT.rawValue)
static let dpadUp = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_DPAD_UP.rawValue)
static let dpadDown = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_DPAD_DOWN.rawValue)
static let misc1 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_MISC1.rawValue)
static let misc2 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_MISC2.rawValue)
static let misc3 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_MISC3.rawValue)
static let misc4 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_MISC4.rawValue)
static let misc5 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_MISC5.rawValue)
static let misc6 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_MISC6.rawValue)
static let paddle1 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1.rawValue)
static let paddle2 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_LEFT_PADDLE1.rawValue)
static let paddle3 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2.rawValue)
static let paddle4 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_LEFT_PADDLE2.rawValue)
static let touchPad = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_TOUCHPAD.rawValue)
}
public struct State {
private let _axes: [Int16]
private let _btns: Buttons, _btnImpulse: Buttons
internal init(axes: [Int16], btns: Buttons, btnImpulse: Buttons) {
self._axes = axes
self._btns = btns
self._btnImpulse = btnImpulse
}
public func axis(_ axis: Axes) -> Float {
let raw = rawAxis(axis)
let rescale = raw < 0 ? 1 / Float(-Int(Int16.min)) : 1 / Float(Int16.max)
return Float(raw) * rescale
}
@inline(__always) func rawAxis(_ axis: Axes) -> Int16 {
_axes[Int(axis.sdlEnum.rawValue)]
}
public func down(_ btn: Buttons) -> Bool {
btn.isSubset(of: _btns)
}
public func pressed(_ btn: Buttons) -> Bool {
btn.isSubset(of: _btns.intersection(_btnImpulse))
}
public func released(_ btn: Buttons) -> Bool {
btn.isSubset(of: _btnImpulse.subtracting(_btns))
}
}
public var name: String { String(cString: SDL_GetGamepadName(_sdlPad)) }
public var state: State {
.init(
axes: self._axes,
btns: self._btnCur,
btnImpulse: self._btnCur.symmetricDifference(self._btnPrv))
}
//MARK: - Private
private var _joyInstance: SDL_JoystickID, _sdlPad: OpaquePointer
private var _axes = [Int16](repeating: 0, count: Int(SDL_GAMEPAD_AXIS_MAX.rawValue))
private var _btnCur: Buttons = [], _btnPrv: Buttons = []
internal var instanceID: SDL_JoystickID { _joyInstance }
private init(instance: SDL_JoystickID, pad: OpaquePointer) {
self._joyInstance = instance
self._sdlPad = pad
}
internal static func open(joystickID: SDL_JoystickID) -> Self? {
return if let sdlPad = SDL_OpenGamepad(joystickID) {
.init(instance: joystickID, pad: sdlPad)
} else { nil }
}
internal func close() {
SDL_CloseGamepad(self._sdlPad)
}
internal mutating func buttonEvent(_ btn: SDL_GamepadButton, _ down: Bool) {
if down {
self._btnCur.formUnion(.init(rawValue: 1 << btn.rawValue))
} else {
self._btnCur.subtract(.init(rawValue: 1 << btn.rawValue))
}
}
internal mutating func axisEvent(_ axis: SDL_GamepadAxis, _ value: Int16) {
self._axes[Int(axis.rawValue)] = value
}
internal mutating func newTick() {
self._btnPrv = self._btnCur
}
}
public static func getPad(id: Int32) -> Pad? {
_instance._pads[SDL_JoystickID(id)] ?? nil
}
@inline(__always) public static var current: Pad? {
getPad(id: Int32(_instance._firstID))
}
//MARK: - Private
private static let _instance = GameController()
public static var instance: GameController { _instance }
private var _pads = Dictionary<SDL_JoystickID, Pad>()
private var _firstID: SDL_JoystickID = 0
internal func connectedEvent(id: SDL_JoystickID) {
if _pads.keys.contains(id) {
return
}
if let pad = Pad.open(joystickID: id) {
printErr("Using gamepad #\(pad.instanceID), \"\(pad.name)\"")
if self._firstID == 0 {
self._firstID = id
}
self._pads[id] = pad
}
}
internal func removedEvent(id: SDL_JoystickID) {
if let pad = self._pads.removeValue(forKey: id) {
pad.close()
}
if id == _firstID {
_firstID = _pads.keys.first ?? 0
}
}
internal func buttonEvent(id: SDL_JoystickID, btn: SDL_GamepadButton, state: UInt8) {
_pads[id]?.buttonEvent(btn, state == SDL_PRESSED)
}
internal func axisEvent(id: SDL_JoystickID, axis: SDL_GamepadAxis, value: Int16) {
_pads[id]?.axisEvent(axis, value)
}
internal func newFrame() {
for idx in _pads.values.indices {
_pads.values[idx].newTick()
}
}
}
//MARK: - Stick convenience functions
public extension GameController.Pad.State {
var leftStick: SIMD2<Float> {
.init(axis(.leftStickX), axis(.leftStickY))
}
var rightStick: SIMD2<Float> {
.init(axis(.rightStickX), axis(.rightStickY))
}
}
public extension FloatingPoint {
@inline(__always) internal func axisDeadzone(_ min: Self, _ max: Self) -> Self {
let x = abs(self)
return if x <= min { 0 } else if x >= max {
.init(signOf: self, magnitudeOf: 1)
} else {
.init(signOf: self, magnitudeOf: x - min) / (max - min)
}
}
}
public extension SIMD2 where Scalar: FloatingPoint {
func cardinalDeadzone(min: Scalar, max: Scalar) -> Self {
.init(self.x.axisDeadzone(min, max), self.y.axisDeadzone(min, max))
}
func radialDeadzone(min: Scalar, max: Scalar) -> Self {
let magnitude = (x * x + y * y).squareRoot()
if magnitude == .zero || magnitude < min {
return .zero
} else if magnitude > max {
return self / magnitude
} else {
let rescale = (magnitude - min) / (max - min)
return self / magnitude * rescale
}
}
}

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@ -43,6 +43,19 @@ public extension simd_float4x4 {
.init(0, 0, 0, 1))
}
@inline(__always) static func rotate(yawPitch yp: SIMD2<T>) -> Self { rotate(yaw: yp.x, pitch: yp.y) }
static func rotate(yaw ytheta: T, pitch xtheta: T) -> Self {
let xc = cos(xtheta), xs = sin(xtheta)
let yc = cos(ytheta), ys = sin(ytheta)
return .init(
.init(yc, ys * xs, -ys * xc, 0),
.init( 0, xc, xs, 0),
.init(ys, yc * -xs, yc * xc, 0),
.init( 0, 0, 0, 1))
}
static func orthographic(left: T, right: T, bottom: T, top: T, near: T, far: T) -> Self {
let
invWidth = 1 / (right - left),

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@ -280,26 +280,30 @@ class Renderer {
zfar: -1.0)
}
var time: Float = 0 //FIXME: temp
//FIXME: temp
var camera = Camera()
var time: Float = 0
func paint() throws {
camera.update(deltaTime: 0.025)
#if true
let projection = matrix_float4x4.perspective(
verticalFov: Float(90.0).radians,
verticalFov: Float(60.0).radians,
aspect: aspectRatio,
near: 0.003,
far: 4)
far: 100)
#else
let projection = matrix_float4x4.orthographic(
left: -aspectRatio, right: aspectRatio,
bottom: -1, top: 1,
near: 0, far: -4)
#endif
let view = matrix_float4x4.identity
let view = camera.view
let model: matrix_float4x4 =
.translate(.init(0, sin(time * 0.5) * 0.75, -2)) *
.scale(0.5) *
.rotate(y: time)
.translate(.init(0, -1, 0)) * .scale(.init(10, 0.1, 10))
//.translate(.init(0, sin(time * 0.5) * 0.75, -2)) *
//.scale(0.5) *
//.rotate(y: time)
time += 0.025