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authornathansmithsmith <thenathansmithsmith@gmail.com>2023-07-16 18:57:08 -0600
committernathansmithsmith <thenathansmithsmith@gmail.com>2023-07-16 18:57:08 -0600
commited1704f9a110c9fa909dccb3169bf388f48279e4 (patch)
treeb153bddd10a82dbcb7c5c3253e3466b61d5326ba /src/entities
parent9eeb5293fc0d022298fb772338241aa7e8672dac (diff)
Chatgpt saved my ass again
Diffstat (limited to 'src/entities')
-rw-r--r--src/entities/mussolini.c46
-rw-r--r--src/entities/mussolini.h7
-rw-r--r--src/entities/soldato.c17
3 files changed, 51 insertions, 19 deletions
diff --git a/src/entities/mussolini.c b/src/entities/mussolini.c
index 2770d2f..9ea54c7 100644
--- a/src/entities/mussolini.c
+++ b/src/entities/mussolini.c
@@ -1,32 +1,44 @@
#include "mussolini.h"
#include "assets.h"
#include "game.h"
+#include "util.h"
void initMussolini(Entity * entity, Game * game) {
entity->model = &game->assets.models[MUSSOLINI_ASSET];
+
+ // PID configs.
+ PIDConfig stickPIDConfig = {
+ .kP = 0.5,
+ .kI = 0.0,
+ .kD = 0.0,
+ .angleMode = false,
+ .doClamp = false,
+ .min = 0.0,
+ .max = 0.0
+ };
+
+ // Allocate data.
+ entity->data = KF_MALLOC(sizeof(Mussolini));
+
+ if (entity->data == NULL) {
+ ALLOCATION_ERROR;
+ return;
+ }
+
+ Mussolini * data = (Mussolini*)entity->data;
+ data->xStickPID = createPID(stickPIDConfig);
+ data->yStickPID = createPID(stickPIDConfig);
+ data->zStickPID = createPID(stickPIDConfig);
}
void closeMussolini(Entity * entity) {
+ if (entity->data != NULL)
+ KF_FREE(entity->data);
}
void updateMussolini(Game * game, Entity * entity) {
- Entity * player = getEntityFromWorld(game->world, 0);
-
- float pitch = Vector2Angle(
- (Vector2){entity->position.y, entity->position.x},
- (Vector2){player->position.y, player->position.x}
- );
-
- float yaw = Vector2Angle(
- (Vector2){entity->position.x, entity->position.z},
- (Vector2){player->position.x, player->position.z}
- );
-
- entity->rotation = QuaternionFromEuler(
- pitch - (PI/2),
- -(yaw - (PI/2)),
- 0.0
- );
+ Entity * ship = getEntityFromWorld(game->world, 0);
+ Mussolini * data = (Mussolini*)entity->data;
}
void drawMussolini(Game * game, Entity * entity) {
diff --git a/src/entities/mussolini.h b/src/entities/mussolini.h
index ee595f5..46520a7 100644
--- a/src/entities/mussolini.h
+++ b/src/entities/mussolini.h
@@ -1,9 +1,16 @@
#include "gameCommon.h"
#include "entity.h"
+#include "PID.h"
#ifndef MUSSOLINI_H
#define MUSSOLINI_H
+typedef struct Mussolini {
+ PID xStickPID;
+ PID yStickPID;
+ PID zStickPID;
+} Mussolini;
+
void initMussolini(Entity * entity, Game * game);
void closeMussolini(Entity * entity);
void updateMussolini(Game * game, Entity * entity);
diff --git a/src/entities/soldato.c b/src/entities/soldato.c
index da8df84..f19faa7 100644
--- a/src/entities/soldato.c
+++ b/src/entities/soldato.c
@@ -3,14 +3,27 @@
void initSoldato(Entity * entity, Game * game) {
entity->model = &game->assets.models[SOLDATO_ASSET];
- entity->velocity.angularVelocity = (AxisAngle){(Vector3){1.0, 1.0, 1.0}, 1.0};
}
void closeSoldato(Entity * entity) {
}
void updateSoldato(Game * game, Entity * entity) {
- entityUpdateRotation(entity);
+ Entity * player = getEntityFromWorld(game->world, 0);
+
+ // Get direction.
+ Vector3 direction = Vector3Subtract(entity->position, player->position);
+ direction = Vector3Normalize(direction);
+
+ // Get look at and rotation.
+ Matrix matrix = MatrixLookAt(Vector3Zero(), direction, (Vector3){0, 1, 0});
+ Quaternion rotation = QuaternionFromMatrix(matrix);
+ rotation = QuaternionInvert(rotation);
+
+ entity->rotation = rotation;
+
+ entity->velocity.velocity = Vector3Scale(direction, -10.0);
+ entityUpdatePosition(entity);
}
void drawSoldato(Game * game, Entity * entity) {