Fixed zoom, changed camera shaking parameters

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MihailRis 2022-03-04 16:53:55 +03:00 committed by GitHub
parent cdc8a26a30
commit 1dd9a72fb3
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4 changed files with 38 additions and 16 deletions

View File

@ -295,7 +295,7 @@ Mesh* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks){
for (int z = 0; z < CHUNK_D; z++){
for (int x = 0; x < CHUNK_W; x++){
voxel vox = chunk->voxels[(y * CHUNK_D + z) * CHUNK_W + x];
if (vox.id == 9)
if (vox.id == 9 || vox.id == 4)
continue;
_renderBlock(buffer, x, y, z, chunks, vox, index);
}
@ -312,5 +312,16 @@ Mesh* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks){
}
}
}
for (int y = 0; y < CHUNK_H; y++){
for (int z = 0; z < CHUNK_D; z++){
for (int x = 0; x < CHUNK_W; x++){
voxel vox = chunk->voxels[(y * CHUNK_D + z) * CHUNK_W + x];
if (vox.id != 4)
continue;
_renderBlock(buffer, x, y, z, chunks, vox, index);
}
}
}
return new Mesh(buffer, index / VERTEX_SIZE, chunk_attrs);
}

View File

@ -15,6 +15,7 @@ public:
float camX, camY;
float cameraShaking = 0.0f;
float cameraShakingTimer = 0.0f;
glm::vec3 interpVel {0.0f, 0.0f, 0.0f};
Player(glm::vec3 position, float speed, Camera* camera);
~Player();
};

View File

@ -5,6 +5,7 @@
#include <iostream>
#define E 0.03
#define DEFAULT_FRICTION 10.0
PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) {
}
@ -83,7 +84,7 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
if (chunks->isObstacle(x,y,z)){
vel.y *= 0.0;
pos.y = y + 1 + half.y;
int f = 18.0;
int f = DEFAULT_FRICTION;
vel.x *= max(0.0, 1.0 - dt * f);
vel.z *= max(0.0, 1.0 - dt * f);
hitbox->grounded = true;

View File

@ -70,13 +70,14 @@ void close_world(WorldFiles* wfile, Chunks* chunks){
#define RUN_SPEED_MUL 1.5f
#define CROUCH_ZOOM 0.9f
#define RUN_ZOOM 1.1f
#define C_ZOOM 0.5f
#define C_ZOOM 0.1f
#define ZOOM_SPEED 16.0f
#define DEFAULT_AIR_DAMPING 0.1f
#define PLAYER_NOT_ONGROUND_DAMPING 18.0f
#define CAMERA_SHAKING_OFFSET 0.027f
#define CAMERA_SHAKING_SPEED 1.8f
#define CAMERA_SHAKING_DELTA_K 3.0f
#define PLAYER_NOT_ONGROUND_DAMPING 10.0f
#define CAMERA_SHAKING_OFFSET 0.025f
#define CAMERA_SHAKING_OFFSET_Y 0.031f
#define CAMERA_SHAKING_SPEED 1.6f
#define CAMERA_SHAKING_DELTA_K 10.0f
void update_controls(PhysicsSolver* physics,
Chunks* chunks,
@ -112,27 +113,35 @@ void update_controls(PhysicsSolver* physics,
camera->position.z = hitbox->position.z;
// Camera shaking
player->interpVel = player->interpVel * (1.0f - delta * 5) + hitbox->velocity * delta * 0.1f;
if (hitbox->grounded && player->interpVel.y < 0.0f){
player->interpVel.y *= -30.0f;
}
float factor = hitbox->grounded ? length(vec2(hitbox->velocity.x, hitbox->velocity.z)) : 0.0f;
player->cameraShakingTimer += delta * factor * CAMERA_SHAKING_SPEED;
float shakeTimer = player->cameraShakingTimer;
player->cameraShaking = player->cameraShaking * (1.0f - delta * CAMERA_SHAKING_DELTA_K) + factor * delta * CAMERA_SHAKING_DELTA_K;
camera->position += camera->right * sin(shakeTimer) * CAMERA_SHAKING_OFFSET * player->cameraShaking;
camera->position += camera->up * abs(cos(shakeTimer)) * CAMERA_SHAKING_OFFSET * player->cameraShaking;
camera->position += camera->up * abs(cos(shakeTimer)) * CAMERA_SHAKING_OFFSET_Y * player->cameraShaking;
camera->position -= player->interpVel * 0.05f;
// Field of view manipulations
float dt = min(1.0f, delta * ZOOM_SPEED);
if (dt > 1.0f)
dt = 1.0f;
float zoomValue = 1.0f;
if (shift){
speed *= CROUCH_SPEED_MUL;
camera->position.y += CROUCH_SHIFT_Y;
camera->zoom = CROUCH_ZOOM * dt + camera->zoom * (1.0f - dt);
zoomValue = CROUCH_ZOOM;
} else if (sprint){
speed *= RUN_SPEED_MUL;
camera->zoom = RUN_ZOOM * dt + camera->zoom * (1.0f - dt);
} else {
camera->zoom = dt + camera->zoom * (1.0f - dt);
zoomValue = RUN_ZOOM;
}
if (zoom)
camera->zoom = C_ZOOM * dt + camera->zoom * (1.0f - dt);
zoomValue *= C_ZOOM;
camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt);
if (Events::pressed(GLFW_KEY_SPACE) && hitbox->grounded){
hitbox->velocity.y = 6.0f;
@ -163,8 +172,8 @@ void update_controls(PhysicsSolver* physics,
if (!hitbox->grounded)
hitbox->linear_damping = PLAYER_NOT_ONGROUND_DAMPING;
hitbox->velocity.x += dir.x * speed * delta * 16;
hitbox->velocity.z += dir.z * speed * delta * 16;
hitbox->velocity.x += dir.x * speed * delta * 9;
hitbox->velocity.z += dir.z * speed * delta * 9;
}
if (Events::_cursor_locked){
@ -236,7 +245,7 @@ int main() {
Chunks *chunks = new Chunks(34,1,34, 0,0,0);
Player* player = new Player(vec3(camera->position), 5.0f, camera);
Player* player = new Player(vec3(camera->position), 4.0f, camera);
wfile->readPlayer(player);
camera->rotation = mat4(1.0f);
camera->rotate(player->camY, player->camX, 0);