From 1dd9a72fb353ce94453f2913aa422956be9b1724 Mon Sep 17 00:00:00 2001 From: MihailRis Date: Fri, 4 Mar 2022 16:53:55 +0300 Subject: [PATCH] Fixed zoom, changed camera shaking parameters --- src/graphics/VoxelRenderer.cpp | 13 +++++++++++- src/objects/Player.h | 1 + src/physics/PhysicsSolver.cpp | 3 ++- src/voxel_engine.cpp | 37 +++++++++++++++++++++------------- 4 files changed, 38 insertions(+), 16 deletions(-) diff --git a/src/graphics/VoxelRenderer.cpp b/src/graphics/VoxelRenderer.cpp index 850c9c48..fde67308 100644 --- a/src/graphics/VoxelRenderer.cpp +++ b/src/graphics/VoxelRenderer.cpp @@ -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); } diff --git a/src/objects/Player.h b/src/objects/Player.h index 4dbd7cbe..72a5c19d 100644 --- a/src/objects/Player.h +++ b/src/objects/Player.h @@ -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(); }; diff --git a/src/physics/PhysicsSolver.cpp b/src/physics/PhysicsSolver.cpp index 4ae16b85..50e0732e 100644 --- a/src/physics/PhysicsSolver.cpp +++ b/src/physics/PhysicsSolver.cpp @@ -5,6 +5,7 @@ #include #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; diff --git a/src/voxel_engine.cpp b/src/voxel_engine.cpp index 341b6d69..1bec7494 100644 --- a/src/voxel_engine.cpp +++ b/src/voxel_engine.cpp @@ -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);