PlayerController class (more OOP)
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26f70b2f04
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@ -1,6 +1,5 @@
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#include "player_control.h"
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#include "graphics/LineBatch.h"
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#include "objects/Player.h"
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#include "physics/PhysicsSolver.h"
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#include "physics/Hitbox.h"
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@ -30,10 +29,11 @@
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#define CHEAT_SPEED_MUL 5.0f
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#define JUMP_FORCE 7.0f
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void update_controls(PhysicsSolver* physics,
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Chunks* chunks,
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Player* player,
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float delta){
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PlayerController::PlayerController(Level* level) : level(level) {
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}
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void PlayerController::update_controls(float delta){
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Player* player = level->player;
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if (Events::jpressed(GLFW_KEY_ESCAPE)){
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Window::setShouldClose(true);
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@ -65,7 +65,7 @@ void update_controls(PhysicsSolver* physics,
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}
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int substeps = (int)(delta * 1000);
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substeps = (substeps <= 0 ? 1 : (substeps > 100 ? 100 : substeps));
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physics->step(chunks, hitbox, delta, substeps, shift, player->flight ? 0.0f : 1.0f);
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level->physics->step(level->chunks, hitbox, delta, substeps, shift, player->flight ? 0.0f : 1.0f);
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camera->position.x = hitbox->position.x;
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camera->position.y = hitbox->position.y + 0.7f;
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camera->position.z = hitbox->position.z;
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@ -169,23 +169,19 @@ void update_controls(PhysicsSolver* physics,
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}
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}
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void update_interaction(Level* level, LineBatch* lineBatch){
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void PlayerController::update_interaction(){
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Chunks* chunks = level->chunks;
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Player* player = level->player;
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Camera* camera = player->camera;
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Lighting* lighting = level->lighting;
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Camera* camera = player->camera;
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vec3 end;
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vec3 norm;
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vec3 iend;
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voxel* vox = chunks->rayCast(camera->position, camera->front, 10.0f, end, norm, iend);
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if (vox != nullptr){
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if (Block::blocks[vox->id]->model == 1){
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lineBatch->box(iend.x+0.5f, iend.y+0.5f, iend.z+0.5f, 1.005f,1.005f,1.005f, 0,0,0,0.5f);
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} else if (Block::blocks[vox->id]->model == 2){
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lineBatch->box(iend.x+0.4f, iend.y+0.3f, iend.z+0.4f, 0.805f,0.805f,0.805f, 0,0,0,0.5f);
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}
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selectedBlockId = vox->id;
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selectedBlockPosition = iend;
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if (Events::jclicked(GLFW_MOUSE_BUTTON_1) && Block::blocks[vox->id]->breakable){
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int x = (int)iend.x;
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int y = (int)iend.y;
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@ -208,5 +204,7 @@ void update_interaction(Level* level, LineBatch* lineBatch){
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int z = (int)iend.z;
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player->choosenBlock = chunks->get(x,y,z)->id;
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}
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} else {
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selectedBlockId = -1;
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}
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}
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@ -1,13 +1,21 @@
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#ifndef PLAYER_CONTROL_H_
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#define PLAYER_CONTROL_H_
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#include <glm/glm.hpp>
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class PhysicsSolver;
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class Chunks;
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class Player;
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class LineBatch;
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class Level;
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void update_controls(PhysicsSolver* physics, Chunks* chunks, Player* player, float delta);
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void update_interaction(Level* level, LineBatch* lineBatch);
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class PlayerController {
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Level* level;
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public:
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glm::vec3 selectedBlockPosition;
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int selectedBlockId = -1;
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PlayerController(Level* level);
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void update_controls(float delta);
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void update_interaction();
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};
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#endif /* PLAYER_CONTROL_H_ */
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@ -78,9 +78,9 @@ void write_world(World* world, Level* level){
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world->wfile->writePlayer(level->player);
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}
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void update_level(World* world, Level* level, vec3 position, float delta, long frame, VoxelRenderer* renderer, LineBatch* lineBatch){
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update_controls(level->physics, level->chunks, level->player, delta);
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update_interaction(level, lineBatch);
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void update_level(World* world, Level* level, vec3 position, float delta, long frame, VoxelRenderer* renderer, PlayerController* playerController){
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playerController->update_controls(delta);
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playerController->update_interaction();
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level->chunks->setCenter(world->wfile, position.x, 0, position.z);
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int freeLoaders = level->chunksController->countFreeLoaders();
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@ -137,6 +137,7 @@ int main() {
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std::cout << "-- preparing systems" << std::endl;
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HudRenderer hud;
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WorldRenderer worldRenderer(level);
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PlayerController playerController(level);
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float lastTime = glfwGetTime();
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float delta = 0.0f;
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@ -161,8 +162,18 @@ int main() {
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devdata = !devdata;
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}
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update_level(world, level, camera->position, delta, frame, worldRenderer.renderer, worldRenderer.lineBatch);
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update_level(world, level, camera->position, delta, frame, worldRenderer.renderer, &playerController);
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worldRenderer.draw(world, camera, assets, occlusion);
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if (playerController.selectedBlockId != -1){
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Block* selectedBlock = Block::blocks[playerController.selectedBlockId];
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LineBatch* lineBatch = worldRenderer.lineBatch;
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vec3 pos = playerController.selectedBlockPosition;
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if (selectedBlock->model == 1){
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lineBatch->box(pos.x+0.5f, pos.y+0.5f, pos.z+0.5f, 1.005f,1.005f,1.005f, 0,0,0,0.5f);
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} else if (selectedBlock->model == 2){
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lineBatch->box(pos.x+0.4f, pos.y+0.3f, pos.z+0.4f, 0.805f,0.805f,0.805f, 0,0,0,0.5f);
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}
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}
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hud.draw(world, level, assets, devdata, fps);
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Window::swapBuffers();
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@ -170,6 +181,8 @@ int main() {
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}
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std::cout << "-- saving world" << std::endl;
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write_world(world, level);
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delete level;
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delete world;
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std::cout << "-- shutting down" << std::endl;
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@ -28,7 +28,7 @@ public:
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}
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void setSeed(int number){
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seed = (unsigned short)number+23729 xor (unsigned short)number+16786;
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seed = ((unsigned short)number+23729 xor (unsigned short)number+16786);
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rand();
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}
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};
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@ -102,7 +102,7 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cy, int cz, int seed){
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float heights[CHUNK_VOL];
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std::cout << calc_height(&noise, cx, cy) << "\n";
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// std::cout << calc_height(&noise, cx, cy) << "\n";
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for (int z = 0; z < CHUNK_D; z++){
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for (int x = 0; x < CHUNK_W; x++){
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@ -130,11 +130,11 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cy, int cz, int seed){
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id = 1;
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} else {
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int tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 16);
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if (tree)
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if (tree) {
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id = tree;
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else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 19))){
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} else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 19))){
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id = tree;
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}else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 23))){
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} else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 23))){
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id = tree;
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}
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}
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