#include "player_control.h" #include "Player.h" #include "../physics/PhysicsSolver.h" #include "../physics/Hitbox.h" #include "../lighting/Lighting.h" #include "../world/Level.h" #include "../content/Content.h" #include "../voxels/Block.h" #include "../voxels/voxel.h" #include "../voxels/Chunks.h" #include "../window/Camera.h" #include "../window/Events.h" #include "../window/input.h" #include "../core_defs.h" #define CROUCH_SPEED_MUL 0.25f #define CROUCH_SHIFT_Y -0.2f #define RUN_SPEED_MUL 1.5f #define CROUCH_ZOOM 0.9f #define RUN_ZOOM 1.1f #define C_ZOOM 0.1f #define ZOOM_SPEED 16.0f #define PLAYER_GROUND_DAMPING 10.0f #define PLAYER_AIR_DAMPING 7.0f #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 #define FLIGHT_SPEED_MUL 4.0f #define CHEAT_SPEED_MUL 5.0f #define JUMP_FORCE 7.0f PlayerController::PlayerController(Level* level, const EngineSettings& settings) : level(level), player(level->player), camSettings(settings.camera) { } void PlayerController::refreshCamera() { level->player->camera->position = level->player->hitbox->position + cameraOffset; } void PlayerController::updateKeyboard() { input.moveForward = Events::active(BIND_MOVE_FORWARD); input.moveBack = Events::active(BIND_MOVE_BACK); input.moveLeft = Events::active(BIND_MOVE_LEFT); input.moveRight = Events::active(BIND_MOVE_RIGHT); input.sprint = Events::active(BIND_MOVE_SPRINT); input.shift = Events::active(BIND_MOVE_CROUCH); input.cheat = Events::active(BIND_MOVE_CHEAT); input.jump = Events::active(BIND_MOVE_JUMP); input.zoom = Events::active(BIND_CAM_ZOOM); input.noclip = Events::jactive(BIND_PLAYER_NOCLIP); input.flight = Events::jactive(BIND_PLAYER_FLIGHT); // block choice for (int i = 1; i < 10; i++){ if (Events::jpressed(keycode::NUM_0+i)){ player->choosenBlock = i; } } } void PlayerController::resetKeyboard() { input.zoom = false; input.moveForward = false; input.moveBack = false; input.moveLeft = false; input.moveRight = false; input.sprint = false; input.shift = false; input.cheat = false; input.jump = false; } void PlayerController::updateControls(float delta){ Player* player = level->player; Camera* camera = player->camera; Hitbox* hitbox = player->hitbox; bool cameraShaking = camSettings.shaking; bool crouch = input.shift && hitbox->grounded && !input.sprint; float speed = player->speed; if (player->flight){ speed *= FLIGHT_SPEED_MUL; } if (input.cheat){ speed *= CHEAT_SPEED_MUL; cameraShaking = false; } if (crouch) { speed *= CROUCH_SPEED_MUL; } else if (input.sprint) { speed *= RUN_SPEED_MUL; } vec3 dir(0,0,0); if (input.moveForward){ dir.x += camera->dir.x; dir.z += camera->dir.z; } if (input.moveBack){ dir.x -= camera->dir.x; dir.z -= camera->dir.z; } if (input.moveRight){ dir.x += camera->right.x; dir.z += camera->right.z; } if (input.moveLeft){ dir.x -= camera->right.x; dir.z -= camera->right.z; } if (length(dir) > 0.0f){ dir = normalize(dir); hitbox->velocity.x += dir.x * speed * delta * 9; hitbox->velocity.z += dir.z * speed * delta * 9; } int substeps = (int)(delta * 1000); substeps = (substeps <= 0 ? 1 : (substeps > 100 ? 100 : substeps)); level->physics->step(level->chunks, hitbox, delta, substeps, crouch, player->flight ? 0.0f : 1.0f, !player->noclip); if (player->flight && hitbox->grounded) { player->flight = false; } if (input.jump && hitbox->grounded){ hitbox->velocity.y = JUMP_FORCE; } cameraOffset = vec3(0.0f, 0.7f, 0.0f); if (cameraShaking) { 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; cameraOffset += camera->right * sin(shakeTimer) * CAMERA_SHAKING_OFFSET * player->cameraShaking; cameraOffset += camera->up * abs(cos(shakeTimer)) * CAMERA_SHAKING_OFFSET_Y * player->cameraShaking; cameraOffset -= min(player->interpVel * 0.05f, 1.0f); } if ((input.flight && !player->noclip) || (input.noclip && player->flight == player->noclip)){ player->flight = !player->flight; if (player->flight){ hitbox->grounded = false; } } if (input.noclip) { player->noclip = !player->noclip; } if (camSettings.fovEvents){ float dt = min(1.0f, delta * ZOOM_SPEED); float zoomValue = 1.0f; if (crouch){ cameraOffset += vec3(0.f, CROUCH_SHIFT_Y, 0.f); zoomValue = CROUCH_ZOOM; } else if (input.sprint){ zoomValue = RUN_ZOOM; } if (input.zoom) zoomValue *= C_ZOOM; camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt); } hitbox->linear_damping = PLAYER_GROUND_DAMPING; if (player->flight){ hitbox->linear_damping = PLAYER_AIR_DAMPING; hitbox->velocity.y *= 1.0f - delta * 9; if (input.jump){ hitbox->velocity.y += speed * delta * 9; } if (input.shift){ hitbox->velocity.y -= speed * delta * 9; } } if (!hitbox->grounded) { hitbox->linear_damping = PLAYER_AIR_DAMPING; } input.noclip = false; input.flight = false; } void PlayerController::updateCameraControl() { Camera* camera = player->camera; float rotX = -Events::deltaX / Window::height * 2; float rotY = -Events::deltaY / Window::height * 2; if (input.zoom){ rotX /= 4; rotY /= 4; } player->camX += rotX; player->camY += rotY; if (player->camY < -radians(89.9f)){ player->camY = -radians(89.9f); } if (player->camY > radians(89.9f)){ player->camY = radians(89.9f); } camera->rotation = mat4(1.0f); camera->rotate(player->camY, player->camX, 0); } void PlayerController::updateInteraction(){ const ContentIndices* contentIds = level->contentIds; Chunks* chunks = level->chunks; Player* player = level->player; Lighting* lighting = level->lighting; Camera* camera = player->camera; vec3 end; vec3 norm; bool xkey = Events::pressed(keycode::X); bool lclick = Events::jactive(BIND_PLAYER_ATTACK) || (xkey && Events::active(BIND_PLAYER_ATTACK)); bool rclick = Events::jactive(BIND_PLAYER_BUILD) || (xkey && Events::active(BIND_PLAYER_BUILD)); float maxDistance = 10.0f; if (xkey) { maxDistance *= 20.0f; } vec3 iend; voxel* vox = chunks->rayCast(camera->position, camera->front, maxDistance, end, norm, iend); if (vox != nullptr){ player->selectedVoxel = *vox; selectedBlockId = vox->id; selectedBlockPosition = iend; int x = (int)iend.x; int y = (int)iend.y; int z = (int)iend.z; uint8_t states = 0; if (contentIds->getBlockDef(player->choosenBlock)->rotatable){ if (abs(norm.x) > abs(norm.z)){ if (abs(norm.x) > abs(norm.y)) states = BLOCK_DIR_X; if (abs(norm.x) < abs(norm.y)) states = BLOCK_DIR_Y; } if (abs(norm.x) < abs(norm.z)){ if (abs(norm.z) > abs(norm.y)) states = BLOCK_DIR_Z; if (abs(norm.z) < abs(norm.y)) states = BLOCK_DIR_Y; } } Block* block = contentIds->getBlockDef(vox->id); if (lclick && block->breakable){ chunks->set(x,y,z, 0, 0); lighting->onBlockSet(x,y,z, 0); } if (rclick){ if (block->model != BlockModel::xsprite){ x = (int)(iend.x)+(int)(norm.x); y = (int)(iend.y)+(int)(norm.y); z = (int)(iend.z)+(int)(norm.z); } if (!level->physics->isBlockInside(x,y,z, player->hitbox)){ chunks->set(x, y, z, player->choosenBlock, states); lighting->onBlockSet(x,y,z, player->choosenBlock); } } if (Events::jactive(BIND_PLAYER_PICK)){ player->choosenBlock = chunks->get(x,y,z)->id; } } else { selectedBlockId = -1; } }