#include "PlayerController.h" #include "../objects/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 CAM_SHAKE_OFFSET 0.025f #define CAM_SHAKE_OFFSET_Y 0.031f #define CAM_SHAKE_SPEED 1.6f #define CAM_SHAKE_DELTA_K 10.0f #define ZOOM_SPEED 16.0f #define CROUCH_ZOOM 0.9f #define RUN_ZOOM 1.1f #define C_ZOOM 0.1f #define CROUCH_SHIFT_Y -0.2f using glm::vec2; using glm::vec3; CameraControl::CameraControl(Player* player, const CameraSettings& settings) : player(player), camera(player->camera), settings(settings), offset(0.0f, 0.7f, 0.0f) { } void CameraControl::refresh() { camera->position = player->hitbox->position + offset; } void CameraControl::updateMouse(PlayerInput& input) { float rotX = -Events::deltaX / Window::height * 2; float rotY = -Events::deltaY / Window::height * 2; if (input.zoom){ rotX /= 4; rotY /= 4; } float& camX = player->camX; float& camY = player->camY; camX += rotX; camY += rotY; if (camY < -radians(89.9f)){ camY = -radians(89.9f); } if (camY > radians(89.9f)){ camY = radians(89.9f); } camera->rotation = mat4(1.0f); camera->rotate(camY, camX, 0); } void CameraControl::update(PlayerInput& input, float delta) { Hitbox* hitbox = player->hitbox; offset = vec3(0.0f, 0.7f, 0.0f); if (settings.shaking && !input.cheat) { const float k = CAM_SHAKE_DELTA_K; const float oh = CAM_SHAKE_OFFSET; const float ov = CAM_SHAKE_OFFSET_Y; const vec3& vel = hitbox->velocity; interpVel = interpVel * (1.0f - delta * 5) + vel * delta * 0.1f; if (hitbox->grounded && interpVel.y < 0.0f){ interpVel.y *= -30.0f; } shake = shake * (1.0f - delta * k); if (hitbox->grounded) { float f = length(vec2(vel.x, vel.z)); shakeTimer += delta * f * CAM_SHAKE_SPEED; shake += f * delta * k; } offset += camera->right * sin(shakeTimer) * oh * shake; offset += camera->up * abs(cos(shakeTimer)) * ov * shake; offset -= glm::min(interpVel * 0.05f, 1.0f); } if (settings.fovEvents){ bool crouch = input.shift && hitbox->grounded && !input.sprint; float dt = fmin(1.0f, delta * ZOOM_SPEED); float zoomValue = 1.0f; if (crouch){ offset += 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); } } vec3 PlayerController::selectedBlockPosition; vec3 PlayerController::selectedPointPosition; vec3 PlayerController::selectedBlockNormal; int PlayerController::selectedBlockId = -1; PlayerController::PlayerController(Level* level, const EngineSettings& settings) : level(level), player(level->player), camControl(level->player, settings.camera) { } void PlayerController::update(float delta, bool input, bool pause) { if (!pause) { if (input) { updateKeyboard(); } else { resetKeyboard(); } updateCamera(delta, input); updateControls(delta); } camControl.refresh(); if (input) { updateInteraction(); } else { selectedBlockId = -1; } } 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::updateCamera(float delta, bool movement) { if (movement) { camControl.updateMouse(input); } camControl.update(input, delta); } 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->update(level, input, delta); } #include void PlayerController::updateInteraction(){ auto contentIds = level->content->indices; 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; selectedPointPosition = end; selectedBlockNormal = norm; 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; } }