#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 "../items/ItemDef.h" #include "../items/ItemStack.h" #include "../items/Inventory.h" #include "scripting/scripting.h" #include "BlocksController.h" #include "../core_defs.h" const float CAM_SHAKE_OFFSET = 0.025f; const float CAM_SHAKE_OFFSET_Y = 0.031f; const float CAM_SHAKE_SPEED = 1.75f; const float CAM_SHAKE_DELTA_K = 10.0f; const float ZOOM_SPEED = 16.0f; const float CROUCH_ZOOM = 0.9f; const float RUN_ZOOM = 1.1f; const float C_ZOOM = 0.1f; const float CROUCH_SHIFT_Y = -0.2f; CameraControl::CameraControl(Player* player, const CameraSettings& settings) : player(player), camera(player->camera), currentViewCamera(player->currentCamera), settings(settings), offset(0.0f, 0.7f, 0.0f) { } void CameraControl::refresh() { camera->position = player->hitbox->position + offset; } void CameraControl::updateMouse(PlayerInput& input) { glm::vec2& cam = player->cam; float sensitivity = (input.zoom ? settings.sensitivity / 4.f : settings.sensitivity); cam -= glm::degrees(Events::delta / (float)Window::height * sensitivity); if (cam.y < -89.9f) { cam.y = -89.9f; } else if (cam.y > 89.9f) { cam.y = 89.9f; } if (cam.x > 180.f) { cam.x -= 360.f; } else if (cam.x < -180.f) { cam.x += 360.f; } camera->rotation = glm::mat4(1.0f); camera->rotate(glm::radians(cam.y), glm::radians(cam.x), 0); } void CameraControl::update(PlayerInput& input, float delta, Chunks* chunks) { Hitbox* hitbox = player->hitbox.get(); offset = glm::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 glm::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 = glm::length(glm::vec2(vel.x, vel.z)); shakeTimer += delta * f * CAM_SHAKE_SPEED; shake += f * delta * k; } offset += camera->right * glm::sin(shakeTimer) * oh * shake; offset += camera->up * glm::abs(glm::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 += glm::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); } auto spCamera = player->spCamera; auto tpCamera = player->tpCamera; if (input.cameraMode) { //ugly but effective if (player->currentCamera == camera) player->currentCamera = tpCamera; else if (player->currentCamera == spCamera) player->currentCamera = camera; else if (player->currentCamera == tpCamera) player->currentCamera = spCamera; } if (player->currentCamera == spCamera) { spCamera->position = chunks->rayCastToObstacle(camera->position, camera->front, 3.0f) - 0.2f*(camera->front); spCamera->dir = -camera->dir; spCamera->front = -camera->front; } else if (player->currentCamera == tpCamera) { tpCamera->position = chunks->rayCastToObstacle(camera->position, -camera->front, 3.0f) + 0.2f * (camera->front); tpCamera->dir = camera->dir; tpCamera->front = camera->front; } } glm::vec3 PlayerController::selectedBlockPosition; glm::vec3 PlayerController::selectedPointPosition; glm::ivec3 PlayerController::selectedBlockNormal; int PlayerController::selectedBlockId = -1; int PlayerController::selectedBlockStates = 0; PlayerController::PlayerController( Level* level, const EngineSettings& settings, BlocksController* blocksController) : level(level), player(level->player), camControl(level->player, settings.camera), blocksController(blocksController) { } 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; selectedBlockStates = 0; } } 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.cameraMode = Events::jactive(BIND_CAM_MODE); input.noclip = Events::jactive(BIND_PLAYER_NOCLIP); input.flight = Events::jactive(BIND_PLAYER_FLIGHT); } void PlayerController::updateCamera(float delta, bool movement) { if (movement) { camControl.updateMouse(input); } camControl.update(input, delta, level->chunks); } 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); } void PlayerController::updateInteraction(){ auto indices = level->content->getIndices(); Chunks* chunks = level->chunks; Player* player = level->player; Lighting* lighting = level->lighting; Camera* camera = player->camera.get(); glm::vec3 end; glm::ivec3 iend; glm::ivec3 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; } voxel* vox = chunks->rayCast(camera->position, camera->front, maxDistance, end, norm, iend); if (vox != nullptr){ player->selectedVoxel = *vox; selectedBlockId = vox->id; selectedBlockStates = vox->states; selectedBlockPosition = iend; selectedPointPosition = end; selectedBlockNormal = norm; int x = iend.x; int y = iend.y; int z = iend.z; uint8_t states = 0; auto inventory = player->getInventory(); ItemStack& stack = inventory->getSlot(player->getChosenSlot()); ItemDef* item = indices->getItemDef(stack.getItemId()); Block* def = indices->getBlockDef(item->rt.placingBlock); if (def && def->rotatable){ const std::string& name = def->rotations.name; if (name == "pipe") { if (norm.x < 0.0f) states = BLOCK_DIR_WEST; else if (norm.x > 0.0f) states = BLOCK_DIR_EAST; else if (norm.y > 0.0f) states = BLOCK_DIR_UP; else if (norm.y < 0.0f) states = BLOCK_DIR_DOWN; else if (norm.z > 0.0f) states = BLOCK_DIR_NORTH; else if (norm.z < 0.0f) states = BLOCK_DIR_SOUTH; } else if (name == "pane") { glm::vec3 vec = camera->dir; if (abs(vec.x) > abs(vec.z)){ if (vec.x > 0.0f) states = BLOCK_DIR_EAST; if (vec.x < 0.0f) states = BLOCK_DIR_WEST; } if (abs(vec.x) < abs(vec.z)){ if (vec.z > 0.0f) states = BLOCK_DIR_SOUTH; if (vec.z < 0.0f) states = BLOCK_DIR_NORTH; } } } if (lclick) { if (!input.shift && item->rt.funcsset.on_block_break_by) { if (scripting::on_item_break_block(player, item, x, y, z)) return; } } Block* target = indices->getBlockDef(vox->id); if (lclick && target->breakable){ blocksController->breakBlock(player, target, x, y, z); } if (rclick) { if (!input.shift && item->rt.funcsset.on_use_on_block) { if (scripting::on_item_use_on_block(player, item, x, y, z)) return; } } if (def && rclick){ if (!input.shift && target->rt.funcsset.oninteract) { if (scripting::on_block_interact(player, target, x, y, z)) return; } if (!target->replaceable){ x = (iend.x)+(norm.x); y = (iend.y)+(norm.y); z = (iend.z)+(norm.z); } else { if (def->rotations.name == "pipe") { states = BLOCK_DIR_UP; } } vox = chunks->get(x, y, z); blockid_t chosenBlock = def->rt.id; if (vox && (target = indices->getBlockDef(vox->id))->replaceable) { if (!level->physics->isBlockInside(x,y,z, player->hitbox.get()) || !def->obstacle){ if (def->grounded && !chunks->isSolidBlock(x, y-1, z)) { chosenBlock = 0; } if (chosenBlock != vox->id && chosenBlock) { chunks->set(x, y, z, chosenBlock, states); lighting->onBlockSet(x,y,z, chosenBlock); if (def->rt.funcsset.onplaced) { scripting::on_block_placed(player, def, x, y, z); } blocksController->updateSides(x, y, z); } } } } if (Events::jactive(BIND_PLAYER_PICK)){ Block* block = indices->getBlockDef(chunks->get(x,y,z)->id); itemid_t id = block->rt.pickingItem; auto inventory = player->getInventory(); size_t slotid = inventory->findSlotByItem(id, 0, 10); if (slotid == Inventory::npos) { slotid = player->getChosenSlot(); } else { player->setChosenSlot(slotid); } ItemStack& stack = inventory->getSlot(slotid); if (stack.getItemId() != id) { stack.set(ItemStack(id, 1)); } } } else { selectedBlockId = -1; selectedBlockStates = 0; } }