460 lines
15 KiB
C++
460 lines
15 KiB
C++
#define _USE_MATH_DEFINES
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#include <cmath>
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#include "PlayerController.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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#include "../lighting/Lighting.h"
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#include "../world/Level.h"
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#include "../content/Content.h"
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#include "../voxels/Block.h"
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#include "../voxels/voxel.h"
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#include "../voxels/Chunks.h"
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#include "../window/Camera.h"
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#include "../window/Events.h"
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#include "../window/input.h"
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#include "../items/ItemDef.h"
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#include "../items/ItemStack.h"
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#include "../items/Inventory.h"
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#include "scripting/scripting.h"
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#include "BlocksController.h"
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#include "../core_defs.h"
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const float CAM_SHAKE_OFFSET = 0.025f;
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const float CAM_SHAKE_OFFSET_Y = 0.031f;
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const float CAM_SHAKE_SPEED = 1.75f;
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const float CAM_SHAKE_DELTA_K = 10.0f;
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const float STEPS_SPEED = 1.75f;
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const float ZOOM_SPEED = 16.0f;
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const float CROUCH_ZOOM = 0.9f;
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const float RUN_ZOOM = 1.1f;
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const float C_ZOOM = 0.1f;
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const float CROUCH_SHIFT_Y = -0.2f;
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CameraControl::CameraControl(std::shared_ptr<Player> player, const CameraSettings& settings)
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: player(player),
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camera(player->camera),
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settings(settings),
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offset(0.0f, 0.7f, 0.0f) {
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}
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void CameraControl::refresh() {
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camera->position = player->hitbox->position + offset;
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}
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void CameraControl::updateMouse(PlayerInput& input) {
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glm::vec2& cam = player->cam;
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float sensitivity = (input.zoom
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? settings.sensitivity / 4.f
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: settings.sensitivity);
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cam -= glm::degrees(Events::delta / (float)Window::height * sensitivity);
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if (cam.y < -89.9f) {
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cam.y = -89.9f;
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}
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else if (cam.y > 89.9f) {
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cam.y = 89.9f;
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}
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if (cam.x > 180.f) {
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cam.x -= 360.f;
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}
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else if (cam.x < -180.f) {
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cam.x += 360.f;
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}
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camera->rotation = glm::mat4(1.0f);
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camera->rotate(glm::radians(cam.y), glm::radians(cam.x), 0);
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}
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glm::vec3 CameraControl::updateCameraShaking(float delta) {
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glm::vec3 offset {};
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auto hitbox = player->hitbox.get();
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const float k = CAM_SHAKE_DELTA_K;
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const float oh = CAM_SHAKE_OFFSET;
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const float ov = CAM_SHAKE_OFFSET_Y;
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const glm::vec3& vel = hitbox->velocity;
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interpVel = interpVel * (1.0f - delta * 5) + vel * delta * 0.1f;
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if (hitbox->grounded && interpVel.y < 0.0f){
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interpVel.y *= -30.0f;
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}
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shake = shake * (1.0f - delta * k);
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if (hitbox->grounded) {
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float f = glm::length(glm::vec2(vel.x, vel.z));
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shakeTimer += delta * f * CAM_SHAKE_SPEED;
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shake += f * delta * k;
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}
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offset += camera->right * glm::sin(shakeTimer) * oh * shake;
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offset += camera->up * glm::abs(glm::cos(shakeTimer)) * ov * shake;
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offset -= glm::min(interpVel * 0.05f, 1.0f);
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return offset;
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}
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void CameraControl::updateFovEffects(const PlayerInput& input, float delta) {
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auto hitbox = player->hitbox.get();
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bool crouch = input.shift && hitbox->grounded && !input.sprint;
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float dt = fmin(1.0f, delta * ZOOM_SPEED);
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float zoomValue = 1.0f;
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if (crouch){
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offset += glm::vec3(0.f, CROUCH_SHIFT_Y, 0.f);
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zoomValue = CROUCH_ZOOM;
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} else if (input.sprint){
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zoomValue = RUN_ZOOM;
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}
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if (input.zoom)
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zoomValue *= C_ZOOM;
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camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt);
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}
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// temporary solution
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// more extensible but uglier
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void CameraControl::switchCamera() {
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const std::vector<std::shared_ptr<Camera>> playerCameras {
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camera, player->tpCamera, player->spCamera
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};
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auto index = std::distance(
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playerCameras.begin(),
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std::find_if(
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playerCameras.begin(),
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playerCameras.end(),
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[=](auto ptr) {
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return ptr.get() == player->currentCamera.get();
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}
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)
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);
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if (static_cast<size_t>(index) != playerCameras.size()) {
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index = (index + 1) % playerCameras.size();
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player->currentCamera = playerCameras.at(index);
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}
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}
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void CameraControl::update(PlayerInput& input, float delta, Chunks* chunks) {
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offset = glm::vec3(0.0f, 0.7f, 0.0f);
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if (settings.shaking && !input.cheat) {
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offset += updateCameraShaking(delta);
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}
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if (settings.fovEvents){
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updateFovEffects(input, delta);
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}
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if (input.cameraMode) {
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switchCamera();
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}
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auto spCamera = player->spCamera;
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auto tpCamera = player->tpCamera;
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if (player->currentCamera == spCamera) {
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spCamera->position = chunks->rayCastToObstacle(camera->position, camera->front, 3.0f) - 0.2f * camera->front;
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spCamera->dir = -camera->dir;
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spCamera->front = -camera->front;
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}
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else if (player->currentCamera == tpCamera) {
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tpCamera->position = chunks->rayCastToObstacle(camera->position, -camera->front, 3.0f) + 0.2f * camera->front;
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tpCamera->dir = camera->dir;
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tpCamera->front = camera->front;
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}
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}
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glm::vec3 PlayerController::selectedBlockPosition;
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glm::vec3 PlayerController::selectedPointPosition;
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glm::ivec3 PlayerController::selectedBlockNormal;
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int PlayerController::selectedBlockId = -1;
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int PlayerController::selectedBlockStates = 0;
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PlayerController::PlayerController(
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Level* level,
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const EngineSettings& settings,
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BlocksController* blocksController
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) : level(level),
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player(level->getObject<Player>(0)),
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camControl(player, settings.camera),
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blocksController(blocksController)
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{}
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void PlayerController::onBlockInteraction(
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glm::ivec3 pos,
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const Block* def,
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BlockInteraction type
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) {
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for (auto callback : blockInteractionCallbacks) {
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callback(player.get(), pos, def, type);
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}
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}
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void PlayerController::onFootstep() {
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auto hitbox = player->hitbox.get();
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glm::vec3 pos = hitbox->position;
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glm::vec3 half = hitbox->halfsize;
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for (int offsetZ = -1; offsetZ <= 1; offsetZ++) {
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for (int offsetX = -1; offsetX <= 1; offsetX++) {
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int x = std::floor(pos.x+half.x*offsetX);
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int y = std::floor(pos.y-half.y*1.1f);
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int z = std::floor(pos.z+half.z*offsetZ);
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auto vox = level->chunks->get(x, y, z);
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if (vox) {
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auto def = level->content->getIndices()->getBlockDef(vox->id);
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if (!def->obstacle)
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continue;
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onBlockInteraction(
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glm::ivec3(x, y, z), def,
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BlockInteraction::step
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);
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return;
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}
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}
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}
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}
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void PlayerController::updateFootsteps(float delta) {
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auto hitbox = player->hitbox.get();
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if (hitbox->grounded) {
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const glm::vec3& vel = hitbox->velocity;
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float f = glm::length(glm::vec2(vel.x, vel.z));
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stepsTimer += delta * f * STEPS_SPEED;
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if (stepsTimer >= M_PI) {
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stepsTimer = fmod(stepsTimer, M_PI);
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onFootstep();
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}
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} else {
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stepsTimer = M_PI;
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}
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}
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void PlayerController::update(float delta, bool input, bool pause) {
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if (!pause) {
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if (input) {
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updateKeyboard();
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} else {
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resetKeyboard();
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}
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updateFootsteps(delta);
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updateCamera(delta, input);
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updateControls(delta);
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}
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camControl.refresh();
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if (input) {
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updateInteraction();
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} else {
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selectedBlockId = -1;
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selectedBlockStates = 0;
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}
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}
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void PlayerController::updateKeyboard() {
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input.moveForward = Events::active(BIND_MOVE_FORWARD);
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input.moveBack = Events::active(BIND_MOVE_BACK);
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input.moveLeft = Events::active(BIND_MOVE_LEFT);
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input.moveRight = Events::active(BIND_MOVE_RIGHT);
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input.sprint = Events::active(BIND_MOVE_SPRINT);
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input.shift = Events::active(BIND_MOVE_CROUCH);
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input.cheat = Events::active(BIND_MOVE_CHEAT);
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input.jump = Events::active(BIND_MOVE_JUMP);
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input.zoom = Events::active(BIND_CAM_ZOOM);
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input.cameraMode = Events::jactive(BIND_CAM_MODE);
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input.noclip = Events::jactive(BIND_PLAYER_NOCLIP);
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input.flight = Events::jactive(BIND_PLAYER_FLIGHT);
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}
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void PlayerController::updateCamera(float delta, bool movement) {
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if (movement) {
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camControl.updateMouse(input);
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}
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camControl.update(input, delta, level->chunks.get());
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}
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void PlayerController::resetKeyboard() {
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input.zoom = false;
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input.moveForward = false;
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input.moveBack = false;
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input.moveLeft = false;
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input.moveRight = false;
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input.sprint = false;
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input.shift = false;
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input.cheat = false;
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input.jump = false;
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}
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void PlayerController::updateControls(float delta){
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player->updateInput(level, input, delta);
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}
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static int determine_rotation(Block* def, glm::ivec3& norm, glm::vec3& camDir) {
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if (def && def->rotatable){
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const std::string& name = def->rotations.name;
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if (name == "pipe") {
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if (norm.x < 0.0f) return BLOCK_DIR_WEST;
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else if (norm.x > 0.0f) return BLOCK_DIR_EAST;
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else if (norm.y > 0.0f) return BLOCK_DIR_UP;
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else if (norm.y < 0.0f) return BLOCK_DIR_DOWN;
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else if (norm.z > 0.0f) return BLOCK_DIR_NORTH;
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else if (norm.z < 0.0f) return BLOCK_DIR_SOUTH;
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}
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else if (name == "pane") {
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if (abs(camDir.x) > abs(camDir.z)){
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if (camDir.x > 0.0f) return BLOCK_DIR_EAST;
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if (camDir.x < 0.0f) return BLOCK_DIR_WEST;
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}
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if (abs(camDir.x) < abs(camDir.z)){
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if (camDir.z > 0.0f) return BLOCK_DIR_SOUTH;
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if (camDir.z < 0.0f) return BLOCK_DIR_NORTH;
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}
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}
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}
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return 0;
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}
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static void pick_block(ContentIndices* indices, Chunks* chunks, Player* player, int x, int y, int z) {
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Block* block = indices->getBlockDef(chunks->get(x,y,z)->id);
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itemid_t id = block->rt.pickingItem;
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auto inventory = player->getInventory();
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size_t slotid = inventory->findSlotByItem(id, 0, 10);
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if (slotid == Inventory::npos) {
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slotid = player->getChosenSlot();
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} else {
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player->setChosenSlot(slotid);
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}
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ItemStack& stack = inventory->getSlot(slotid);
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if (stack.getItemId() != id) {
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stack.set(ItemStack(id, 1));
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}
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}
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void PlayerController::updateInteraction(){
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auto indices = level->content->getIndices();
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Chunks* chunks = level->chunks.get();
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Lighting* lighting = level->lighting.get();
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Camera* camera = player->camera.get();
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bool xkey = Events::pressed(keycode::X);
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bool lclick = Events::jactive(BIND_PLAYER_ATTACK) ||
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(xkey && Events::active(BIND_PLAYER_ATTACK));
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bool rclick = Events::jactive(BIND_PLAYER_BUILD) ||
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(xkey && Events::active(BIND_PLAYER_BUILD));
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float maxDistance = 10.0f;
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if (xkey) {
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maxDistance *= 20.0f;
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}
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auto inventory = player->getInventory();
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ItemStack& stack = inventory->getSlot(player->getChosenSlot());
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ItemDef* item = indices->getItemDef(stack.getItemId());
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glm::vec3 end;
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glm::ivec3 iend;
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glm::ivec3 norm;
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voxel* vox = chunks->rayCast(
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camera->position,
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camera->front,
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maxDistance,
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end, norm, iend
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);
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if (vox != nullptr){
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player->selectedVoxel = *vox;
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selectedBlockId = vox->id;
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selectedBlockStates = vox->states;
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selectedBlockPosition = iend;
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selectedPointPosition = end;
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selectedBlockNormal = norm;
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int x = iend.x;
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int y = iend.y;
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int z = iend.z;
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Block* def = indices->getBlockDef(item->rt.placingBlock);
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uint8_t states = determine_rotation(def, norm, camera->dir);
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if (lclick && !input.shift && item->rt.funcsset.on_block_break_by) {
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// TODO: move scripting to interaction callbacks
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if (scripting::on_item_break_block(player.get(), item, x, y, z))
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return;
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}
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Block* target = indices->getBlockDef(vox->id);
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if (lclick && target->breakable){
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onBlockInteraction(
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glm::ivec3(x, y, z), target,
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BlockInteraction::destruction
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);
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blocksController->breakBlock(player.get(), target, x, y, z);
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}
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if (rclick && !input.shift) {
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bool preventDefault = false;
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if (item->rt.funcsset.on_use_on_block) {
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preventDefault = scripting::on_item_use_on_block(player.get(), item, x, y, z);
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} else if (item->rt.funcsset.on_use) {
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preventDefault = scripting::on_item_use(player.get(), item);
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}
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if (preventDefault) {
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return;
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}
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}
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if (def && rclick){
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if (!input.shift && target->rt.funcsset.oninteract) {
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if (scripting::on_block_interact(player.get(), target, x, y, z))
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return;
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}
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if (!target->replaceable){
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x = (iend.x)+(norm.x);
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y = (iend.y)+(norm.y);
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z = (iend.z)+(norm.z);
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} else {
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if (def->rotations.name == "pipe") {
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states = BLOCK_DIR_UP;
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}
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}
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vox = chunks->get(x, y, z);
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blockid_t chosenBlock = def->rt.id;
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if (vox && (target = indices->getBlockDef(vox->id))->replaceable) {
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if (!level->physics->isBlockInside(x,y,z, player->hitbox.get())
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|| !def->obstacle){
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if (def->grounded && !chunks->isSolidBlock(x, y-1, z)) {
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chosenBlock = 0;
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}
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if (chosenBlock != vox->id && chosenBlock) {
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onBlockInteraction(
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glm::ivec3(x, y, z), def,
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BlockInteraction::placing
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);
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chunks->set(x, y, z, chosenBlock, states);
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lighting->onBlockSet(x,y,z, chosenBlock);
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if (def->rt.funcsset.onplaced) {
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// TODO: move scripting to interaction callbacks
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scripting::on_block_placed(player.get(), def, x, y, z);
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}
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blocksController->updateSides(x, y, z);
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}
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}
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}
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}
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if (Events::jactive(BIND_PLAYER_PICK)) {
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pick_block(indices, chunks, player.get(), x, y, z);
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}
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} else {
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selectedBlockId = -1;
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selectedBlockStates = 0;
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}
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if (rclick) {
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if (item->rt.funcsset.on_use) {
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scripting::on_item_use(player.get(), item);
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}
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}
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}
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Player* PlayerController::getPlayer() {
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return player.get();
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}
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void PlayerController::listenBlockInteraction(on_block_interaction callback) {
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blockInteractionCallbacks.push_back(callback);
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}
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