282 lines
7.7 KiB
C++
282 lines
7.7 KiB
C++
#include "player_control.h"
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#include "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 "../core_defs.h"
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#define CROUCH_SPEED_MUL 0.25f
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#define CROUCH_SHIFT_Y -0.2f
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#define RUN_SPEED_MUL 1.5f
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#define CROUCH_ZOOM 0.9f
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#define RUN_ZOOM 1.1f
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#define C_ZOOM 0.1f
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#define ZOOM_SPEED 16.0f
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#define PLAYER_GROUND_DAMPING 10.0f
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#define PLAYER_AIR_DAMPING 7.0f
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#define CAMERA_SHAKING_OFFSET 0.025f
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#define CAMERA_SHAKING_OFFSET_Y 0.031f
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#define CAMERA_SHAKING_SPEED 1.6f
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#define CAMERA_SHAKING_DELTA_K 10.0f
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#define FLIGHT_SPEED_MUL 4.0f
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#define CHEAT_SPEED_MUL 5.0f
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#define JUMP_FORCE 7.0f
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PlayerController::PlayerController(Level* level, const EngineSettings& settings)
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: level(level), player(level->player), camSettings(settings.camera) {
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}
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void PlayerController::refreshCamera() {
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level->player->camera->position = level->player->hitbox->position + cameraOffset;
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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.noclip = Events::jactive(BIND_PLAYER_NOCLIP);
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input.flight = Events::jactive(BIND_PLAYER_FLIGHT);
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// block choice
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for (int i = 1; i < 10; i++){
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if (Events::jpressed(keycode::NUM_0+i)){
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player->choosenBlock = i;
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}
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}
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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* player = level->player;
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Camera* camera = player->camera;
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Hitbox* hitbox = player->hitbox;
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bool cameraShaking = camSettings.shaking;
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bool crouch = input.shift && hitbox->grounded && !input.sprint;
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float speed = player->speed;
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if (player->flight){
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speed *= FLIGHT_SPEED_MUL;
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}
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if (input.cheat){
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speed *= CHEAT_SPEED_MUL;
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cameraShaking = false;
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}
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if (crouch) {
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speed *= CROUCH_SPEED_MUL;
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} else if (input.sprint) {
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speed *= RUN_SPEED_MUL;
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}
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vec3 dir(0,0,0);
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if (input.moveForward){
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dir.x += camera->dir.x;
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dir.z += camera->dir.z;
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}
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if (input.moveBack){
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dir.x -= camera->dir.x;
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dir.z -= camera->dir.z;
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}
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if (input.moveRight){
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dir.x += camera->right.x;
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dir.z += camera->right.z;
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}
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if (input.moveLeft){
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dir.x -= camera->right.x;
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dir.z -= camera->right.z;
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}
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if (length(dir) > 0.0f){
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dir = normalize(dir);
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hitbox->velocity.x += dir.x * speed * delta * 9;
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hitbox->velocity.z += dir.z * speed * delta * 9;
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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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level->physics->step(level->chunks, hitbox, delta, substeps, crouch, player->flight ? 0.0f : 1.0f, !player->noclip);
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if (player->flight && hitbox->grounded) {
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player->flight = false;
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}
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if (input.jump && hitbox->grounded){
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hitbox->velocity.y = JUMP_FORCE;
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}
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cameraOffset = vec3(0.0f, 0.7f, 0.0f);
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if (cameraShaking) {
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player->interpVel = player->interpVel * (1.0f - delta * 5) + hitbox->velocity * delta * 0.1f;
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if (hitbox->grounded && player->interpVel.y < 0.0f){
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player->interpVel.y *= -30.0f;
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}
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float factor = hitbox->grounded ? length(vec2(hitbox->velocity.x, hitbox->velocity.z)) : 0.0f;
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player->cameraShakingTimer += delta * factor * CAMERA_SHAKING_SPEED;
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float shakeTimer = player->cameraShakingTimer;
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player->cameraShaking = player->cameraShaking * (1.0f - delta * CAMERA_SHAKING_DELTA_K) + factor * delta * CAMERA_SHAKING_DELTA_K;
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cameraOffset += camera->right * sin(shakeTimer) * CAMERA_SHAKING_OFFSET * player->cameraShaking;
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cameraOffset += camera->up * abs(cos(shakeTimer)) * CAMERA_SHAKING_OFFSET_Y * player->cameraShaking;
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cameraOffset -= min(player->interpVel * 0.05f, 1.0f);
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}
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if ((input.flight && !player->noclip) ||
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(input.noclip && player->flight == player->noclip)){
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player->flight = !player->flight;
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if (player->flight){
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hitbox->grounded = false;
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}
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}
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if (input.noclip) {
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player->noclip = !player->noclip;
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}
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if (camSettings.fovEvents){
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float dt = min(1.0f, delta * ZOOM_SPEED);
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float zoomValue = 1.0f;
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if (crouch){
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cameraOffset += 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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hitbox->linear_damping = PLAYER_GROUND_DAMPING;
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if (player->flight){
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hitbox->linear_damping = PLAYER_AIR_DAMPING;
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hitbox->velocity.y *= 1.0f - delta * 9;
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if (input.jump){
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hitbox->velocity.y += speed * delta * 9;
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}
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if (input.shift){
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hitbox->velocity.y -= speed * delta * 9;
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}
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}
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if (!hitbox->grounded) {
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hitbox->linear_damping = PLAYER_AIR_DAMPING;
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}
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input.noclip = false;
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input.flight = false;
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}
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void PlayerController::updateCameraControl() {
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Camera* camera = player->camera;
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float rotX = -Events::deltaX / Window::height * 2;
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float rotY = -Events::deltaY / Window::height * 2;
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if (input.zoom){
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rotX /= 4;
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rotY /= 4;
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}
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player->camX += rotX;
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player->camY += rotY;
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if (player->camY < -radians(89.9f)){
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player->camY = -radians(89.9f);
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}
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if (player->camY > radians(89.9f)){
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player->camY = radians(89.9f);
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}
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camera->rotation = mat4(1.0f);
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camera->rotate(player->camY, player->camX, 0);
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}
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void PlayerController::updateInteraction(){
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const ContentIndices* contentIds = level->contentIds;
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Chunks* chunks = level->chunks;
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Player* player = level->player;
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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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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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vec3 iend;
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voxel* vox = chunks->rayCast(camera->position,
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camera->front,
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maxDistance,
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end, norm, iend);
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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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selectedBlockPosition = iend;
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int x = (int)iend.x;
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int y = (int)iend.y;
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int z = (int)iend.z;
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uint8_t states = 0;
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if (contentIds->getBlockDef(player->choosenBlock)->rotatable){
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if (abs(norm.x) > abs(norm.z)){
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if (abs(norm.x) > abs(norm.y)) states = BLOCK_DIR_X;
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if (abs(norm.x) < abs(norm.y)) states = BLOCK_DIR_Y;
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}
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if (abs(norm.x) < abs(norm.z)){
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if (abs(norm.z) > abs(norm.y)) states = BLOCK_DIR_Z;
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if (abs(norm.z) < abs(norm.y)) states = BLOCK_DIR_Y;
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}
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}
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Block* block = contentIds->getBlockDef(vox->id);
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if (lclick && block->breakable){
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chunks->set(x,y,z, 0, 0);
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lighting->onBlockSet(x,y,z, 0);
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}
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if (rclick){
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if (block->model != BlockModel::xsprite){
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x = (int)(iend.x)+(int)(norm.x);
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y = (int)(iend.y)+(int)(norm.y);
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z = (int)(iend.z)+(int)(norm.z);
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}
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if (!level->physics->isBlockInside(x,y,z, player->hitbox)){
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chunks->set(x, y, z, player->choosenBlock, states);
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lighting->onBlockSet(x,y,z, player->choosenBlock);
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}
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}
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if (Events::jactive(BIND_PLAYER_PICK)){
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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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