VoxelEngine/src/objects/player_control.cpp
2023-11-22 21:20:11 +03:00

282 lines
7.7 KiB
C++

#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;
}
}