VoxelEngine/src/logic/PlayerController.cpp
2025-04-30 20:21:59 +03:00

576 lines
18 KiB
C++

#define _USE_MATH_DEFINES
#include "PlayerController.hpp"
#include <algorithm>
#include <cmath>
#include "BlocksController.hpp"
#include "content/Content.hpp"
#include "core_defs.hpp"
#include "engine/Engine.hpp"
#include "items/Inventory.hpp"
#include "items/ItemDef.hpp"
#include "items/ItemStack.hpp"
#include "lighting/Lighting.hpp"
#include "objects/Entities.hpp"
#include "objects/Player.hpp"
#include "objects/Players.hpp"
#include "physics/Hitbox.hpp"
#include "physics/PhysicsSolver.hpp"
#include "scripting/scripting.hpp"
#include "settings.hpp"
#include "voxels/Block.hpp"
#include "voxels/Chunks.hpp"
#include "voxels/voxel.hpp"
#include "window/Camera.hpp"
#include "window/Window.hpp"
#include "window/input.hpp"
#include "world/Level.hpp"
const float INTERACTION_RELOAD = 0.160f;
const float STEPS_SPEED = 2.2f;
const float CAM_SHAKE_OFFSET = 0.0075f;
const float CAM_SHAKE_OFFSET_Y = 0.031f;
const float CAM_SHAKE_SPEED = STEPS_SPEED;
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.fpCamera),
settings(settings),
offset(0.0f, 0.7f, 0.0f) {
}
void CameraControl::refreshPosition() {
camera->position = player.getPosition() + offset;
}
void CameraControl::refreshRotation() {
const glm::vec3& rotation = player.getRotation();
camera->rotation = glm::mat4(1.0f);
camera->rotate(
glm::radians(rotation.y),
glm::radians(rotation.x),
glm::radians(rotation.z)
);
}
void CameraControl::updateMouse(PlayerInput& input, int windowHeight) {
glm::vec3 rotation = player.getRotation();
float sensitivity =
(input.zoom ? settings.sensitivity.get() / 4.f
: settings.sensitivity.get());
auto d = glm::degrees(
input.delta / static_cast<float>(windowHeight) * sensitivity
);
rotation.x -= d.x;
rotation.y -= d.y;
if (rotation.y < -89.9f) {
rotation.y = -89.9f;
} else if (rotation.y > 89.9f) {
rotation.y = 89.9f;
}
if (rotation.x > 180.f) {
rotation.x -= 360.f;
} else if (rotation.x < -180.f) {
rotation.x += 360.f;
}
player.setRotation(rotation);
camera->rotation = glm::mat4(1.0f);
camera->rotate(
glm::radians(rotation.y),
glm::radians(rotation.x),
glm::radians(rotation.z)
);
}
glm::vec3 CameraControl::updateCameraShaking(
const Hitbox& hitbox, float delta
) {
glm::vec3 offset {};
const float k = CAM_SHAKE_DELTA_K;
const float ov = CAM_SHAKE_OFFSET_Y;
const glm::vec3& vel = hitbox.velocity;
if (settings.shaking.get()) {
shake = shake * (1.0f - delta * k);
float oh = CAM_SHAKE_OFFSET;
if (hitbox.grounded) {
float f = glm::length(glm::vec2(vel.x, vel.z));
shakeTimer += delta * f * CAM_SHAKE_SPEED;
shake += f * delta * k;
oh *= glm::sqrt(f);
}
offset += camera->right * glm::sin(shakeTimer) * oh * shake;
offset += camera->up * glm::abs(glm::cos(shakeTimer)) * ov * shake;
}
if (settings.inertia.get()) {
interpVel = interpVel * (1.0f - delta * 5) + vel * delta * 0.1f;
if (hitbox.grounded && interpVel.y < 0.0f) {
interpVel.y *= -30.0f;
}
offset -= glm::min(interpVel * 0.05f, 1.0f);
}
return offset;
}
void CameraControl::updateFovEffects(
const Hitbox& hitbox, PlayerInput input, float delta
) {
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 && (input.moveForward || input.moveBack || input.moveLeft || input.moveRight)) {
zoomValue = RUN_ZOOM;
}
if (input.zoom) zoomValue *= C_ZOOM;
camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt);
}
// temporary solution
// more extensible but uglier
void CameraControl::switchCamera() {
const std::vector<std::shared_ptr<Camera>> playerCameras {
camera, player.tpCamera, player.spCamera};
auto index = std::distance(
playerCameras.begin(),
std::find_if(
playerCameras.begin(),
playerCameras.end(),
[this](auto& ptr) {
return ptr.get() == player.currentCamera.get();
}
)
);
if (static_cast<size_t>(index) != playerCameras.size()) {
index = (index + 1) % playerCameras.size();
player.currentCamera = playerCameras.at(index);
} else {
player.currentCamera = camera;
}
}
void CameraControl::update(
PlayerInput input, float delta, const Chunks& chunks
) {
offset = glm::vec3(0.0f, 0.0f, 0.0f);
if (auto hitbox = player.getHitbox()) {
offset.y += hitbox->halfsize.y * (0.7f / 0.9f);
if (!input.cheat) {
offset += updateCameraShaking(*hitbox, delta);
}
if (settings.fovEffects.get()) {
updateFovEffects(*hitbox, input, delta);
}
}
if (input.cameraMode) {
switchCamera();
}
const auto& spCamera = player.spCamera;
const auto& tpCamera = player.tpCamera;
refreshPosition();
camera->updateVectors();
if (player.currentCamera == spCamera) {
spCamera->position =
chunks.rayCastToObstacle(camera->position, camera->front, 3.0f) -
0.4f * camera->front;
spCamera->dir = -camera->dir;
spCamera->front = -camera->front;
spCamera->right = -camera->right;
} else if (player.currentCamera == tpCamera) {
tpCamera->position =
chunks.rayCastToObstacle(camera->position, -camera->front, 3.0f) +
0.4f * camera->front;
tpCamera->dir = camera->dir;
tpCamera->front = camera->front;
tpCamera->right = camera->right;
}
if (player.currentCamera == spCamera || player.currentCamera == tpCamera ||
player.currentCamera == camera) {
player.currentCamera->setFov(glm::radians(settings.fov.get()));
}
}
PlayerController::PlayerController(
const EngineSettings& settings,
Level& level,
Player& player,
BlocksController& blocksController
)
: level(level),
player(player),
camControl(player, settings.camera),
blocksController(blocksController) {
}
void PlayerController::onFootstep(const Hitbox& hitbox) {
auto pos = hitbox.position;
auto half = hitbox.halfsize;
for (int offsetZ = -1; offsetZ <= 1; offsetZ++) {
for (int offsetX = -1; offsetX <= 1; offsetX++) {
int x = std::floor(pos.x + half.x * offsetX);
int y = std::floor(pos.y - half.y * 1.1f);
int z = std::floor(pos.z + half.z * offsetZ);
auto vox = player.chunks->get(x, y, z);
if (vox) {
auto& def = level.content.getIndices()->blocks.require(vox->id);
if (!def.obstacle) {
continue;
}
blocksController.onBlockInteraction(
&player, glm::ivec3(x, y, z), def, BlockInteraction::step
);
return;
}
}
}
}
void PlayerController::updateFootsteps(float delta) {
auto hitbox = player.getHitbox();
if (hitbox && hitbox->grounded) {
const glm::vec3& vel = hitbox->velocity;
float f = glm::length(glm::vec2(vel.x, vel.z));
stepsTimer += delta * f * STEPS_SPEED;
if (stepsTimer >= M_PI) {
stepsTimer = fmod(stepsTimer, M_PI);
onFootstep(*hitbox);
}
} else {
stepsTimer = M_PI;
}
}
void PlayerController::update(float delta, const Input* inputEvents) {
if (inputEvents) {
updateKeyboard(*inputEvents);
player.updateSelectedEntity();
} else {
resetKeyboard();
}
updatePlayer(delta);
}
void PlayerController::postUpdate(
float delta, int windowHeight, const Input* input, bool pause
) {
if (!pause) {
updateFootsteps(delta);
}
if (!pause && input) {
camControl.updateMouse(this->input, windowHeight);
}
camControl.refreshRotation();
player.postUpdate();
camControl.update(this->input, pause ? 0.0f : delta, *player.chunks);
if (input) {
updateInteraction(*input, delta);
} else {
player.selection = {};
}
}
void PlayerController::updateKeyboard(const Input& inputEvents) {
const auto& bindings = inputEvents.getBindings();
input.moveForward = bindings.active(BIND_MOVE_FORWARD);
input.moveBack = bindings.active(BIND_MOVE_BACK);
input.moveLeft = bindings.active(BIND_MOVE_LEFT);
input.moveRight = bindings.active(BIND_MOVE_RIGHT);
input.sprint = bindings.active(BIND_MOVE_SPRINT);
input.shift = bindings.active(BIND_MOVE_CROUCH);
input.cheat = bindings.active(BIND_MOVE_CHEAT);
input.jump = bindings.active(BIND_MOVE_JUMP);
input.zoom = bindings.active(BIND_CAM_ZOOM);
input.cameraMode = bindings.jactive(BIND_CAM_MODE);
input.delta = inputEvents.getCursor().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;
input.delta = {};
}
void PlayerController::updatePlayer(float delta) {
player.updateInput(input, delta);
}
static int determine_rotation(
const Block* def, const glm::ivec3& norm, const glm::vec3& camDir
) {
if (def && def->rotatable) {
const std::string& name = def->rotations.name;
if (name == "pipe") {
if (norm.x < 0.0f) return BLOCK_DIR_WEST;
if (norm.x > 0.0f) return BLOCK_DIR_EAST;
if (norm.y > 0.0f) return BLOCK_DIR_UP;
if (norm.y < 0.0f) return BLOCK_DIR_DOWN;
if (norm.z > 0.0f) return BLOCK_DIR_NORTH;
if (norm.z < 0.0f) return BLOCK_DIR_SOUTH;
} else if (name == "pane") {
if (abs(camDir.x) > abs(camDir.z)) {
if (camDir.x > 0.0f) return BLOCK_DIR_EAST;
if (camDir.x < 0.0f) return BLOCK_DIR_WEST;
}
if (abs(camDir.x) < abs(camDir.z)) {
if (camDir.z > 0.0f) return BLOCK_DIR_SOUTH;
if (camDir.z < 0.0f) return BLOCK_DIR_NORTH;
}
} else if (name == "stairs") {
int verticalBit = ((norm.y - camDir.y * 0.5f) < 0.0) ? 4 : 0;
if (abs(camDir.x) > abs(camDir.z)) {
if (camDir.x > 0.0f) return BLOCK_DIR_EAST | verticalBit;
if (camDir.x < 0.0f) return BLOCK_DIR_WEST | verticalBit;
}
if (abs(camDir.x) < abs(camDir.z)) {
if (camDir.z > 0.0f) return BLOCK_DIR_SOUTH | verticalBit;
if (camDir.z < 0.0f) return BLOCK_DIR_NORTH | verticalBit;
}
}
}
return 0;
}
voxel* PlayerController::updateSelection(float maxDistance) {
auto indices = level.content.getIndices();
auto& chunks = *player.chunks;
auto camera = player.fpCamera.get();
auto& selection = player.selection;
glm::vec3 end;
glm::ivec3 iend;
glm::ivec3 norm;
voxel* vox = chunks.rayCast(
camera->position, camera->front, maxDistance, end, norm, iend
);
if (vox) {
maxDistance = glm::distance(camera->position, end);
}
auto prevEntity = selection.entity;
selection.entity = ENTITY_NONE;
selection.actualPosition = iend;
if (auto result = level.entities->rayCast(
camera->position, camera->front, maxDistance, player.getEntity()
)) {
selection.entity = result->entity;
selection.hitPosition =
camera->position + camera->front * result->distance;
selection.position = selection.hitPosition;
selection.actualPosition = selection.position;
selection.normal = result->normal;
}
if (selection.entity != prevEntity) {
if (prevEntity != ENTITY_NONE) {
if (auto pentity = level.entities->get(prevEntity)) {
scripting::on_aim_off(*pentity, &player);
}
}
if (selection.entity != ENTITY_NONE) {
if (auto pentity = level.entities->get(selection.entity)) {
scripting::on_aim_on(*pentity, &player);
}
}
}
if (vox == nullptr || selection.entity) {
selection.vox = {BLOCK_VOID, {}};
return nullptr;
}
blockstate selectedState = vox->state;
selection.vox = *vox;
if (selectedState.segment) {
selection.position = chunks.seekOrigin(
iend, indices->blocks.require(selection.vox.id), selectedState
);
auto origin = chunks.get(selection.position);
if (origin && origin->id != vox->id) {
chunks.set(iend.x, iend.y, iend.z, 0, {});
return updateSelection(maxDistance);
}
} else {
selection.position = iend;
}
selection.hitPosition = end;
selection.normal = norm;
return vox;
}
void PlayerController::processRightClick(
const Block& def, const Block& target
) {
const auto& selection = player.selection;
auto& chunks = *player.chunks;
auto camera = player.fpCamera.get();
blockstate state {};
state.rotation = determine_rotation(&def, selection.normal, camera->front);
if (!input.shift && target.rt.funcsset.oninteract) {
if (scripting::on_block_interact(
&player, target, selection.actualPosition
)) {
return;
}
}
glm::ivec3 coord = selection.actualPosition;
if (!target.replaceable) {
coord += selection.normal;
} else if (def.rotations.name == BlockRotProfile::PIPE_NAME) {
state.rotation = BLOCK_DIR_UP;
}
blockid_t chosenBlock = def.rt.id;
if (def.obstacle) {
const auto& hitboxes = def.rt.hitboxes[state.rotation];
for (const AABB& blockAABB : hitboxes) {
if (level.entities->hasBlockingInside(blockAABB.translated(coord)
)) {
return;
}
}
}
auto vox = chunks.get(coord);
if (vox == nullptr) {
return;
}
if (!chunks.checkReplaceability(def, state, coord)) {
return;
}
if (def.grounded) {
const auto& vec = get_ground_direction(def, state.rotation);
if (!chunks.isSolidBlock(
coord.x + vec.x, coord.y + vec.y, coord.z + vec.z
)) {
return;
}
}
if (chosenBlock != vox->id && chosenBlock) {
if (!player.isInfiniteItems()) {
auto& slot = player.getInventory()->getSlot(player.getChosenSlot());
slot.setCount(slot.getCount() - 1);
}
blocksController.placeBlock(
&player, def, state, coord.x, coord.y, coord.z
);
}
}
void PlayerController::updateEntityInteraction(
entityid_t eid, bool lclick, bool rclick
) {
auto entityOpt = level.entities->get(eid);
if (!entityOpt.has_value()) {
return;
}
auto entity = *entityOpt;
if (lclick) {
scripting::on_attacked(entity, &player, player.getEntity());
}
if (rclick) {
scripting::on_entity_used(entity, &player);
}
}
void PlayerController::updateInteraction(const Input& inputEvents, float delta) {
auto indices = level.content.getIndices();
const auto& selection = player.selection;
if (interactionTimer > 0.0f) {
interactionTimer -= delta;
}
const auto& bindings = inputEvents.getBindings();
bool xkey = bindings.active(BIND_PLAYER_FAST_INTERACTOIN);
float maxDistance = xkey ? 200.0f : 10.0f;
bool longInteraction = interactionTimer <= 0 || xkey;
bool lclick = bindings.jactive(BIND_PLAYER_DESTROY) ||
(longInteraction && bindings.active(BIND_PLAYER_DESTROY));
bool lattack = bindings.jactive(BIND_PLAYER_ATTACK);
bool rclick = bindings.jactive(BIND_PLAYER_BUILD) ||
(longInteraction && bindings.active(BIND_PLAYER_BUILD));
if (lclick || rclick) {
interactionTimer = INTERACTION_RELOAD;
}
auto inventory = player.getInventory();
const ItemStack& stack = inventory->getSlot(player.getChosenSlot());
auto& item = indices->items.require(stack.getItemId());
auto vox = updateSelection(maxDistance);
if (vox == nullptr) {
if (rclick && item.rt.funcsset.on_use) {
scripting::on_item_use(&player, item);
}
if (selection.entity) {
updateEntityInteraction(selection.entity, lattack, rclick);
}
return;
}
auto iend = selection.position;
if (lclick && !input.shift && item.rt.funcsset.on_block_break_by) {
if (scripting::on_item_break_block(
&player, item, iend.x, iend.y, iend.z
)) {
return;
}
}
auto& target = indices->blocks.require(vox->id);
if (lclick) {
scripting::on_block_breaking(&player, target, iend);
if (player.isInstantDestruction() && target.breakable) {
blocksController.breakBlock(
&player, target, iend.x, iend.y, iend.z
);
}
}
if (rclick && !input.shift) {
bool preventDefault = false;
if (item.rt.funcsset.on_use_on_block) {
preventDefault = scripting::on_item_use_on_block(
&player, item, iend, selection.normal
);
} else if (item.rt.funcsset.on_use) {
preventDefault = scripting::on_item_use(&player, item);
}
if (preventDefault) {
return;
}
}
auto def = indices->blocks.get(item.rt.placingBlock);
if (def && rclick) {
processRightClick(*def, target);
}
}
Player* PlayerController::getPlayer() {
return &player;
}