Refactor and fixes

This commit is contained in:
MihailRis
2023-11-12 02:44:02 +03:00
parent b4a3608302
commit 63b5f4bc6b
25 changed files with 394 additions and 278 deletions
+121 -100
View File
@@ -29,46 +29,100 @@
#define CHEAT_SPEED_MUL 5.0f
#define JUMP_FORCE 7.0f
PlayerController::PlayerController(Level* level) : level(level) {
PlayerController::PlayerController(Level* level, const EngineSettings& settings)
: level(level), player(level->player), camSettings(settings.camera) {
}
void PlayerController::update_controls(float delta, bool movement){
Player* player = level->player;
void PlayerController::refreshCamera() {
level->player->camera->position = level->player->hitbox->position + cameraOffset;
}
/*block choose*/{
for (int i = 1; i < 10; i++){
if (Events::jpressed(keycode::NUM_0+i)){
player->choosenBlock = i;
}
void PlayerController::updateKeyboard() {
input.zoom = Events::pressed(keycode::C);
input.moveForward = Events::pressed(keycode::W);
input.moveBack = Events::pressed(keycode::S);
input.moveLeft = Events::pressed(keycode::A);
input.moveRight = Events::pressed(keycode::D);
input.sprint = Events::pressed(keycode::LEFT_CONTROL);
input.shift = Events::pressed(keycode::LEFT_SHIFT);
input.cheat = Events::pressed(keycode::R);
input.jump = Events::pressed(keycode::SPACE);
input.noclip = Events::jpressed(keycode::N);
input.flight = Events::jpressed(keycode::F);
// block choice
for (int i = 1; i < 10; i++){
if (Events::jpressed(keycode::NUM_0+i)){
player->choosenBlock = i;
}
}//end
}
}
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 sprint = Events::pressed(keycode::LEFT_CONTROL) && movement;
bool shift = Events::pressed(keycode::LEFT_SHIFT) && hitbox->grounded && !sprint && movement;
bool zoom = Events::pressed(keycode::C) && movement;
bool cheat = Events::pressed(keycode::R) && movement;
bool crouch = input.shift && hitbox->grounded && !input.sprint;
float speed = player->speed;
if (player->flight){
speed *= FLIGHT_SPEED_MUL;
}
if (cheat){
if (input.cheat){
speed *= CHEAT_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));
if (movement)
level->physics->step(level->chunks, hitbox, delta, substeps, shift, player->flight ? 0.0f : 1.0f, !player->noclip);
camera->position.x = hitbox->position.x;
camera->position.y = hitbox->position.y + 0.7f;
camera->position.z = hitbox->position.z;
if (player->flight && hitbox->grounded)
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;
/*camera shaking*/{
}
if (input.jump && hitbox->grounded){
hitbox->velocity.y = JUMP_FORCE;
}
cameraOffset = vec3(0.0f, 0.7f, 0.0f);
if (camSettings.shaking) {
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;
@@ -77,104 +131,80 @@ void PlayerController::update_controls(float delta, bool movement){
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;
camera->position += camera->right * sin(shakeTimer) * CAMERA_SHAKING_OFFSET * player->cameraShaking;
camera->position += camera->up * abs(cos(shakeTimer)) * CAMERA_SHAKING_OFFSET_Y * player->cameraShaking;
camera->position -= min(player->interpVel * 0.05f, 1.0f);
}//end
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 ((Events::jpressed(keycode::F) && movement && !player->noclip) ||
(Events::jpressed(keycode::N) && movement && player->flight == player->noclip)){
if ((input.flight && !player->noclip) ||
(input.noclip && player->flight == player->noclip)){
player->flight = !player->flight;
if (player->flight){
hitbox->grounded = false;
}
}
if (Events::jpressed(keycode::N) && movement) {
if (input.noclip) {
player->noclip = !player->noclip;
}
/*field of view manipulations*/{
if (camSettings.fovEvents){
float dt = min(1.0f, delta * ZOOM_SPEED);
float zoomValue = 1.0f;
if (shift){
if (crouch){
speed *= CROUCH_SPEED_MUL;
camera->position.y += CROUCH_SHIFT_Y;
cameraOffset += CROUCH_SHIFT_Y;
zoomValue = CROUCH_ZOOM;
} else if (sprint){
} else if (input.sprint){
speed *= RUN_SPEED_MUL;
zoomValue = RUN_ZOOM;
}
if (zoom)
if (input.zoom)
zoomValue *= C_ZOOM;
camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt);
}//end
if (Events::pressed(keycode::SPACE) && movement && hitbox->grounded){
hitbox->velocity.y = JUMP_FORCE;
}
vec3 dir(0,0,0);
if (Events::pressed(keycode::W) && movement){
dir.x += camera->dir.x;
dir.z += camera->dir.z;
}
if (Events::pressed(keycode::S) && movement){
dir.x -= camera->dir.x;
dir.z -= camera->dir.z;
}
if (Events::pressed(keycode::D) && movement){
dir.x += camera->right.x;
dir.z += camera->right.z;
}
if (Events::pressed(keycode::A) && movement){
dir.x -= camera->right.x;
dir.z -= camera->right.z;
}
hitbox->linear_damping = PLAYER_GROUND_DAMPING;
if (player->flight){
hitbox->linear_damping = PLAYER_AIR_DAMPING;
hitbox->velocity.y *= 1.0f - delta * 9;
if (Events::pressed(keycode::SPACE) && movement){
if (input.jump){
hitbox->velocity.y += speed * delta * 9;
}
if (Events::pressed(keycode::LEFT_SHIFT) && movement){
if (input.shift){
hitbox->velocity.y -= speed * delta * 9;
}
}
if (!hitbox->grounded)
if (!hitbox->grounded) {
hitbox->linear_damping = PLAYER_AIR_DAMPING;
if (length(dir) > 0.0f){
dir = normalize(dir);
hitbox->velocity.x += dir.x * speed * delta * 9;
hitbox->velocity.z += dir.z * speed * delta * 9;
}
/*camera rotate*/{
if (Events::_cursor_locked){
float rotX = -Events::deltaX / Window::height * 2;
float rotY = -Events::deltaY / Window::height * 2;
if (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);
}
}//end
input.noclip = false;
input.flight = false;
}
void PlayerController::update_interaction(){
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(){
Chunks* chunks = level->chunks;
Player* player = level->player;
Lighting* lighting = level->lighting;
@@ -193,22 +223,13 @@ void PlayerController::update_interaction(){
uint8_t states = 0;
if (Block::blocks[player->choosenBlock]->rotatable){
// states = states & 0b11111100;
// if (abs(norm.x) > abs(norm.z)){
// if (abs(norm.x) > abs(norm.y)) states = states | 0b00000001;
// if (abs(norm.x) < abs(norm.y)) states = states | 0b00000010;
// }
// if (abs(norm.x) < abs(norm.z)){
// if (abs(norm.z) > abs(norm.y)) states = states | 0b00000011;
// if (abs(norm.z) < abs(norm.y)) states = states | 0b00000010;
// }
if (abs(norm.x) > abs(norm.z)){
if (abs(norm.x) > abs(norm.y)) states = 0x31;
if (abs(norm.x) < abs(norm.y)) states = 0x32;
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 = 0x33;
if (abs(norm.z) < abs(norm.y)) states = 0x32;
if (abs(norm.z) > abs(norm.y)) states = BLOCK_DIR_Z;
if (abs(norm.z) < abs(norm.y)) states = BLOCK_DIR_Y;
}
}