remove Player.hitbox (WIP)
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@@ -46,7 +46,7 @@ CameraControl::CameraControl(const std::shared_ptr<Player>& player, const Camera
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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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camera->position = player->getPosition() + offset;
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}
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void CameraControl::updateMouse(PlayerInput& input) {
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@@ -77,20 +77,19 @@ void CameraControl::updateMouse(PlayerInput& input) {
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camera->rotate(glm::radians(cam.y), glm::radians(cam.x), glm::radians(cam.z));
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}
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glm::vec3 CameraControl::updateCameraShaking(float delta) {
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glm::vec3 CameraControl::updateCameraShaking(const Hitbox& hitbox, 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 ov = CAM_SHAKE_OFFSET_Y;
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const glm::vec3& vel = hitbox->velocity;
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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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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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float oh = CAM_SHAKE_OFFSET;
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if (hitbox->grounded) {
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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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@@ -103,9 +102,9 @@ glm::vec3 CameraControl::updateCameraShaking(float delta) {
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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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void CameraControl::updateFovEffects(const Hitbox& hitbox,
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const PlayerInput& input, float delta) {
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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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@@ -146,11 +145,13 @@ void CameraControl::switchCamera() {
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void CameraControl::update(const 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.get() && !input.cheat) {
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offset += updateCameraShaking(delta);
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}
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if (settings.fovEffects.get()){
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updateFovEffects(input, delta);
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if (auto hitbox = player->getHitbox()) {
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if (settings.shaking.get() && !input.cheat) {
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offset += updateCameraShaking(*hitbox, delta);
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}
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if (settings.fovEffects.get()){
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updateFovEffects(*hitbox, input, delta);
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}
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}
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if (input.cameraMode) {
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switchCamera();
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@@ -192,10 +193,9 @@ void PlayerController::onBlockInteraction(
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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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void PlayerController::onFootstep(const Hitbox& hitbox) {
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auto pos = hitbox.position;
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auto 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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@@ -218,15 +218,14 @@ void PlayerController::onFootstep() {
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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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auto hitbox = player->getHitbox();
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if (hitbox && 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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onFootstep(*hitbox);
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}
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} else {
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stepsTimer = M_PI;
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@@ -289,8 +288,8 @@ void PlayerController::resetKeyboard() {
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}
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void PlayerController::updatePlayer(float delta) {
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player->updateEntity(level);
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player->updateInput(level, input, delta);
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player->updateEntity();
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player->updateInput(input, delta);
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}
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static int determine_rotation(Block* def, const glm::ivec3& norm, glm::vec3& camDir) {
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@@ -395,8 +394,9 @@ void PlayerController::processRightClick(Block* def, Block* target) {
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}
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blockid_t chosenBlock = def->rt.id;
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if (def->obstacle && level->physics->isBlockInside(
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coord.x, coord.y, coord.z, def,state, player->hitbox.get())) {
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auto hitbox = player->getHitbox();
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if (hitbox && def->obstacle && level->physics->isBlockInside(
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coord.x, coord.y, coord.z, def,state, hitbox)) {
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return;
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}
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auto vox = chunks->get(coord);
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