refactoring
This commit is contained in:
+60
-60
@@ -19,8 +19,8 @@
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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_GROUNDED_DAMPING 1.0f
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#define PLAYER_NOT_GROUNDED_DAMPING 10.0f
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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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@@ -35,13 +35,14 @@ PlayerController::PlayerController(Level* level) : level(level) {
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void PlayerController::update_controls(float delta){
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Player* player = level->player;
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for (int i = 1; i < 10; i++){
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if (Events::jpressed(GLFW_KEY_0+i)){
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player->choosenBlock = i;
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/*block choose*/{
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for (int i = 1; i < 10; i++){
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if (Events::jpressed(GLFW_KEY_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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}//end
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// Controls
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Camera* camera = player->camera;
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Hitbox* hitbox = player->hitbox;
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bool sprint = Events::pressed(GLFW_KEY_LEFT_CONTROL);
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@@ -65,18 +66,20 @@ void PlayerController::update_controls(float delta){
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if (player->flight && hitbox->grounded)
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player->flight = false;
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// Camera shaking
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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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camera->position += camera->right * sin(shakeTimer) * CAMERA_SHAKING_OFFSET * player->cameraShaking;
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camera->position += camera->up * abs(cos(shakeTimer)) * CAMERA_SHAKING_OFFSET_Y * player->cameraShaking;
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camera->position -= min(player->interpVel * 0.05f, 1.0f);
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/*camera shaking*/{
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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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camera->position += camera->right * sin(shakeTimer) * CAMERA_SHAKING_OFFSET * player->cameraShaking;
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camera->position += camera->up * abs(cos(shakeTimer)) * CAMERA_SHAKING_OFFSET_Y * player->cameraShaking;
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camera->position -= min(player->interpVel * 0.05f, 1.0f);
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}//end
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if ((Events::jpressed(GLFW_KEY_F) && !player->noclip) ||
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(Events::jpressed(GLFW_KEY_N) && player->flight == player->noclip)){
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@@ -89,25 +92,25 @@ void PlayerController::update_controls(float delta){
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player->noclip = !player->noclip;
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}
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// Field of view manipulations
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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 (shift){
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speed *= CROUCH_SPEED_MUL;
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camera->position.y += CROUCH_SHIFT_Y;
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zoomValue = CROUCH_ZOOM;
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} else if (sprint){
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speed *= RUN_SPEED_MUL;
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zoomValue = RUN_ZOOM;
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}
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if (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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/*field of view manipulations*/{
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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 (shift){
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speed *= CROUCH_SPEED_MUL;
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camera->position.y += CROUCH_SHIFT_Y;
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zoomValue = CROUCH_ZOOM;
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} else if (sprint){
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speed *= RUN_SPEED_MUL;
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zoomValue = RUN_ZOOM;
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}
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if (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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}//end
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if (Events::pressed(GLFW_KEY_SPACE) && hitbox->grounded){
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hitbox->velocity.y = JUMP_FORCE;
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}
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vec3 dir(0,0,0);
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if (Events::pressed(GLFW_KEY_W)){
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dir.x += camera->dir.x;
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@@ -126,9 +129,9 @@ void PlayerController::update_controls(float delta){
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dir.z -= camera->right.z;
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}
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hitbox->linear_damping = PLAYER_GROUNDED_DAMPING;
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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_NOT_GROUNDED_DAMPING;
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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 (Events::pressed(GLFW_KEY_SPACE)){
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hitbox->velocity.y += speed * delta * 9;
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@@ -137,41 +140,38 @@ void PlayerController::update_controls(float delta){
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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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if (length(dir) > 0.0f){
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dir = normalize(dir);
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if (!hitbox->grounded)
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hitbox->linear_damping = PLAYER_NOT_GROUNDED_DAMPING;
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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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// camera rotate
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/*camera rotate*/{
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if (Events::_cursor_locked){
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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 (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 (Events::_cursor_locked){
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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 (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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if (player->camY < -radians(89.9f)){
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player->camY = -radians(89.9f);
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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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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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}//end
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}
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// end camera rotate
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void PlayerController::update_interaction(){
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Chunks* chunks = level->chunks;
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