PlayerController.cpp indents fix

This commit is contained in:
MihailRis
2024-03-05 22:22:00 +03:00
parent c6b06f04d8
commit bcd3770739
+172 -172
View File
@@ -32,103 +32,103 @@ const float CROUCH_SHIFT_Y = -0.2f;
CameraControl::CameraControl(std::shared_ptr<Player> player, const CameraSettings& settings) CameraControl::CameraControl(std::shared_ptr<Player> player, const CameraSettings& settings)
: player(player), : player(player),
camera(player->camera), camera(player->camera),
currentViewCamera(player->currentCamera), currentViewCamera(player->currentCamera),
settings(settings), settings(settings),
offset(0.0f, 0.7f, 0.0f) { offset(0.0f, 0.7f, 0.0f) {
} }
void CameraControl::refresh() { void CameraControl::refresh() {
camera->position = player->hitbox->position + offset; camera->position = player->hitbox->position + offset;
} }
void CameraControl::updateMouse(PlayerInput& input) { void CameraControl::updateMouse(PlayerInput& input) {
glm::vec2& cam = player->cam; glm::vec2& cam = player->cam;
float sensitivity = (input.zoom ? settings.sensitivity / 4.f : settings.sensitivity); float sensitivity = (input.zoom ? settings.sensitivity / 4.f : settings.sensitivity);
cam -= glm::degrees(Events::delta / (float)Window::height * sensitivity); cam -= glm::degrees(Events::delta / (float)Window::height * sensitivity);
if (cam.y < -89.9f) { if (cam.y < -89.9f) {
cam.y = -89.9f; cam.y = -89.9f;
} }
else if (cam.y > 89.9f) { else if (cam.y > 89.9f) {
cam.y = 89.9f; cam.y = 89.9f;
} }
if (cam.x > 180.f) { if (cam.x > 180.f) {
cam.x -= 360.f; cam.x -= 360.f;
} }
else if (cam.x < -180.f) { else if (cam.x < -180.f) {
cam.x += 360.f; cam.x += 360.f;
} }
camera->rotation = glm::mat4(1.0f); camera->rotation = glm::mat4(1.0f);
camera->rotate(glm::radians(cam.y), glm::radians(cam.x), 0); camera->rotate(glm::radians(cam.y), glm::radians(cam.x), 0);
} }
void CameraControl::update(PlayerInput& input, float delta, Chunks* chunks) { void CameraControl::update(PlayerInput& input, float delta, Chunks* chunks) {
Hitbox* hitbox = player->hitbox.get(); Hitbox* hitbox = player->hitbox.get();
offset = glm::vec3(0.0f, 0.7f, 0.0f); offset = glm::vec3(0.0f, 0.7f, 0.0f);
if (settings.shaking && !input.cheat) { if (settings.shaking && !input.cheat) {
const float k = CAM_SHAKE_DELTA_K; const float k = CAM_SHAKE_DELTA_K;
const float oh = CAM_SHAKE_OFFSET; const float oh = CAM_SHAKE_OFFSET;
const float ov = CAM_SHAKE_OFFSET_Y; const float ov = CAM_SHAKE_OFFSET_Y;
const glm::vec3& vel = hitbox->velocity; const glm::vec3& vel = hitbox->velocity;
interpVel = interpVel * (1.0f - delta * 5) + vel * delta * 0.1f; interpVel = interpVel * (1.0f - delta * 5) + vel * delta * 0.1f;
if (hitbox->grounded && interpVel.y < 0.0f){ if (hitbox->grounded && interpVel.y < 0.0f){
interpVel.y *= -30.0f; interpVel.y *= -30.0f;
} }
shake = shake * (1.0f - delta * k); shake = shake * (1.0f - delta * k);
if (hitbox->grounded) { if (hitbox->grounded) {
float f = glm::length(glm::vec2(vel.x, vel.z)); float f = glm::length(glm::vec2(vel.x, vel.z));
shakeTimer += delta * f * CAM_SHAKE_SPEED; shakeTimer += delta * f * CAM_SHAKE_SPEED;
shake += f * delta * k; shake += f * delta * k;
} }
offset += camera->right * glm::sin(shakeTimer) * oh * shake; offset += camera->right * glm::sin(shakeTimer) * oh * shake;
offset += camera->up * glm::abs(glm::cos(shakeTimer)) * ov * shake; offset += camera->up * glm::abs(glm::cos(shakeTimer)) * ov * shake;
offset -= glm::min(interpVel * 0.05f, 1.0f); offset -= glm::min(interpVel * 0.05f, 1.0f);
} }
if (settings.fovEvents){ if (settings.fovEvents){
bool crouch = input.shift && hitbox->grounded && !input.sprint; bool crouch = input.shift && hitbox->grounded && !input.sprint;
float dt = fmin(1.0f, delta * ZOOM_SPEED); float dt = fmin(1.0f, delta * ZOOM_SPEED);
float zoomValue = 1.0f; float zoomValue = 1.0f;
if (crouch){ if (crouch){
offset += glm::vec3(0.f, CROUCH_SHIFT_Y, 0.f); offset += glm::vec3(0.f, CROUCH_SHIFT_Y, 0.f);
zoomValue = CROUCH_ZOOM; zoomValue = CROUCH_ZOOM;
} else if (input.sprint){ } else if (input.sprint){
zoomValue = RUN_ZOOM; zoomValue = RUN_ZOOM;
} }
if (input.zoom) if (input.zoom)
zoomValue *= C_ZOOM; zoomValue *= C_ZOOM;
camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt); camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt);
} }
auto spCamera = player->spCamera; auto spCamera = player->spCamera;
auto tpCamera = player->tpCamera; auto tpCamera = player->tpCamera;
if (input.cameraMode) { //ugly but effective if (input.cameraMode) { //ugly but effective
if (player->currentCamera == camera) if (player->currentCamera == camera)
player->currentCamera = tpCamera; player->currentCamera = tpCamera;
else if (player->currentCamera == spCamera) else if (player->currentCamera == spCamera)
player->currentCamera = camera; player->currentCamera = camera;
else if (player->currentCamera == tpCamera) else if (player->currentCamera == tpCamera)
player->currentCamera = spCamera; player->currentCamera = spCamera;
} }
if (player->currentCamera == spCamera) { if (player->currentCamera == spCamera) {
spCamera->position = chunks->rayCastToObstacle(camera->position, camera->front, 3.0f) - 0.2f*(camera->front); spCamera->position = chunks->rayCastToObstacle(camera->position, camera->front, 3.0f) - 0.2f*(camera->front);
spCamera->dir = -camera->dir; spCamera->dir = -camera->dir;
spCamera->front = -camera->front; spCamera->front = -camera->front;
} }
else if (player->currentCamera == tpCamera) { else if (player->currentCamera == tpCamera) {
tpCamera->position = chunks->rayCastToObstacle(camera->position, -camera->front, 3.0f) + 0.2f * (camera->front); tpCamera->position = chunks->rayCastToObstacle(camera->position, -camera->front, 3.0f) + 0.2f * (camera->front);
tpCamera->dir = camera->dir; tpCamera->dir = camera->dir;
tpCamera->front = camera->front; tpCamera->front = camera->front;
} }
} }
glm::vec3 PlayerController::selectedBlockPosition; glm::vec3 PlayerController::selectedBlockPosition;
@@ -141,68 +141,68 @@ PlayerController::PlayerController(
Level* level, Level* level,
const EngineSettings& settings, const EngineSettings& settings,
BlocksController* blocksController) BlocksController* blocksController)
: level(level), : level(level),
player(level->getObject<Player>(0)), player(level->getObject<Player>(0)),
camControl(player, settings.camera), camControl(player, settings.camera),
blocksController(blocksController) { blocksController(blocksController) {
} }
void PlayerController::update(float delta, bool input, bool pause) { void PlayerController::update(float delta, bool input, bool pause) {
if (!pause) { if (!pause) {
if (input) { if (input) {
updateKeyboard(); updateKeyboard();
} else { } else {
resetKeyboard(); resetKeyboard();
} }
updateCamera(delta, input); updateCamera(delta, input);
updateControls(delta); updateControls(delta);
} }
camControl.refresh(); camControl.refresh();
if (input) { if (input) {
updateInteraction(); updateInteraction();
} else { } else {
selectedBlockId = -1; selectedBlockId = -1;
selectedBlockStates = 0; selectedBlockStates = 0;
} }
} }
void PlayerController::updateKeyboard() { void PlayerController::updateKeyboard() {
input.moveForward = Events::active(BIND_MOVE_FORWARD); input.moveForward = Events::active(BIND_MOVE_FORWARD);
input.moveBack = Events::active(BIND_MOVE_BACK); input.moveBack = Events::active(BIND_MOVE_BACK);
input.moveLeft = Events::active(BIND_MOVE_LEFT); input.moveLeft = Events::active(BIND_MOVE_LEFT);
input.moveRight = Events::active(BIND_MOVE_RIGHT); input.moveRight = Events::active(BIND_MOVE_RIGHT);
input.sprint = Events::active(BIND_MOVE_SPRINT); input.sprint = Events::active(BIND_MOVE_SPRINT);
input.shift = Events::active(BIND_MOVE_CROUCH); input.shift = Events::active(BIND_MOVE_CROUCH);
input.cheat = Events::active(BIND_MOVE_CHEAT); input.cheat = Events::active(BIND_MOVE_CHEAT);
input.jump = Events::active(BIND_MOVE_JUMP); input.jump = Events::active(BIND_MOVE_JUMP);
input.zoom = Events::active(BIND_CAM_ZOOM); input.zoom = Events::active(BIND_CAM_ZOOM);
input.cameraMode = Events::jactive(BIND_CAM_MODE); input.cameraMode = Events::jactive(BIND_CAM_MODE);
input.noclip = Events::jactive(BIND_PLAYER_NOCLIP); input.noclip = Events::jactive(BIND_PLAYER_NOCLIP);
input.flight = Events::jactive(BIND_PLAYER_FLIGHT); input.flight = Events::jactive(BIND_PLAYER_FLIGHT);
} }
void PlayerController::updateCamera(float delta, bool movement) { void PlayerController::updateCamera(float delta, bool movement) {
if (movement) { if (movement) {
camControl.updateMouse(input); camControl.updateMouse(input);
} }
camControl.update(input, delta, level->chunks.get()); camControl.update(input, delta, level->chunks.get());
} }
void PlayerController::resetKeyboard() { void PlayerController::resetKeyboard() {
input.zoom = false; input.zoom = false;
input.moveForward = false; input.moveForward = false;
input.moveBack = false; input.moveBack = false;
input.moveLeft = false; input.moveLeft = false;
input.moveRight = false; input.moveRight = false;
input.sprint = false; input.sprint = false;
input.shift = false; input.shift = false;
input.cheat = false; input.cheat = false;
input.jump = false; input.jump = false;
} }
void PlayerController::updateControls(float delta){ void PlayerController::updateControls(float delta){
player->updateInput(level, input, delta); player->updateInput(level, input, delta);
} }
static int determine_rotation(Block* def, glm::ivec3& norm, glm::vec3& camDir) { static int determine_rotation(Block* def, glm::ivec3& norm, glm::vec3& camDir) {
@@ -247,56 +247,56 @@ static void pick_block(ContentIndices* indices, Chunks* chunks, Player* player,
} }
void PlayerController::updateInteraction(){ void PlayerController::updateInteraction(){
auto indices = level->content->getIndices(); auto indices = level->content->getIndices();
Chunks* chunks = level->chunks.get(); Chunks* chunks = level->chunks.get();
Lighting* lighting = level->lighting.get(); Lighting* lighting = level->lighting.get();
Camera* camera = player->camera.get(); Camera* camera = player->camera.get();
bool xkey = Events::pressed(keycode::X); bool xkey = Events::pressed(keycode::X);
bool lclick = Events::jactive(BIND_PLAYER_ATTACK) || bool lclick = Events::jactive(BIND_PLAYER_ATTACK) ||
(xkey && Events::active(BIND_PLAYER_ATTACK)); (xkey && Events::active(BIND_PLAYER_ATTACK));
bool rclick = Events::jactive(BIND_PLAYER_BUILD) || bool rclick = Events::jactive(BIND_PLAYER_BUILD) ||
(xkey && Events::active(BIND_PLAYER_BUILD)); (xkey && Events::active(BIND_PLAYER_BUILD));
float maxDistance = 10.0f; float maxDistance = 10.0f;
if (xkey) { if (xkey) {
maxDistance *= 20.0f; maxDistance *= 20.0f;
} }
auto inventory = player->getInventory(); auto inventory = player->getInventory();
ItemStack& stack = inventory->getSlot(player->getChosenSlot()); ItemStack& stack = inventory->getSlot(player->getChosenSlot());
ItemDef* item = indices->getItemDef(stack.getItemId()); ItemDef* item = indices->getItemDef(stack.getItemId());
glm::vec3 end; glm::vec3 end;
glm::ivec3 iend; glm::ivec3 iend;
glm::ivec3 norm; glm::ivec3 norm;
voxel* vox = chunks->rayCast( voxel* vox = chunks->rayCast(
camera->position, camera->position,
camera->front, camera->front,
maxDistance, maxDistance,
end, norm, iend end, norm, iend
); );
if (vox != nullptr){ if (vox != nullptr){
player->selectedVoxel = *vox; player->selectedVoxel = *vox;
selectedBlockId = vox->id; selectedBlockId = vox->id;
selectedBlockStates = vox->states; selectedBlockStates = vox->states;
selectedBlockPosition = iend; selectedBlockPosition = iend;
selectedPointPosition = end; selectedPointPosition = end;
selectedBlockNormal = norm; selectedBlockNormal = norm;
int x = iend.x; int x = iend.x;
int y = iend.y; int y = iend.y;
int z = iend.z; int z = iend.z;
Block* def = indices->getBlockDef(item->rt.placingBlock); Block* def = indices->getBlockDef(item->rt.placingBlock);
uint8_t states = determine_rotation(def, norm, camera->dir); uint8_t states = determine_rotation(def, norm, camera->dir);
if (lclick && !input.shift && item->rt.funcsset.on_block_break_by) { if (lclick && !input.shift && item->rt.funcsset.on_block_break_by) {
if (scripting::on_item_break_block(player.get(), item, x, y, z)) if (scripting::on_item_break_block(player.get(), item, x, y, z))
return; return;
} }
Block* target = indices->getBlockDef(vox->id); Block* target = indices->getBlockDef(vox->id);
if (lclick && target->breakable){ if (lclick && target->breakable){
blocksController->breakBlock(player.get(), target, x, y, z); blocksController->breakBlock(player.get(), target, x, y, z);
} }
if (rclick && !input.shift) { if (rclick && !input.shift) {
bool preventDefault = false; bool preventDefault = false;
@@ -310,25 +310,25 @@ void PlayerController::updateInteraction(){
return; return;
} }
} }
if (def && rclick){ if (def && rclick){
if (!input.shift && target->rt.funcsset.oninteract) { if (!input.shift && target->rt.funcsset.oninteract) {
if (scripting::on_block_interact(player.get(), target, x, y, z)) if (scripting::on_block_interact(player.get(), target, x, y, z))
return; return;
} }
if (!target->replaceable){ if (!target->replaceable){
x = (iend.x)+(norm.x); x = (iend.x)+(norm.x);
y = (iend.y)+(norm.y); y = (iend.y)+(norm.y);
z = (iend.z)+(norm.z); z = (iend.z)+(norm.z);
} else { } else {
if (def->rotations.name == "pipe") { if (def->rotations.name == "pipe") {
states = BLOCK_DIR_UP; states = BLOCK_DIR_UP;
} }
} }
vox = chunks->get(x, y, z); vox = chunks->get(x, y, z);
blockid_t chosenBlock = def->rt.id; blockid_t chosenBlock = def->rt.id;
if (vox && (target = indices->getBlockDef(vox->id))->replaceable) { if (vox && (target = indices->getBlockDef(vox->id))->replaceable) {
if (!level->physics->isBlockInside(x,y,z, player->hitbox.get()) if (!level->physics->isBlockInside(x,y,z, player->hitbox.get())
|| !def->obstacle){ || !def->obstacle){
if (def->grounded && !chunks->isSolidBlock(x, y-1, z)) { if (def->grounded && !chunks->isSolidBlock(x, y-1, z)) {
chosenBlock = 0; chosenBlock = 0;
} }
@@ -340,16 +340,16 @@ void PlayerController::updateInteraction(){
} }
blocksController->updateSides(x, y, z); blocksController->updateSides(x, y, z);
} }
} }
} }
} }
if (Events::jactive(BIND_PLAYER_PICK)) { if (Events::jactive(BIND_PLAYER_PICK)) {
pick_block(indices, chunks, player.get(), x, y, z); pick_block(indices, chunks, player.get(), x, y, z);
} }
} else { } else {
selectedBlockId = -1; selectedBlockId = -1;
selectedBlockStates = 0; selectedBlockStates = 0;
} }
if (rclick) { if (rclick) {
if (item->rt.funcsset.on_use) { if (item->rt.funcsset.on_use) {
scripting::on_item_use(player.get(), item); scripting::on_item_use(player.get(), item);