#include "player_control.h" #include "graphics/LineBatch.h" #include "objects/Player.h" #include "physics/PhysicsSolver.h" #include "physics/Hitbox.h" #include "lighting/Lighting.h" #include "world/Level.h" #include "voxels/Block.h" #include "voxels/voxel.h" #include "voxels/Chunks.h" #include "window/Camera.h" #include "window/Events.h" #include #define CROUCH_SPEED_MUL 0.25f #define CROUCH_SHIFT_Y -0.2f #define RUN_SPEED_MUL 1.5f #define CROUCH_ZOOM 0.9f #define RUN_ZOOM 1.1f #define C_ZOOM 0.1f #define ZOOM_SPEED 16.0f #define DEFAULT_AIR_DAMPING 0.1f #define PLAYER_NOT_ONGROUND_DAMPING 10.0f #define CAMERA_SHAKING_OFFSET 0.025f #define CAMERA_SHAKING_OFFSET_Y 0.031f #define CAMERA_SHAKING_SPEED 1.6f #define CAMERA_SHAKING_DELTA_K 10.0f #define FLIGHT_SPEED_MUL 8.0f #define CHEAT_SPEED_MUL 5.0f #define JUMP_FORCE 7.0f void update_controls(PhysicsSolver* physics, Chunks* chunks, Player* player, float delta){ if (Events::jpressed(GLFW_KEY_ESCAPE)){ Window::setShouldClose(true); } if (Events::jpressed(GLFW_KEY_TAB)){ Events::toogleCursor(); } for (int i = 1; i < 10; i++){ if (Events::jpressed(GLFW_KEY_0+i)){ player->choosenBlock = i; } } // Controls Camera* camera = player->camera; Hitbox* hitbox = player->hitbox; bool sprint = Events::pressed(GLFW_KEY_LEFT_CONTROL); bool shift = Events::pressed(GLFW_KEY_LEFT_SHIFT) && hitbox->grounded && !sprint; bool zoom = Events::pressed(GLFW_KEY_C); bool cheat = Events::pressed(GLFW_KEY_R); float speed = player->speed; if (player->flight){ speed *= FLIGHT_SPEED_MUL; } if (cheat){ speed *= CHEAT_SPEED_MUL; } int substeps = (int)(delta * 1000); substeps = (substeps <= 0 ? 1 : (substeps > 100 ? 100 : substeps)); physics->step(chunks, hitbox, delta, substeps, shift, player->flight ? 0.0f : 1.0f); 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) player->flight = false; // Camera 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; } float factor = hitbox->grounded ? length(vec2(hitbox->velocity.x, hitbox->velocity.z)) : 0.0f; 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); if (Events::jpressed(GLFW_KEY_F)){ player->flight = !player->flight; if (player->flight){ hitbox->velocity.y += 1; hitbox->grounded = false; } } // Field of view manipulations float dt = min(1.0f, delta * ZOOM_SPEED); if (dt > 1.0f) dt = 1.0f; float zoomValue = 1.0f; if (shift){ speed *= CROUCH_SPEED_MUL; camera->position.y += CROUCH_SHIFT_Y; zoomValue = CROUCH_ZOOM; } else if (sprint){ speed *= RUN_SPEED_MUL; zoomValue = RUN_ZOOM; } if (zoom) zoomValue *= C_ZOOM; camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt); if (Events::pressed(GLFW_KEY_SPACE) && hitbox->grounded){ hitbox->velocity.y = JUMP_FORCE; } vec3 dir(0,0,0); if (Events::pressed(GLFW_KEY_W)){ dir.x += camera->dir.x; dir.z += camera->dir.z; } if (Events::pressed(GLFW_KEY_S)){ dir.x -= camera->dir.x; dir.z -= camera->dir.z; } if (Events::pressed(GLFW_KEY_D)){ dir.x += camera->right.x; dir.z += camera->right.z; } if (Events::pressed(GLFW_KEY_A)){ dir.x -= camera->right.x; dir.z -= camera->right.z; } hitbox->linear_damping = DEFAULT_AIR_DAMPING; if (player->flight){ hitbox->linear_damping = PLAYER_NOT_ONGROUND_DAMPING; hitbox->velocity.y *= 1.0f - delta * 9; if (Events::pressed(GLFW_KEY_SPACE)){ hitbox->velocity.y += speed * delta * 9; } if (Events::pressed(GLFW_KEY_LEFT_SHIFT)){ hitbox->velocity.y -= speed * delta * 9; } } if (length(dir) > 0.0f){ dir = normalize(dir); if (!hitbox->grounded) hitbox->linear_damping = PLAYER_NOT_ONGROUND_DAMPING; hitbox->velocity.x += dir.x * speed * delta * 9; hitbox->velocity.z += dir.z * speed * delta * 9; } if (Events::_cursor_locked){ player->camY += -Events::deltaY / Window::height * 2; player->camX += -Events::deltaX / Window::height * 2; if (player->camY < -radians(89.0f)){ player->camY = -radians(89.0f); } if (player->camY > radians(89.0f)){ player->camY = radians(89.0f); } camera->rotation = mat4(1.0f); camera->rotate(player->camY, player->camX, 0); } } void update_interaction(Level* level, LineBatch* lineBatch){ Chunks* chunks = level->chunks; Player* player = level->player; Camera* camera = player->camera; Lighting* lighting = level->lighting; vec3 end; vec3 norm; vec3 iend; voxel* vox = chunks->rayCast(camera->position, camera->front, 10.0f, end, norm, iend); if (vox != nullptr){ if (Block::blocks[vox->id]->model == 1){ lineBatch->box(iend.x+0.5f, iend.y+0.5f, iend.z+0.5f, 1.005f,1.005f,1.005f, 0,0,0,0.5f); } else if (Block::blocks[vox->id]->model == 2){ lineBatch->box(iend.x+0.4f, iend.y+0.3f, iend.z+0.4f, 0.805f,0.805f,0.805f, 0,0,0,0.5f); } if (Events::jclicked(GLFW_MOUSE_BUTTON_1) && Block::blocks[vox->id]->breakable){ int x = (int)iend.x; int y = (int)iend.y; int z = (int)iend.z; chunks->set(x,y,z, 0); lighting->onBlockSet(x,y,z,0); } if (Events::jclicked(GLFW_MOUSE_BUTTON_2)){ int x = (int)(iend.x)+(int)(norm.x); int y = (int)(iend.y)+(int)(norm.y); int z = (int)(iend.z)+(int)(norm.z); if (!level->physics->isBlockInside(x,y,z, player->hitbox)){ chunks->set(x, y, z, player->choosenBlock); lighting->onBlockSet(x,y,z, player->choosenBlock); } } if (Events::jclicked(GLFW_MOUSE_BUTTON_3)){ int x = (int)iend.x; int y = (int)iend.y; int z = (int)iend.z; player->choosenBlock = chunks->get(x,y,z)->id; } } }