remove camera latency
This commit is contained in:
parent
8bb736bef0
commit
af1b32d91d
13
res/content/base/models/player.mtl
Normal file
13
res/content/base/models/player.mtl
Normal file
@ -0,0 +1,13 @@
|
||||
# Blender MTL File: 'player.blend'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl entities/player
|
||||
Ns 96.078431
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.000000 0.000000 0.000000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 1
|
||||
map_Kd /home/ubuntu/Projects/Cpp/VoxelEngine-Cpp/res/content/base/textures/entities/player.png
|
||||
@ -6,10 +6,10 @@ v 0.125000 -0.900000 -0.125000
|
||||
v 0.125000 -0.900000 0.125000
|
||||
v -0.125000 -0.900000 0.125000
|
||||
v -0.125000 -0.900000 -0.125000
|
||||
v 0.125000 0.700000 -0.125000
|
||||
v 0.125000 0.700000 0.125000
|
||||
v -0.125000 0.700000 0.125000
|
||||
v -0.125000 0.700000 -0.125000
|
||||
v 0.125000 0.491919 -0.125000
|
||||
v 0.125000 0.491919 0.125000
|
||||
v -0.125000 0.491919 0.125000
|
||||
v -0.125000 0.491919 -0.125000
|
||||
vt 0.783122 0.009685
|
||||
vt 0.982503 0.009685
|
||||
vt 0.982503 0.209065
|
||||
|
||||
@ -163,6 +163,8 @@ void CameraControl::update(const PlayerInput& input, float delta, Chunks* chunks
|
||||
auto spCamera = player->spCamera;
|
||||
auto tpCamera = player->tpCamera;
|
||||
|
||||
refresh();
|
||||
|
||||
if (player->currentCamera == spCamera) {
|
||||
spCamera->position = chunks->rayCastToObstacle(
|
||||
camera->position, camera->front, 3.0f) - 0.2f * camera->front;
|
||||
@ -256,16 +258,17 @@ void PlayerController::postUpdate(float delta, bool input, bool pause) {
|
||||
if (!pause) {
|
||||
updateFootsteps(delta);
|
||||
}
|
||||
player->postUpdate();
|
||||
camControl.refresh();
|
||||
if (!pause) {
|
||||
updateCamera(delta, input);
|
||||
|
||||
if (!pause && input) {
|
||||
camControl.updateMouse(this->input);
|
||||
}
|
||||
if (input) {
|
||||
updateInteraction();
|
||||
} else {
|
||||
player->selection = {};
|
||||
}
|
||||
player->postUpdate();
|
||||
camControl.update(this->input, delta, level->chunks.get());
|
||||
}
|
||||
|
||||
void PlayerController::updateKeyboard() {
|
||||
@ -283,13 +286,6 @@ void PlayerController::updateKeyboard() {
|
||||
input.flight = Events::jactive(BIND_PLAYER_FLIGHT);
|
||||
}
|
||||
|
||||
void PlayerController::updateCamera(float delta, bool movement) {
|
||||
if (movement) {
|
||||
camControl.updateMouse(input);
|
||||
}
|
||||
camControl.update(input, delta, level->chunks.get());
|
||||
}
|
||||
|
||||
void PlayerController::resetKeyboard() {
|
||||
input.zoom = false;
|
||||
input.moveForward = false;
|
||||
|
||||
@ -66,7 +66,6 @@ class PlayerController {
|
||||
std::vector<on_block_interaction> blockInteractionCallbacks;
|
||||
|
||||
void updateKeyboard();
|
||||
void updateCamera(float delta, bool movement);
|
||||
void resetKeyboard();
|
||||
void updatePlayer(float delta);
|
||||
void updateInteraction();
|
||||
|
||||
@ -62,25 +62,11 @@ Hitbox* Player::getHitbox() {
|
||||
}
|
||||
|
||||
void Player::updateInput(PlayerInput& input, float delta) {
|
||||
auto entity = level->entities->get(eid);
|
||||
if (!entity.has_value()) {
|
||||
auto hitbox = getHitbox();
|
||||
if (hitbox == nullptr) {
|
||||
return;
|
||||
}
|
||||
auto& hitbox = entity->getRigidbody().hitbox;
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
|
||||
skeleton.visible = currentCamera != camera;
|
||||
|
||||
size_t bodyIndex = skeleton.config->find("body")->getIndex();
|
||||
size_t headIndex = skeleton.config->find("head")->getIndex();
|
||||
|
||||
skeleton.pose.matrices[bodyIndex] =
|
||||
glm::rotate(glm::mat4(1.0f), glm::radians(cam.x-90), glm::vec3(0, 1, 0));
|
||||
skeleton.pose.matrices[headIndex] = glm::rotate(glm::rotate(
|
||||
glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.6f, 0.0f)),
|
||||
glm::radians(-cam.y), glm::vec3(0, 0, 1)), glm::radians(90.0f), glm::vec3(0, 1, 0));
|
||||
|
||||
bool crouch = input.shift && hitbox.grounded && !input.sprint;
|
||||
bool crouch = input.shift && hitbox->grounded && !input.sprint;
|
||||
float speed = this->speed;
|
||||
if (flight){
|
||||
speed *= FLIGHT_SPEED_MUL;
|
||||
@ -89,7 +75,7 @@ void Player::updateInput(PlayerInput& input, float delta) {
|
||||
speed *= CHEAT_SPEED_MUL;
|
||||
}
|
||||
|
||||
hitbox.crouching = crouch;
|
||||
hitbox->crouching = crouch;
|
||||
if (crouch) {
|
||||
speed *= CROUCH_SPEED_MUL;
|
||||
} else if (input.sprint) {
|
||||
@ -111,37 +97,37 @@ void Player::updateInput(PlayerInput& input, float delta) {
|
||||
}
|
||||
if (glm::length(dir) > 0.0f){
|
||||
dir = glm::normalize(dir);
|
||||
hitbox.velocity += dir * speed * delta * 9.0f;
|
||||
hitbox->velocity += dir * speed * delta * 9.0f;
|
||||
}
|
||||
|
||||
hitbox.linearDamping = PLAYER_GROUND_DAMPING;
|
||||
hitbox.verticalDamping = flight;
|
||||
hitbox.gravityScale = flight ? 0.0f : 1.0f;
|
||||
hitbox->linearDamping = PLAYER_GROUND_DAMPING;
|
||||
hitbox->verticalDamping = flight;
|
||||
hitbox->gravityScale = flight ? 0.0f : 1.0f;
|
||||
if (flight){
|
||||
hitbox.linearDamping = PLAYER_AIR_DAMPING;
|
||||
hitbox->linearDamping = PLAYER_AIR_DAMPING;
|
||||
if (input.jump){
|
||||
hitbox.velocity.y += speed * delta * 9;
|
||||
hitbox->velocity.y += speed * delta * 9;
|
||||
}
|
||||
if (input.shift){
|
||||
hitbox.velocity.y -= speed * delta * 9;
|
||||
hitbox->velocity.y -= speed * delta * 9;
|
||||
}
|
||||
}
|
||||
if (!hitbox.grounded) {
|
||||
hitbox.linearDamping = PLAYER_AIR_DAMPING;
|
||||
if (!hitbox->grounded) {
|
||||
hitbox->linearDamping = PLAYER_AIR_DAMPING;
|
||||
}
|
||||
|
||||
if (input.jump && hitbox.grounded){
|
||||
hitbox.velocity.y = JUMP_FORCE;
|
||||
if (input.jump && hitbox->grounded){
|
||||
hitbox->velocity.y = JUMP_FORCE;
|
||||
}
|
||||
|
||||
if ((input.flight && !noclip) ||
|
||||
(input.noclip && flight == noclip)){
|
||||
flight = !flight;
|
||||
if (flight){
|
||||
hitbox.velocity.y += 1.0f;
|
||||
hitbox->velocity.y += 1.0f;
|
||||
}
|
||||
}
|
||||
hitbox.type = noclip ? BodyType::KINEMATIC : BodyType::DYNAMIC;
|
||||
hitbox->type = noclip ? BodyType::KINEMATIC : BodyType::DYNAMIC;
|
||||
if (input.noclip) {
|
||||
noclip = !noclip;
|
||||
}
|
||||
@ -150,18 +136,32 @@ void Player::updateInput(PlayerInput& input, float delta) {
|
||||
}
|
||||
|
||||
void Player::postUpdate() {
|
||||
auto hitbox = getHitbox();
|
||||
if (hitbox == nullptr) {
|
||||
auto entity = level->entities->get(eid);
|
||||
if (!entity.has_value()) {
|
||||
return;
|
||||
}
|
||||
position = hitbox->position;
|
||||
auto& hitbox = entity->getRigidbody().hitbox;
|
||||
position = hitbox.position;
|
||||
|
||||
if (flight && hitbox->grounded) {
|
||||
if (flight && hitbox.grounded) {
|
||||
flight = false;
|
||||
}
|
||||
if (spawnpoint.y <= 0.1) {
|
||||
attemptToFindSpawnpoint();
|
||||
}
|
||||
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
|
||||
skeleton.visible = currentCamera != camera;
|
||||
|
||||
size_t bodyIndex = skeleton.config->find("body")->getIndex();
|
||||
size_t headIndex = skeleton.config->find("head")->getIndex();
|
||||
|
||||
skeleton.pose.matrices[bodyIndex] =
|
||||
glm::rotate(glm::mat4(1.0f), glm::radians(cam.x-90), glm::vec3(0, 1, 0));
|
||||
skeleton.pose.matrices[headIndex] = glm::rotate(glm::rotate(
|
||||
glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.4f, 0.0f)),
|
||||
glm::radians(-cam.y), glm::vec3(0, 0, 1)), glm::radians(90.0f), glm::vec3(0, 1, 0));
|
||||
}
|
||||
|
||||
void Player::teleport(glm::vec3 position) {
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user