PlayerController.cpp indents fix

This commit is contained in:
MihailRis 2024-03-05 22:22:00 +03:00
parent c6b06f04d8
commit bcd3770739

View File

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