#define _USE_MATH_DEFINES #include "PlayerController.hpp" #include #include #include "../content/Content.hpp" #include "../core_defs.hpp" #include "../items/Inventory.hpp" #include "../items/ItemDef.hpp" #include "../items/ItemStack.hpp" #include "../lighting/Lighting.hpp" #include "../objects/Entities.hpp" #include "../objects/Player.hpp" #include "../physics/Hitbox.hpp" #include "../physics/PhysicsSolver.hpp" #include "../settings.hpp" #include "../voxels/Block.hpp" #include "../voxels/Chunks.hpp" #include "../voxels/voxel.hpp" #include "../window/Camera.hpp" #include "../window/Events.hpp" #include "../window/Window.hpp" #include "../window/input.hpp" #include "../world/Level.hpp" #include "BlocksController.hpp" #include "scripting/scripting.hpp" const float STEPS_SPEED = 2.2f; const float CAM_SHAKE_OFFSET = 0.0075f; const float CAM_SHAKE_OFFSET_Y = 0.031f; const float CAM_SHAKE_SPEED = STEPS_SPEED; const float CAM_SHAKE_DELTA_K = 10.0f; const float ZOOM_SPEED = 16.0f; const float CROUCH_ZOOM = 0.9f; const float RUN_ZOOM = 1.1f; const float C_ZOOM = 0.1f; const float CROUCH_SHIFT_Y = -0.2f; CameraControl::CameraControl( const std::shared_ptr& player, const CameraSettings& settings ) : player(player), camera(player->camera), settings(settings), offset(0.0f, 0.7f, 0.0f) { } void CameraControl::refresh() { camera->position = player->getPosition() + offset; } void CameraControl::updateMouse(PlayerInput& input) { glm::vec3& cam = player->cam; float sensitivity = (input.zoom ? settings.sensitivity.get() / 4.f : settings.sensitivity.get()); auto d = glm::degrees(Events::delta / (float)Window::height * sensitivity); cam.x -= d.x; cam.y -= d.y; 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), glm::radians(cam.z) ); } glm::vec3 CameraControl::updateCameraShaking( const Hitbox& hitbox, float delta ) { glm::vec3 offset {}; const float k = CAM_SHAKE_DELTA_K; 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); float oh = CAM_SHAKE_OFFSET; if (hitbox.grounded) { float f = glm::length(glm::vec2(vel.x, vel.z)); shakeTimer += delta * f * CAM_SHAKE_SPEED; shake += f * delta * k; oh *= glm::sqrt(f); } offset += camera->right * glm::sin(shakeTimer) * oh * shake; offset += camera->up * glm::abs(glm::cos(shakeTimer)) * ov * shake; if (settings.inertia.get()) { offset -= glm::min(interpVel * 0.05f, 1.0f); } return offset; } void CameraControl::updateFovEffects( const Hitbox& hitbox, PlayerInput input, float delta ) { 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); } // temporary solution // more extensible but uglier void CameraControl::switchCamera() { const std::vector> playerCameras { camera, player->tpCamera, player->spCamera}; auto index = std::distance( playerCameras.begin(), std::find_if( playerCameras.begin(), playerCameras.end(), [=](auto ptr) { return ptr.get() == player->currentCamera.get(); } ) ); if (static_cast(index) != playerCameras.size()) { index = (index + 1) % playerCameras.size(); player->currentCamera = playerCameras.at(index); } else { player->currentCamera = camera; } } void CameraControl::update(PlayerInput input, float delta, Chunks* chunks) { offset = glm::vec3(0.0f, 0.0f, 0.0f); if (auto hitbox = player->getHitbox()) { offset.y += hitbox->halfsize.y * (0.7f / 0.9f); if (settings.shaking.get() && !input.cheat) { offset += updateCameraShaking(*hitbox, delta); } if (settings.fovEffects.get()) { updateFovEffects(*hitbox, input, delta); } } if (input.cameraMode) { switchCamera(); } auto spCamera = player->spCamera; auto tpCamera = player->tpCamera; refresh(); if (player->currentCamera == spCamera) { spCamera->position = chunks->rayCastToObstacle(camera->position, camera->front, 3.0f) - 0.4f * 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) + 0.4f * camera->front; tpCamera->dir = camera->dir; tpCamera->front = camera->front; } if (player->currentCamera == spCamera || player->currentCamera == tpCamera || player->currentCamera == camera) { player->currentCamera->setFov(glm::radians(settings.fov.get())); } } PlayerController::PlayerController( Level* level, const EngineSettings& settings, BlocksController* blocksController ) : level(level), player(level->getObject(0)), camControl(player, settings.camera), blocksController(blocksController) { } void PlayerController::onFootstep(const Hitbox& hitbox) { auto pos = hitbox.position; auto half = hitbox.halfsize; for (int offsetZ = -1; offsetZ <= 1; offsetZ++) { for (int offsetX = -1; offsetX <= 1; offsetX++) { int x = std::floor(pos.x + half.x * offsetX); int y = std::floor(pos.y - half.y * 1.1f); int z = std::floor(pos.z + half.z * offsetZ); auto vox = level->chunks->get(x, y, z); if (vox) { auto& def = level->content->getIndices()->blocks.require(vox->id); if (!def.obstacle) { continue; } blocksController->onBlockInteraction( player.get(), glm::ivec3(x, y, z), def, BlockInteraction::step ); return; } } } } void PlayerController::updateFootsteps(float delta) { auto hitbox = player->getHitbox(); if (hitbox && hitbox->grounded) { const glm::vec3& vel = hitbox->velocity; float f = glm::length(glm::vec2(vel.x, vel.z)); stepsTimer += delta * f * STEPS_SPEED; if (stepsTimer >= M_PI) { stepsTimer = fmod(stepsTimer, M_PI); onFootstep(*hitbox); } } else { stepsTimer = M_PI; } } void PlayerController::update(float delta, bool input, bool pause) { if (!pause) { if (input) { updateKeyboard(); player->updateSelectedEntity(); } else { resetKeyboard(); } updatePlayer(delta); } } void PlayerController::postUpdate(float delta, bool input, bool pause) { if (!pause) { updateFootsteps(delta); } if (!pause && input) { camControl.updateMouse(this->input); } player->postUpdate(); camControl.update(this->input, delta, level->chunks.get()); if (input) { updateInteraction(); } else { player->selection = {}; } } 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); } 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; } void PlayerController::updatePlayer(float delta) { player->updateEntity(); player->updateInput(input, delta); } static int determine_rotation( const Block* def, const glm::ivec3& norm, glm::vec3& camDir ) { if (def && def->rotatable) { const std::string& name = def->rotations.name; if (name == "pipe") { if (norm.x < 0.0f) return BLOCK_DIR_WEST; else if (norm.x > 0.0f) return BLOCK_DIR_EAST; else if (norm.y > 0.0f) return BLOCK_DIR_UP; else if (norm.y < 0.0f) return BLOCK_DIR_DOWN; else if (norm.z > 0.0f) return BLOCK_DIR_NORTH; else if (norm.z < 0.0f) return BLOCK_DIR_SOUTH; } else if (name == "pane") { if (abs(camDir.x) > abs(camDir.z)) { if (camDir.x > 0.0f) return BLOCK_DIR_EAST; if (camDir.x < 0.0f) return BLOCK_DIR_WEST; } if (abs(camDir.x) < abs(camDir.z)) { if (camDir.z > 0.0f) return BLOCK_DIR_SOUTH; if (camDir.z < 0.0f) return BLOCK_DIR_NORTH; } } } return 0; } static void pick_block( ContentIndices* indices, Chunks* chunks, Player* player, int x, int y, int z ) { auto& block = indices->blocks.require(chunks->get(x, y, z)->id); itemid_t id = block.rt.pickingItem; auto inventory = player->getInventory(); size_t slotid = inventory->findSlotByItem(id, 0, 10); if (slotid == Inventory::npos) { slotid = player->getChosenSlot(); } else { player->setChosenSlot(slotid); } ItemStack& stack = inventory->getSlot(slotid); if (stack.getItemId() != id) { stack.set(ItemStack(id, 1)); } } voxel* PlayerController::updateSelection(float maxDistance) { auto indices = level->content->getIndices(); auto chunks = level->chunks.get(); auto camera = player->camera.get(); auto& selection = player->selection; glm::vec3 end; glm::ivec3 iend; glm::ivec3 norm; voxel* vox = chunks->rayCast( camera->position, camera->front, maxDistance, end, norm, iend ); if (vox) { maxDistance = glm::distance(camera->position, end); } auto prevEntity = selection.entity; selection.entity = ENTITY_NONE; selection.actualPosition = iend; if (auto result = level->entities->rayCast( camera->position, camera->front, maxDistance, player->getEntity() )) { selection.entity = result->entity; selection.hitPosition = camera->position + camera->front * result->distance; selection.position = selection.hitPosition; selection.actualPosition = selection.position; selection.normal = result->normal; } if (selection.entity != prevEntity) { if (prevEntity != ENTITY_NONE) { if (auto pentity = level->entities->get(prevEntity)) { scripting::on_aim_off(*pentity, player.get()); } } if (selection.entity != ENTITY_NONE) { if (auto pentity = level->entities->get(selection.entity)) { scripting::on_aim_on(*pentity, player.get()); } } } if (vox == nullptr || selection.entity) { selection.vox = {BLOCK_VOID, {}}; return nullptr; } blockstate selectedState = vox->state; selection.vox = *vox; if (selectedState.segment) { selection.position = chunks->seekOrigin( iend, indices->blocks.require(selection.vox.id), selectedState ); auto origin = chunks->get(selection.position); if (origin && origin->id != vox->id) { chunks->set(iend.x, iend.y, iend.z, 0, {}); return updateSelection(maxDistance); } } else { selection.position = iend; } selection.hitPosition = end; selection.normal = norm; return vox; } void PlayerController::processRightClick(const Block& def, const Block& target) { const auto& selection = player->selection; auto chunks = level->chunks.get(); auto camera = player->camera.get(); blockstate state {}; state.rotation = determine_rotation(&def, selection.normal, camera->dir); if (!input.shift && target.rt.funcsset.oninteract) { if (scripting::on_block_interact( player.get(), target, selection.position )) { return; } } auto coord = selection.actualPosition; if (!target.replaceable) { coord += selection.normal; } else if (def.rotations.name == BlockRotProfile::PIPE_NAME) { state.rotation = BLOCK_DIR_UP; } blockid_t chosenBlock = def.rt.id; AABB blockAABB(coord, coord + 1); bool blocked = level->entities->hasBlockingInside(blockAABB); if (def.obstacle && blocked) { return; } auto vox = chunks->get(coord); if (vox == nullptr) { return; } if (!chunks->checkReplaceability(def, state, coord)) { return; } if (def.grounded) { const auto& vec = get_ground_direction(def, state.rotation); if (!chunks->isSolidBlock( coord.x + vec.x, coord.y + vec.y, coord.z + vec.z )) { return; } } if (chosenBlock != vox->id && chosenBlock) { blocksController->placeBlock( player.get(), def, state, coord.x, coord.y, coord.z ); } } void PlayerController::updateEntityInteraction( entityid_t eid, bool lclick, bool rclick ) { auto entityOpt = level->entities->get(eid); if (!entityOpt.has_value()) { return; } auto entity = *entityOpt; if (lclick) { scripting::on_attacked(entity, player.get(), player->getEntity()); } if (rclick) { scripting::on_entity_used(entity, player.get()); } } void PlayerController::updateInteraction() { auto indices = level->content->getIndices(); auto chunks = level->chunks.get(); const auto& selection = player->selection; 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 = xkey ? 200.0f : 10.0f; auto inventory = player->getInventory(); const ItemStack& stack = inventory->getSlot(player->getChosenSlot()); auto& item = indices->items.require(stack.getItemId()); auto vox = updateSelection(maxDistance); if (vox == nullptr) { if (rclick && item.rt.funcsset.on_use) { scripting::on_item_use(player.get(), item); } if (selection.entity) { updateEntityInteraction(selection.entity, lclick, rclick); } return; } auto iend = selection.position; if (lclick && !input.shift && item.rt.funcsset.on_block_break_by) { if (scripting::on_item_break_block( player.get(), item, iend.x, iend.y, iend.z )) { return; } } auto& target = indices->blocks.require(vox->id); if (lclick && target.breakable) { blocksController->breakBlock( player.get(), target, iend.x, iend.y, iend.z ); } if (rclick && !input.shift) { bool preventDefault = false; if (item.rt.funcsset.on_use_on_block) { preventDefault = scripting::on_item_use_on_block( player.get(), item, iend, selection.normal ); } else if (item.rt.funcsset.on_use) { preventDefault = scripting::on_item_use(player.get(), item); } if (preventDefault) { return; } } auto def = indices->blocks.get(item.rt.placingBlock); if (def && rclick) { processRightClick(*def, target); } if (Events::jactive(BIND_PLAYER_PICK)) { auto coord = selection.actualPosition; pick_block(indices, chunks, player.get(), coord.x, coord.y, coord.z); } } Player* PlayerController::getPlayer() { return player.get(); }