#pragma once #include #include #include #include "objects/Player.hpp" class Engine; class Camera; class Level; class Block; class Chunks; class BlocksController; struct Hitbox; struct CameraSettings; struct EngineSettings; class CameraControl { std::shared_ptr player; std::shared_ptr camera; const CameraSettings& settings; glm::vec3 offset; float shake = 0.0f; float shakeTimer = 0.0f; glm::vec3 interpVel {0.0f}; /// @brief Update shaking timer and calculate camera offset /// @param delta delta time /// @return camera offset glm::vec3 updateCameraShaking(const Hitbox& hitbox, float delta); /// @brief Update field-of-view effects /// @param input player inputs /// @param delta delta time void updateFovEffects(const Hitbox& hitbox, PlayerInput input, float delta); /// @brief Switch active player camera void switchCamera(); public: CameraControl( const std::shared_ptr& player, const CameraSettings& settings ); void updateMouse(PlayerInput& input); void update(PlayerInput input, float delta, Chunks* chunks); void refresh(); }; class PlayerController { const EngineSettings& settings; Level* level; std::shared_ptr player; PlayerInput input {}; CameraControl camControl; BlocksController* blocksController; float interactionTimer = 0.0f; void updateKeyboard(); void resetKeyboard(); void updatePlayer(float delta); void updateEntityInteraction(entityid_t eid, bool lclick, bool rclick); void updateInteraction(float delta); float stepsTimer = 0.0f; void onFootstep(const Hitbox& hitbox); void updateFootsteps(float delta); void processRightClick(const Block& def, const Block& target); voxel* updateSelection(float maxDistance); public: PlayerController( const EngineSettings& settings, Level* level, BlocksController* blocksController ); void update(float delta, bool input, bool pause); void postUpdate(float delta, bool input, bool pause); Player* getPlayer(); };