VoxelEngine/src/logic/PlayerController.hpp

79 lines
2.1 KiB
C++

#ifndef PLAYER_CONTROL_HPP_
#define PLAYER_CONTROL_HPP_
#include "../objects/Player.hpp"
#include <memory>
#include <vector>
#include <glm/glm.hpp>
class Camera;
class Level;
class Block;
class Chunks;
class BlocksController;
struct Hitbox;
struct CameraSettings;
class CameraControl {
std::shared_ptr<Player> player;
std::shared_ptr<Camera> 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, const PlayerInput& input,
float delta);
/// @brief Switch active player camera
void switchCamera();
public:
CameraControl(const std::shared_ptr<Player>& player,
const CameraSettings& settings);
void updateMouse(PlayerInput& input);
void update(const PlayerInput& input, float delta, Chunks* chunks);
void refresh();
};
class PlayerController {
Level* level;
std::shared_ptr<Player> player;
PlayerInput input {};
CameraControl camControl;
BlocksController* blocksController;
void updateKeyboard();
void resetKeyboard();
void updatePlayer(float delta);
void updateEntityInteraction(entityid_t eid, bool lclick, bool rclick);
void updateInteraction();
float stepsTimer = 0.0f;
void onFootstep(const Hitbox& hitbox);
void updateFootsteps(float delta);
void processRightClick(Block* def, Block* target);
voxel* updateSelection(float maxDistance);
public:
PlayerController(
Level* level,
const EngineSettings& settings,
BlocksController* blocksController
);
void update(float delta, bool input, bool pause);
void postUpdate(float delta, bool input, bool pause);
Player* getPlayer();
};
#endif /* PLAYER_CONTROL_HPP_ */