Zepha/src/world/player/LocalPlayer.cpp

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//
// Created by aurailus on 28/12/18.
//
#include "LocalPlayer.h"
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#include "util/Ray.h"
#include "world/LocalWorld.h"
#include "game/def/BlockDef.h"
#include "util/net/NetField.h"
#include "client/graph/Renderer.h"
#include "world/dim/chunk/Chunk.h"
#include "util/net/Deserializer.h"
#include "world/dim/ent/Collision.h"
#include "client/conn/ClientNetworkInterpreter.h"
LocalPlayer::LocalPlayer(SubgamePtr game, LocalWorld& world, DimensionPtr dim, Renderer &renderer) :
Player(game, world, dim), DrawableEntity(game, dim), Entity(game, dim),
renderer(renderer),
wireframe(game, dim, {1, 1, 1}),
gameGui(world.getRefs().l(), renderer.window.getSize(), game.l(), renderer) {
handItemModel.parent = &handModel;
renderer.window.addResizeCallback("player", [&](glm::ivec2 win) { gameGui.winResized(win); });
}
void LocalPlayer::update(Input &input, double delta, glm::vec2 mouseDelta) {
gameGui.update(delta);
handItemModel.setVisible(gameGui.isVisible());
updatePhysics(input, delta, mouseDelta);
Collision::moveCollide(game, dim, collision, pos, vel,
Collision::isOnGround(game, dim, collision, pos, vel) ? 0.6 : vel.y <= 0 ? 0.1 : 0);
updateCamera();
findPointedThing(input);
updateWireframe();
if (!gameGui.isInMenu()) interact(input, delta);
}
void LocalPlayer::assertField(Packet packet) {
packet.type = Packet::Type::THIS_PLAYER_INFO;
static_cast<LocalWorld&>(world).getNet().sendPacket(packet, Packet::Channel::INTERACT);
}
void LocalPlayer::handleAssertion(Deserializer &d) {
while (!d.atEnd()) {
switch (d.readE<NetField>()) {
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default: std::cout << "Invalid assertion." << std::endl; break;
case NetField::ID: setId(d.read<unsigned int>()); break;
case NetField::DIM: setDim(world.getDimension(d.read<unsigned int>())); break;
case NetField::POS: setPos(d.read<glm::vec3>()); break;
case NetField::VEL: setVel(d.read<glm::vec3>()); break;
case NetField::LOOK_YAW: setYaw(d.read<float>()); break;
case NetField::LOOK_PITCH: setPitch(d.read<float>()); break;
case NetField::FLYING: setFlying(d.read<bool>()); break;
case NetField::HAND_INV: setHandList(d.read<std::string>()); break;
case NetField::WIELD_INV: setWieldList(d.read<std::string>()); break;
case NetField::WIELD_INDEX: setWieldIndex(d.read<unsigned short>()); break;
}
}
}
//
// Overridden Setters
//
void LocalPlayer::setPos(glm::vec3 pos, bool assert) {
Player::setPos(pos, assert);
this->renderer.camera.setPos(pos + getLookOffset());
}
void LocalPlayer::setLookOffset(glm::vec3 eyeOffset, bool assert) {
Player::setLookOffset(eyeOffset, assert);
this->renderer.camera.setPos(pos + getLookOffset());
}
void LocalPlayer::setHandList(const std::string &list, bool assert) {
Player::setHandList(list, assert);
world.getRefs().l()->setHandList(list);
updateWieldAndHandItems();
}
void LocalPlayer::setWieldList(const std::string& list, bool assert) {
Player::setWieldList(list, assert);
world.getRefs().l()->setWieldList(list);
setWieldIndex(wieldIndex);
updateWieldAndHandItems();
}
void LocalPlayer::setWieldIndex(unsigned short index, bool assert) {
auto wieldList = world.getRefs().l()->getWieldList();
wieldIndex = index % std::max((wieldList ? wieldList->getLength() : 1), 1);
Player::setWieldIndex(wieldIndex, assert);
updateWieldAndHandItems();
}
void LocalPlayer::setDim(DimensionPtr dim) {
Player::setDim(dim);
static_cast<LocalWorld&>(world).setActiveDimension(dim);
}
//
// UI Related
//
bool LocalPlayer::isInMenu() {
return gameGui.isInMenu();
}
void LocalPlayer::showMenu(std::shared_ptr<LuaGuiElement> root) {
gameGui.showMenu(root);
renderer.window.input.lockMouse(false);
}
void LocalPlayer::closeMenu() {
gameGui.closeMenu();
renderer.window.input.lockMouse(true);
}
void LocalPlayer::setHud(std::shared_ptr<LuaGuiElement> hud) {
gameGui.setHud(hud);
}
std::shared_ptr<LuaGuiElement> LocalPlayer::getHud() {
return gameGui.getHud();
}
void LocalPlayer::setHudVisible(bool hudVisible) {
gameGui.setVisible(hudVisible);
}
//
// Misc Getters
//
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InventoryPtr LocalPlayer::getInventory() {
return dim->getWorld().getRefs()->getInventory("current_player");
}
Target& LocalPlayer::getTarget() {
return target;
}
//
// Draw Functions
//
void LocalPlayer::draw(Renderer &renderer) {
wireframe.draw(renderer);
handItemModel.draw(renderer);
}
void LocalPlayer::drawHud(Renderer &renderer) {
gameGui.drawHud(renderer);
}
void LocalPlayer::drawMenu(Renderer &renderer) {
gameGui.drawMenu(renderer);
}
//
// Physics, camera, and player specific functionality.
//
bool LocalPlayer::getKey(Input& input, LocalPlayer::PlayerControl control) {
if (gameGui.isInMenu()) return false;
return input.keyDown(
control == PlayerControl::FORWARD ? GLFW_KEY_W :
control == PlayerControl::BACKWARD ? GLFW_KEY_S :
control == PlayerControl::LEFT ? GLFW_KEY_A :
control == PlayerControl::RIGHT ? GLFW_KEY_D :
control == PlayerControl::JUMP ? GLFW_KEY_SPACE :
control == PlayerControl::MOD1 ? GLFW_KEY_LEFT_SHIFT :
GLFW_KEY_LEFT_CONTROL);
}
void LocalPlayer::updatePhysics(Input &input, double delta, glm::vec2 mouseDelta) {
static constexpr float JUMP_VEL = 0.14f;
static constexpr float BASE_MOVE_SPEED = 4.3f;
static constexpr float MOUSE_SENSITIVITY = 0.1f;
//Position movement
bool sprinting = getKey(input, PlayerControl::MOD2);
double moveSpeed = BASE_MOVE_SPEED * delta * (sprinting ? 1.6 : 1);
float friction = 0.3f;
if (flying) {
moveSpeed *= 4;
friction = 0.15f;
}
else if (getKey(input, PlayerControl::JUMP) &&
Collision::isOnGround(game, dim, collision, pos, vel)) vel.y = JUMP_VEL;
//Calculate movement vector from camera angle.
auto& camera = renderer.camera;
glm::vec3 frontFlat = glm::normalize(glm::vec3(camera.getFront().x, 0, camera.getFront().z));
glm::vec3 rightFlat = glm::normalize(glm::vec3(camera.getRight().x, 0, camera.getRight().z));
glm::vec3 mod {0, 0, 0};
if (getKey(input, PlayerControl::FORWARD)) mod += frontFlat;
if (getKey(input, PlayerControl::BACKWARD)) mod -= frontFlat;
if (getKey(input, PlayerControl::RIGHT)) mod += rightFlat;
if (getKey(input, PlayerControl::LEFT)) mod -= rightFlat;
if (flying) {
if (getKey(input, PlayerControl::JUMP)) mod.y += 1;
if (getKey(input, PlayerControl::MOD1)) mod.y -= 1;
}
else {
if (!Collision::isOnGround(game, dim, collision, pos, vel)) vel.y = std::fmax(vel.y - 0.0085, -3);
else if (vel.y < 0) vel.y = 0;
}
if (glm::length(mod) != 0) mod = glm::normalize(mod);
mod = mod * static_cast<float>(moveSpeed);
if (!flying) {
glm::vec3 velFlat = {vel.x, 0, vel.z};
//Add movement vector with friction.
velFlat = velFlat * (1.0f-friction) + mod * friction;
vel.x = velFlat.x;
vel.z = velFlat.z;
}
else {
//If flying factor in vertical mod values.
vel = vel * (1.0f-friction) + mod * friction;
}
//View movement
mouseDelta.x *= MOUSE_SENSITIVITY;
mouseDelta.y *= MOUSE_SENSITIVITY;
yaw += mouseDelta.x;
pitch += mouseDelta.y;
while (yaw > 360.f) yaw -= 360.f;
while (yaw < 0.f) yaw += 360.f;
pitch = std::fmin(std::fmax(pitch, -90), 90);
}
void LocalPlayer::updateCamera() {
renderer.camera.setYaw(yaw);
renderer.camera.setPitch(pitch);
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auto type = game->getDefs().fromId(wieldItem).type;
glm::vec3 eyesPos = pos + getLookOffset();
renderer.camera.setPos(eyesPos);
float pitch = std::min(std::max(this->pitch, -89.9f), 89.9f);
glm::vec3 front = glm::normalize(glm::vec3 {
cos(glm::radians(yaw)) * cos(glm::radians(pitch)),
sin(glm::radians(pitch)),
sin(glm::radians(yaw)) * cos(glm::radians(pitch))});
glm::vec3 right = glm::normalize(glm::cross(front, {0, 1, 0}));
glm::vec3 up = glm::normalize(glm::cross(right, front));
glm::vec3 handPos = eyesPos + front * 0.25f + right * 0.25f + up * (type == ItemDef::Type::CRAFTITEM ? -0.15f : -0.2f);
handModel.setRotateY(-yaw);
handModel.setRotateZ(pitch);
if (type == ItemDef::Type::CRAFTITEM) {
handItemModel.setRotateX(45);
handItemModel.setRotateY(110);
handItemModel.setRotateZ(-25);
}
else {
handItemModel.setRotateX(0);
handItemModel.setRotateY(0);
handItemModel.setRotateZ(0);
}
handItemModel.setPos(handPos + vel * 0.1f);
handItemModel.setScale((type == ItemDef::Type::CRAFTITEM ? 0.2f : 0.12f));
}
void LocalPlayer::findPointedThing(Input &input) {
static constexpr float LOOK_DISTANCE = 6.5f;
static constexpr float LOOK_PRECISION = 0.01f;
glm::ivec3 chunkPos = {};
std::shared_ptr<Chunk> chunk = nullptr;
for (Ray ray(*this); ray.getLength() < LOOK_DISTANCE; ray.step(LOOK_PRECISION)) {
glm::vec3 rayEnd = ray.getEnd();
glm::ivec3 roundedPos = glm::floor(rayEnd);
glm::ivec3 currChunkPos = Space::Chunk::world::fromBlock(roundedPos);
if (currChunkPos != chunkPos || chunk == nullptr) {
chunkPos = currChunkPos;
chunk = dim->getChunk(chunkPos);
if (chunk == nullptr) continue;
}
unsigned int blockID = chunk->getBlock(Space::Block::relative::toChunk(roundedPos));
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auto& boxes = game->getDefs().blockFromId(blockID).sBoxes;
for (auto& sBox : boxes) {
auto face = sBox.intersects(rayEnd, roundedPos);
if (face != EVec::NONE) {
target = Target(dim, roundedPos, face);
return;
}
}
}
target = Target {};
}
void LocalPlayer::updateWireframe() {
if (!gameGui.isVisible()) {
wireframe.setVisible(false);
}
else if (target.type == Target::Type::BLOCK) {
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auto& boxes = game->getDefs().blockFromId(dim->getBlock(target.pos)).sBoxes;
float distance = glm::distance(pos, target.pos + glm::vec3(0.5));
wireframe.updateMesh(boxes, 0.002f + distance * 0.0014f);
wireframe.setPos(target.pos);
wireframe.setVisible(true);
}
else {
wireframe.setVisible(false);
}
}
void LocalPlayer::interact(Input& input, double delta) {
if (target.type == Target::Type::BLOCK) {
if (input.mouseDown(GLFW_MOUSE_BUTTON_LEFT) && breakTime == 0) {
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breakInterval = dim->blockHit(target, static_cast<LocalWorld&>(dim->getWorld()).getPlayer());
breakTime += delta;
}
else if (input.mousePressed(GLFW_MOUSE_BUTTON_RIGHT))
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dim->blockPlaceOrInteract(target, static_cast<LocalWorld&>(dim->getWorld()).getPlayer());
}
if (breakTime > 0) breakTime += delta;
if (breakTime > breakInterval) breakTime = 0;
}
void LocalPlayer::updateWieldAndHandItems() {
auto handList = world.getRefs().l()->getHandList();
auto wieldList = world.getRefs().l()->getWieldList();
handItem = handList && handList->getLength() > 0 ? handList->getStack(0).id : 0;
wieldItem = wieldList && wieldList->getLength() > wieldIndex ? wieldList->getStack(wieldIndex).id : 0;
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auto& model = game->getDefs().fromId(wieldItem <= DefinitionAtlas::AIR ? handItem : wieldItem).entityModel;
handItemModel.setModel(model);
}
LocalPlayer::~LocalPlayer() {
renderer.window.removeResizeCallback("player");
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}