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https://github.com/zhenyan121/Cubed.git
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440 lines
13 KiB
C++
440 lines
13 KiB
C++
#include <Cubed/gameplay/player.hpp>
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#include <Cubed/gameplay/world.hpp>
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#include <Cubed/map_table.hpp>
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#include <Cubed/tools/cubed_assert.hpp>
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#include <Cubed/tools/log.hpp>
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#include <GLFW/glfw3.h>
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Player::Player(World& world, const std::string& name) :
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m_world(world),
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m_name(name)
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{
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}
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Player::~Player() {
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}
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AABB Player::get_aabb() const {
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float half_width = m_size.x / 2.0f;
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float half_depth = m_size.z / 2.0f;
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glm::vec3 min{
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m_player_pos.x - half_width,
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m_player_pos.y,
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m_player_pos.z - half_depth
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};
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glm::vec3 max {
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m_player_pos.x + half_width,
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m_player_pos.y + m_size.y,
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m_player_pos.z + half_depth
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};
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return AABB{min, max};
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}
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const glm::vec3& Player::get_front() const {
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return m_front;
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}
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const std::optional<LookBlock>& Player::get_look_block_pos() const {
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return m_look_block;
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}
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const glm::vec3& Player::get_player_pos() const {
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return m_player_pos;
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}
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const MoveState& Player::get_move_state() const {
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return m_move_state;
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}
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bool Player::ray_cast(const glm::vec3& start, const glm::vec3& front, glm::ivec3& block_pos, glm::vec3& normal, float distance) {
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glm::vec3 dir = glm::normalize(front);
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float step = 0.1f;
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glm::ivec3 cur = glm::floor(start);
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int ix = cur.x;
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int iy = cur.y;
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int iz = cur.z;
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// step direction
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int step_x = (dir.x > 0) ? 1 : ((dir.x < 0) ? -1 : 0);
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int step_y = (dir.y > 0) ? 1 : ((dir.y < 0) ? -1 : 0);
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int step_z = (dir.z > 0) ? 1 : ((dir.z < 0) ? -1 : 0);
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static const float INF = std::numeric_limits<float>::infinity();
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float t_delta_x = (dir.x != 0) ? std::fabs(1.0f / dir.x) : INF;
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float t_delta_y = (dir.y != 0) ? std::fabs(1.0f / dir.y) : INF;
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float t_delta_z = (dir.z != 0) ? std::fabs(1.0f / dir.z) : INF;
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float t_max_x, t_max_y, t_max_z;
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if (dir.x > 0) {
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t_max_x = (static_cast<float>(ix) + 1.0f - start.x) / dir.x;
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} else if (dir.x < 0) {
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t_max_x = (start.x - static_cast<float>(ix)) / (-dir.x);
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} else {
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t_max_x = INF;
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}
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if (dir.y > 0) {
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t_max_y = (static_cast<float>(iy) + 1.0f - start.y) / dir.y;
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} else if (dir.y < 0) {
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t_max_y = (start.y - static_cast<float>(iy)) / (-dir.y);
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} else {
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t_max_y = INF;
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}
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if (dir.z > 0) {
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t_max_z = (static_cast<float>(iz) + 1.0f - start.z) / dir.z;
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} else if (dir.z < 0) {
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t_max_z = (start.z - static_cast<float>(iz)) / (-dir.z);
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} else {
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t_max_z = INF;
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}
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float t = 0.0f;
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normal = glm::vec3(0.0f, 0.0f, 0.0f);
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while (t <= distance) {
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if (m_world.is_block(glm::ivec3(ix, iy, iz))) {
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block_pos = glm::ivec3(ix, iy, iz);
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return true;
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}
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if (t_max_x < t_max_y && t_max_x < t_max_z) {
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t = t_max_x;
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t_max_x += t_delta_x;
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normal = glm::vec3(-step_x, 0.0f, 0.0f);
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ix += step_x;
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} else if (t_max_y < t_max_z) {
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t = t_max_y;
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t_max_y += t_delta_y;
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normal = glm::vec3(0.0f, -step_y, 0.0f);
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iy += step_y;
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} else {
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t = t_max_z;
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t_max_z += t_delta_z;
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normal = glm::vec3(0.0f, 0.0f, -step_z);
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iz += step_z;
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}
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}
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return false;
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}
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void Player::set_player_pos(const glm::vec3& pos) {
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m_player_pos = pos;
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}
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void Player::update(float delta_time) {
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update_move(delta_time);
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update_lookup_block();
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}
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void Player::update_player_move_state(int key, int action) {
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switch(key) {
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case GLFW_KEY_W:
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if (action == GLFW_PRESS) {
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m_move_state.forward = true;
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}
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if (action == GLFW_RELEASE) {
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m_move_state.forward = false;
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}
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break;
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case GLFW_KEY_S:
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if (action == GLFW_PRESS) {
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m_move_state.back = true;
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}
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if (action == GLFW_RELEASE) {
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m_move_state.back = false;
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}
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break;
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case GLFW_KEY_A:
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if (action == GLFW_PRESS) {
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m_move_state.left = true;
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}
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if (action == GLFW_RELEASE) {
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m_move_state.left = false;
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}
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break;
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case GLFW_KEY_D:
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if (action == GLFW_PRESS) {
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m_move_state.right = true;
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}
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if (action == GLFW_RELEASE) {
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m_move_state.right = false;
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}
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break;
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case GLFW_KEY_SPACE:
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if (action == GLFW_PRESS) {
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m_move_state.up = true;
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if (space_on) {
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is_fly = !is_fly ? true : false;
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y_speed = 0.0f;
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space_on = false;
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space_on_time = 0.0f;
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} else {
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space_on = true;
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}
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}
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if (action == GLFW_RELEASE) {
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m_move_state.up = false;
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}
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break;
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case GLFW_KEY_LEFT_SHIFT:
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if (action == GLFW_PRESS) {
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m_move_state.down = true;
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}
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if (action == GLFW_RELEASE) {
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m_move_state.down = false;
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}
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break;
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}
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}
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void Player::update_front_vec(float offset_x, float offset_y) {
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m_yaw += offset_x * m_sensitivity;
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m_pitch += offset_y * m_sensitivity;
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m_yaw = std::fmod(m_yaw, 360.0);
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if (m_pitch > 89.0f) m_pitch = 89.0f;
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if (m_pitch < -89.0f) m_pitch = -89.0f;
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m_front.x = sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
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m_front.y = sin(glm::radians(m_pitch));
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m_front.z = -cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
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m_front = glm::normalize(m_front);
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}
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void Player::update_direction() {
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m_right = glm::normalize(glm::cross(m_front, glm::vec3(0.0f, 1.0f, 0.0f)));
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glm::vec3 move_dir_front = glm::vec3(0.0f);
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glm::vec3 move_dir_right = glm::vec3(0.0f);
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glm::vec3 move_dir = glm::vec3(0.0f);
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if (m_move_state.forward) {
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move_dir_front += glm::normalize(glm::vec3(m_front.x, 0.0f, m_front.z));
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}
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if (m_move_state.back) {
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move_dir_front -= glm::normalize(glm::vec3(m_front.x, 0.0f, m_front.z));
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}
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if (m_move_state.left) {
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move_dir_right -= glm::normalize(glm::vec3(m_right.x, 0.0f, m_right.z));
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}
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if (m_move_state.right) {
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move_dir_right += glm::normalize(glm::vec3(m_right.x, 0.0f, m_right.z));
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}
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move_dir = move_dir_front + move_dir_right;
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if (glm::length(move_dir) > 0.001f) {
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direction = glm::normalize(move_dir);
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}
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}
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void Player::update_lookup_block() {
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// calculate the block that is looked
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glm::ivec3 block_pos;
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glm::vec3 block_normal;
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if(ray_cast(glm::vec3(m_player_pos.x, (m_player_pos.y + 1.6f), m_player_pos.z), m_front, block_pos, block_normal)) {
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m_look_block = LookBlock{block_pos, glm::floor(block_normal)};
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} else {
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m_look_block = std::nullopt;
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}
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if (m_look_block != std::nullopt) {
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if (Input::get_input_state().mouse_state.left) {
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if (m_world.is_block(m_look_block->pos)) {
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m_world.set_block(m_look_block->pos, 0);
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}
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Input::get_input_state().mouse_state.left = false;
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}
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if (Input::get_input_state().mouse_state.right) {
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glm::ivec3 near_pos = m_look_block->pos + m_look_block->normal;
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if (!m_world.is_block(near_pos)) {
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auto x= near_pos.x;
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auto y = near_pos.y;
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auto z = near_pos.z;
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AABB block_box = {
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glm::vec3{static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)},
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glm::vec3{static_cast<float>(x + 1), static_cast<float>(y + 1), static_cast<float>(z + 1)}
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};
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AABB player_box = get_aabb();
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if (!player_box.intersects(block_box)) {
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m_world.set_block(near_pos, 1);
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}
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}
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Input::get_input_state().mouse_state.right = false;
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}
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}
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}
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void Player::update_move(float delta_time) {
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if (space_on) {
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space_on_time += delta_time;
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if (space_on_time >= MAX_SPACE_ON_TIME) {
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space_on = false;
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space_on_time = 0.0f;
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}
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}
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// calculate speed
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if (m_move_state.forward || m_move_state.back || m_move_state.left || m_move_state.right || m_move_state.up) {
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direction = glm::vec3(0.0f, 0.0f, 0.0f);
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speed += ACCELERATION * delta_time;
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if (speed > max_speed) {
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speed = max_speed;
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}
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} else {
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speed += -DECELERATION * delta_time;
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if (speed < 0) {
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speed = 0;
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direction = glm::vec3(0.0f, 0.0f, 0.0f);
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}
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}
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update_direction();
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move_distance = {direction.x * speed * delta_time, 0.0f, direction.z * speed * delta_time};
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if (is_fly) {
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if (m_move_state.up) {
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y_speed = 7.5f;
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}
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if (m_move_state.down) {
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y_speed = -7.5f;
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}
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if (!m_move_state.down && !m_move_state.up) {
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y_speed = 0.0f;
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}
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} else {
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if (m_move_state.up && can_up) {
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y_speed = 7.5;
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can_up = false;
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}
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y_speed += -G * delta_time;
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}
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move_distance.y = y_speed * delta_time;
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// y
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update_y_move();
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// x
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update_x_move();
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update_z_move();
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if (m_player_pos.y < -15.0f) {
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m_player_pos = glm::vec3(0.0f, 100.0f, 0.0f);
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}
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}
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void Player::update_x_move() {
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m_player_pos.x += move_distance.x;
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AABB player_box = get_aabb();
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int minx = std::floor(player_box.min.x);
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int maxx = std::floor(player_box.max.x);
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int miny = std::floor(player_box.min.y);
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int maxy = std::floor(player_box.max.y);
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int minz = std::floor(player_box.min.z);
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int maxz = std::floor(player_box.max.z);
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for (int x = minx; x <= maxx; ++x) {
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for (int y = miny; y <= maxy; ++y) {
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for (int z = minz; z <= maxz; ++z) {
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if (m_world.is_block(glm::vec3{x, y, z})) {
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AABB block_box = {
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glm::vec3{static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)},
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glm::vec3{static_cast<float>(x + 1), static_cast<float>(y + 1), static_cast<float>(z + 1)}
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};
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if (player_box.intersects(block_box)) {
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m_player_pos.x -= move_distance.x;
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return;
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}
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}
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}
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}
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}
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}
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void Player::update_y_move() {
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m_player_pos.y += move_distance.y;
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AABB player_box = get_aabb();
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int minx = std::floor(player_box.min.x);
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int maxx = std::floor(player_box.max.x);
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int miny = std::floor(player_box.min.y);
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int maxy = std::floor(player_box.max.y);
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int minz = std::floor(player_box.min.z);
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int maxz = std::floor(player_box.max.z);
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for (int x = minx; x <= maxx; ++x) {
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for (int y = miny; y <= maxy; ++y) {
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for (int z = minz; z <= maxz; ++z) {
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if (m_world.is_block(glm::vec3{x, y, z})) {
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AABB block_box = {
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glm::vec3{static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)},
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glm::vec3{static_cast<float>(x + 1), static_cast<float>(y + 1), static_cast<float>(z + 1)}
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};
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if (player_box.intersects(block_box)) {
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m_player_pos.y -= move_distance.y;
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y_speed = 0.0f;
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if (move_distance.y < 0) {
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can_up = true;
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is_fly = false;
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}
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return;
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}
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}
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}
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}
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}
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}
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void Player::update_z_move() {
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m_player_pos.z += move_distance.z;
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AABB player_box = get_aabb();
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int minx = std::floor(player_box.min.x);
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int maxx = std::floor(player_box.max.x);
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int miny = std::floor(player_box.min.y);
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int maxy = std::floor(player_box.max.y);
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int minz = std::floor(player_box.min.z);
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int maxz = std::floor(player_box.max.z);
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for (int x = minx; x <= maxx; ++x) {
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for (int y = miny; y <= maxy; ++y) {
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for (int z = minz; z <= maxz; ++z) {
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if (m_world.is_block(glm::vec3{x, y, z})) {
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AABB block_box = {
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glm::vec3{static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)},
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glm::vec3{static_cast<float>(x + 1), static_cast<float>(y + 1), static_cast<float>(z + 1)}
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};
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if (player_box.intersects(block_box)) {
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m_player_pos.z -= move_distance.z;
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return;
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}
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}
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}
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}
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}
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} |