Files
Cubed/src/camera.cpp

140 lines
3.9 KiB
C++

#include "Cubed/camera.hpp"
#include "Cubed/gameplay/client_player.hpp"
#include "Cubed/gameplay/client_world.hpp"
#include "Cubed/tools/cubed_assert.hpp"
namespace {
constexpr float DISTANCE = 4.0f;
} // namespace
namespace Cubed {
Camera::Camera() {}
void Camera::update_move_camera() {
ASSERT_MSG(m_player, "nullptr");
auto pos = m_player->get_player_pos();
// pos.y need to add 1.6f to center
static constexpr float PLAYER_EYE_OFFSET = 1.6f;
glm::vec3 eye = glm::vec3(pos.x, pos.y + PLAYER_EYE_OFFSET, pos.z);
auto forward = m_player->get_front();
m_front = forward;
switch (m_perspective) {
case Perspective::FIRST_PERSON:
m_camera_pos = eye;
break;
case Perspective::THIRD_PERSON_BACK: {
constexpr float CAMERA_RADIUS = 0.2f;
glm::vec3 target = eye - forward * DISTANCE;
m_camera_pos = camera_collision(eye, target, CAMERA_RADIUS);
} break;
case Perspective::THIRD_PERSON_FRONT: {
m_front = -forward;
constexpr float CAMERA_RADIUS = 0.2f;
glm::vec3 target = eye + forward * DISTANCE;
m_camera_pos = camera_collision(eye, target, CAMERA_RADIUS);
} break;
}
glm::ivec3 block_pos = glm::floor(m_camera_pos);
auto& world = m_player->get_world();
bool change;
if (world.get_block_tpye(block_pos) == 7) {
change = true;
} else {
change = false;
}
if (m_under_water != change) {
m_under_water = change;
m_player->set_underwater(m_under_water);
auto& audio = m_player->get_world().get_audio();
audio.play_3d("ambient/water/in_and_out_of_water.flac", m_camera_pos,
true);
audio.underwater_change(m_under_water);
m_player->get_world().send_player_water_sound(m_under_water,
m_camera_pos);
}
}
void Camera::camera_init(ClientPlayer* player) {
m_player = player;
update_move_camera();
reset_camera();
hot_reload();
}
void Camera::hot_reload() {}
void Camera::reset_camera() { m_firse_mouse = true; }
void Camera::update_cursor_position_camera(double xpos, double ypos) {
if (m_firse_mouse) {
m_last_mouse_x = xpos;
m_last_mouse_y = ypos;
m_firse_mouse = false;
return;
}
float offset_x = xpos - m_last_mouse_x;
float offset_y = m_last_mouse_y - ypos;
m_last_mouse_x = xpos;
m_last_mouse_y = ypos;
ASSERT_MSG(m_player, "nullptr");
m_player->update_front_vec(offset_x, offset_y);
}
const glm::mat4 Camera::get_camera_lookat() const {
ASSERT_MSG(m_player, "nullptr");
return glm::lookAt(m_camera_pos, m_camera_pos + m_front,
glm::vec3(0.0f, 1.0f, 0.0f));
}
const glm::vec3& Camera::get_camera_pos() const { return m_camera_pos; }
bool Camera::is_under_water() const { return m_under_water; }
glm::vec3 Camera::get_camera_front() const { return m_front; }
void Camera::change_perspective() {
switch (m_perspective) {
case Perspective::FIRST_PERSON:
m_perspective = Perspective::THIRD_PERSON_BACK;
break;
case Perspective::THIRD_PERSON_BACK:
m_perspective = Perspective::THIRD_PERSON_FRONT;
break;
case Perspective::THIRD_PERSON_FRONT:
m_perspective = Perspective::FIRST_PERSON;
break;
}
}
bool Camera::is_first_person() const {
return m_perspective == Perspective::FIRST_PERSON;
}
glm::vec3 Camera::camera_collision(glm::vec3 start, glm::vec3 end,
float radius) {
constexpr float STEP = 0.05f;
glm::vec3 last = start;
glm::vec3 dir = glm::normalize(end - start);
float len = glm::length(end - start);
for (float t = 0.0f; t <= len; t += STEP) {
glm::vec3 p = start + dir * t;
if (m_player->get_world().sphere_collide_world(p, radius))
return last;
last = p;
}
return end;
}
} // namespace Cubed