#include "Player.hpp" namespace MC::Entities { void Player::update(const Time& time, GFX::Window& window, GFX::Camera& camera, World::World& world) { auto r = window.mouse_delta(); auto key = [&](Int k) -> Real { return window.key(k, GLFW_PRESS); }; Real x = key(GLFW_KEY_D) - key(GLFW_KEY_A); Real y = key(GLFW_KEY_SPACE) - key(GLFW_KEY_LEFT_SHIFT); Real z = key(GLFW_KEY_S) - key(GLFW_KEY_W); Real boost = key(GLFW_KEY_LEFT_CONTROL) * 75.0f; auto move_speed = (10.0f + boost) * time.delta(); auto rotation_speed = 0.1f; auto direction = m_transform.right() * x + Vec3(0, y, 0) + m_transform.forward() * z; auto destination = m_transform.position() + direction * move_speed; auto collision_domain = terrain_collision_domain(m_transform.position(), destination, world); for (auto collision : collision_domain) { destination = collision_reposition(m_transform.position(), destination, collision); } move_to(destination); rotate({r.y() * rotation_speed, r.x() * rotation_speed, 0.0f}); update_camera_position(camera); } void Player::move(Position::WorldOffset by) { m_transform.position() += by; } void Player::rotate(Rotation by) { m_transform.rotation() += by; m_transform.rotation().pitch() = std::clamp(m_transform.rotation().pitch(), -89.0, 89.0); } void Player::move_to(Position::World to) { m_transform.position() = to; } void Player::rotate_to(Rotation to) { m_transform.rotation() = to; } AABB Player::bounds() const { return bounding_box_for_position(m_transform.position()); } void Player::update_camera_position(GFX::Camera& camera) { auto camera_position = m_transform.position(); camera_position.y() += 1.5; camera.set_position(camera_position); camera.set_angles(m_transform.rotation()); } std::vector Player::terrain_collision_domain( Position::World from, Position::World to, World::World& world ) { auto domain_box = bounding_box_for_position(from).unite(bounding_box_for_position(to)); std::vector colliding_blocks; // TODO: Unbind from chunks and loop through all the // blocks individually inside domain. // This will be more efficient and actually accurate, // since right now if you're fast enough you can clip // through whole chunks. auto add_colliding = [&](Position::World chunk_pos, Position::BlockLocal pos, World::Chunk::BlockData& b) { if (b.type == World::BlockType::Air) return; auto block_bounds = World::Chunk::block_bounds(pos).offset(chunk_pos); if (domain_box.collides(block_bounds)) colliding_blocks.push_back(block_bounds); }; auto chunk_from = world.chunks().find(to); if (chunk_from.chunk.has_value()) { auto position = chunk_from.chunk.value().position(); chunk_from.chunk->for_each([&](auto p, auto b) { add_colliding(position, p, b); }); } auto chunk_to = world.chunks().find(to); if (chunk_to.chunk.has_value()) { auto position = chunk_to.chunk.value().position(); chunk_to.chunk->for_each([&](auto p, auto b) { add_colliding(position, p, b); }); } return colliding_blocks; } AABB Player::bounding_box_for_position(Position::World position) { Vec3 box_start = { position.x() - s_bounds.max.x() / 2, position.y(), position.z() - s_bounds.max.z() / 2, }; return s_bounds.offset(box_start); } Position::World Player::position_for_bounding_box(AABB box) { auto center = box.center(); return {center.x(), box.min.y(), center.z()}; } Position::World Player::collision_reposition(Position::World from, Position::World to, AABB colliding) { if (from == to) return from; auto resulting_bounding_box = bounding_box_for_position(from).collision_response(to - from, colliding); return position_for_bounding_box(resulting_bounding_box); // Ugly, we convert to AABB and back. } }