#pragma once #include "../Common/Pure.hpp" #include "../Time.hpp" #include "../Transform.hpp" #include "../GFX/Actions.hpp" #include "../GFX/Camera.hpp" #include "../World/World.hpp" #include "../Math/AABB.hpp" #include "../Math/Rotation.hpp" #include "../World/Position.hpp" #include "../Input.hpp" namespace MC::Entities { class Player { public: explicit Player(Position::World position) : m_transform(position), m_outline_mesh(create_outline_cube_mesh()) {} PURE Position::World position() const { return m_transform.position(); } void update(Time const& time, Input const& input, GFX::Camera& camera, World::World& world); void render(GFX::Actions& actions); void move(Position::WorldOffset by); void move_to(Position::World to); void rotate(Rotation by); void rotate_to(Rotation to); PURE AABB bounds() const; private: struct BlockedAxis { Bool positive, negative; }; PURE Bool can_collide() const; struct ProcessCollisionsResult { Position::World position; Vector<3, BlockedAxis> blocked_axes; }; static ProcessCollisionsResult process_collisions(World::World& world, Position::World from, Position::World to); static std::vector terrain_collision_domain(Position::World from, Position::World to, World::World& world); Position::World rescue_from_void_on_new_chunk(Time const& time, World::World& world, Position::World position); Position::World movement(Time const& time, Vec3 input_direction); Vec3 walking_velocity(Time const& time, Vec3 input_direction); PURE Vec3 flying_velocity(Time const& time, Vec3 input_direction) const; PURE Vec3 noclip_velocity(Time const& time, Vec3 input_direction) const; void update_targeted_block(World::World& world); void actions(Input const& input, World::World& world); PURE Transform camera_transform() const; void update_camera_position(GFX::Camera& camera) const; static Vec3 directional_input(Input const& input); static Rotation rotational_input(Input const& input); // Creates a bounding box where `position` is at the center of the bottom face. static AABB bounding_box_for_position(Position::World position); // Returns position of the center of the bottom face of `box`. static Position::World position_for_bounding_box(AABB box); static GFX::Mesh create_outline_cube_mesh(); enum class MovementMode { // Gravity, collision, and normal movement Walking, // Collisions, but no gravity, and normal movement Flying, // No collisions, no gravity, movement in the facing direction NoClip, }; MovementMode m_movement = MovementMode::Walking; Bool m_on_ground = false; struct TargetedBlock { Position::BlockWorld position; Position::BlockWorldOffset normal; }; std::optional m_targeted_block; Vec3 m_velocity{}; Transform m_transform; static inline AABB s_bounds{{0.35, 1.8, 0.35}}; GFX::Mesh m_outline_mesh; }; }