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#pragma once
#include "../Time.hpp"
#include "../Transform.hpp"
#include "../GFX/Camera.hpp"
#include "../World/World.hpp"
#include "../GFX/Window.hpp"
#include "../Math/AABB.hpp"
#include "../Math/Rotation.hpp"
#include "../World/Position.hpp"
namespace MC::Entities {
class Player {
public:
explicit Player(Position::World position) : m_transform(position) {}
void update(const Time& time, GFX::Window& window, GFX::Camera& camera, World::World& world);
void move(Position::WorldOffset by);
void move_to(Position::World to);
void rotate(Rotation by);
void rotate_to(Rotation to);
AABB bounds() const;
private:
struct BlockedAxis {
Bool positive, negative;
};
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<AABB> terrain_collision_domain(Position::World from, Position::World to, World::World& world);
Position::World movement(GFX::Window& window, const Time& time, Vec3 input_direction);
Vec3 walking_velocity(GFX::Window& window, const Time& time, Vec3 input_direction);
Vec3 flying_velocity(GFX::Window& window, const Time& time, Vec3 input_direction);
void actions(GFX::Window& window, World::World& world);
Transform camera_transform() const;
void update_camera_position(GFX::Camera& camera) const;
static Vec3 directional_input(GFX::Window& window);
static Rotation rotational_input(GFX::Window& window);
// 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);
Bool m_on_ground = false;
Bool m_flying = false;
Vec3 m_velocity{};
Transform m_transform;
static inline AABB s_bounds{{0.35, 1.8, 0.35}};
};
}
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