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579 lines (507 loc) · 16.6 KB
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#include "player_controller.h"
#include "terrain.h"
#include <math.h>
#include <string.h>
static const float k_player_eye_height = 1.62f;
static const float k_player_crouch_eye_height = 1.02f;
static const float k_player_head_height = 0.18f;
static const float k_player_radius = 0.34f;
static const float k_player_walk_speed = 6.2f;
static const float k_player_creative_speed = 13.5f;
static const float k_player_fast_multiplier = 1.85f;
static const float k_player_crouch_speed_multiplier = 0.42f;
static const float k_player_gravity = 28.0f;
static const float k_player_jump_velocity = 10.5f;
static const float k_player_max_fall_speed = 24.0f;
static const float k_player_max_step_height = 0.75f;
static const float k_player_terrain_probe_radius = 0.16f;
void player_controller_init(PlayerController* controller, const SceneSettings* settings)
{
const SceneSettings fallback_settings = scene_settings_default();
const SceneSettings* active_settings = (settings != NULL) ? settings : &fallback_settings;
if (controller == NULL)
{
return;
}
memset(controller, 0, sizeof(*controller));
controller->camera.x = 0.0f;
controller->camera.z = -3.0f;
controller->camera.yaw = 3.14159265f;
controller->camera.pitch = -0.18f;
controller->camera.y = terrain_get_render_height(controller->camera.x, controller->camera.z, active_settings) + k_player_eye_height + 0.05f;
controller->eye_height = k_player_eye_height;
controller->mode = PLAYER_MODE_SURVIVAL;
controller->selected_block = BLOCK_TYPE_GRASS;
controller->on_ground = 1;
controller->crouching = 0;
}
void player_controller_apply_look(PlayerController* controller, const PlatformInput* input)
{
if (controller == NULL || input == NULL)
{
return;
}
controller->camera.yaw -= input->look_x * 0.01f;
controller->camera.pitch = camera_clamp_pitch(controller->camera.pitch - input->look_y * 0.01f);
}
void player_controller_update(
PlayerController* controller,
const PlatformInput* input,
float delta_seconds,
const BlockWorld* world,
const SceneSettings* settings
)
{
if (controller == NULL || input == NULL || delta_seconds <= 0.0f)
{
return;
}
if (controller->mode == PLAYER_MODE_CREATIVE)
{
player_controller_update_creative(controller, input, delta_seconds);
return;
}
player_controller_update_survival(controller, input, delta_seconds, world, settings);
}
void player_controller_sync_to_world(PlayerController* controller, const BlockWorld* world, const SceneSettings* settings)
{
float support_floor = 0.0f;
int attempts = 0;
if (controller == NULL || controller->mode != PLAYER_MODE_SURVIVAL)
{
return;
}
support_floor = player_controller_get_support_floor(controller, world, settings);
if (controller->on_ground != 0 || player_controller_get_feet_y(controller) < support_floor)
{
controller->camera.y = support_floor + player_controller_get_eye_height(controller);
controller->vertical_velocity = 0.0f;
controller->on_ground = 1;
}
while (player_controller_position_collides_with_blocks(controller, world, controller->camera.x, controller->camera.y, controller->camera.z) && attempts < 32)
{
controller->camera.y += 0.25f;
attempts += 1;
}
}
void player_controller_toggle_mode(PlayerController* controller, const BlockWorld* world, const SceneSettings* settings)
{
if (controller == NULL)
{
return;
}
player_controller_set_mode(
controller,
(controller->mode == PLAYER_MODE_CREATIVE) ? PLAYER_MODE_SURVIVAL : PLAYER_MODE_CREATIVE,
world,
settings);
}
void player_controller_set_mode(PlayerController* controller, PlayerMode mode, const BlockWorld* world, const SceneSettings* settings)
{
if (controller == NULL)
{
return;
}
controller->mode = mode;
controller->vertical_velocity = 0.0f;
controller->on_ground = 0;
controller->eye_height = k_player_eye_height;
controller->crouching = 0;
if (mode == PLAYER_MODE_SURVIVAL)
{
player_controller_snap_to_safe_ground(controller, world, settings);
}
}
void player_controller_set_selected_block(PlayerController* controller, BlockType type)
{
if (controller == NULL || type <= BLOCK_TYPE_NONE || type >= BLOCK_TYPE_COUNT)
{
return;
}
controller->selected_block = type;
}
float player_controller_get_reach_distance(const PlayerController* controller)
{
if (controller != NULL && controller->mode == PLAYER_MODE_CREATIVE)
{
return 11.0f;
}
return 7.0f;
}
float player_controller_get_eye_height(const PlayerController* controller)
{
if (controller == NULL || controller->eye_height <= 0.01f)
{
return k_player_eye_height;
}
return controller->eye_height;
}
const char* player_controller_get_mode_label(PlayerMode mode)
{
switch (mode)
{
case PLAYER_MODE_CREATIVE:
return "Creative";
case PLAYER_MODE_SURVIVAL:
default:
return "Survival";
}
}
void player_controller_get_aabb(
const PlayerController* controller,
float* out_min_x,
float* out_min_y,
float* out_min_z,
float* out_max_x,
float* out_max_y,
float* out_max_z
)
{
if (controller == NULL)
{
return;
}
player_controller_get_aabb_for_position(
controller->camera.x,
controller->camera.y,
controller->camera.z,
player_controller_get_eye_height(controller),
out_min_x,
out_min_y,
out_min_z,
out_max_x,
out_max_y,
out_max_z);
}
int player_controller_would_overlap_block(const PlayerController* controller, int x, int y, int z)
{
float min_x = 0.0f;
float min_y = 0.0f;
float min_z = 0.0f;
float max_x = 0.0f;
float max_y = 0.0f;
float max_z = 0.0f;
if (controller == NULL)
{
return 0;
}
player_controller_get_aabb(controller, &min_x, &min_y, &min_z, &max_x, &max_y, &max_z);
if (max_x <= (float)x || min_x >= (float)x + 1.0f)
{
return 0;
}
if (max_y <= (float)y || min_y >= (float)y + 1.0f)
{
return 0;
}
if (max_z <= (float)z || min_z >= (float)z + 1.0f)
{
return 0;
}
return 1;
}
static float player_controller_get_feet_y(const PlayerController* controller)
{
return (controller != NULL) ? (controller->camera.y - player_controller_get_eye_height(controller)) : 0.0f;
}
static float player_controller_sample_terrain_floor(float x, float z, const SceneSettings* settings)
{
const float diagonal_offset = k_player_terrain_probe_radius * 0.70710678f;
const float sample_offsets[9][2] = {
{ 0.0f, 0.0f },
{ k_player_terrain_probe_radius, 0.0f },
{ -k_player_terrain_probe_radius, 0.0f },
{ 0.0f, k_player_terrain_probe_radius },
{ 0.0f, -k_player_terrain_probe_radius },
{ diagonal_offset, diagonal_offset },
{ diagonal_offset, -diagonal_offset },
{ -diagonal_offset, diagonal_offset },
{ -diagonal_offset, -diagonal_offset }
};
float highest_floor = terrain_get_render_height(x, z, settings);
int i = 0;
for (i = 0; i < 9; ++i)
{
const float sample_height = terrain_get_render_height(x + sample_offsets[i][0], z + sample_offsets[i][1], settings);
if (sample_height > highest_floor)
{
highest_floor = sample_height;
}
}
return highest_floor;
}
static int player_controller_position_collides_with_blocks(const PlayerController* controller, const BlockWorld* world, float x, float y, float z)
{
return player_controller_position_collides_with_eye_height(world, x, y, z, player_controller_get_eye_height(controller));
}
static int player_controller_position_collides_with_eye_height(const BlockWorld* world, float x, float y, float z, float eye_height)
{
float min_x = 0.0f;
float min_y = 0.0f;
float min_z = 0.0f;
float max_x = 0.0f;
float max_y = 0.0f;
float max_z = 0.0f;
player_controller_get_aabb_for_position(x, y, z, eye_height, &min_x, &min_y, &min_z, &max_x, &max_y, &max_z);
return block_world_box_intersects(world, min_x, min_y, min_z, max_x, max_y, max_z);
}
static void player_controller_get_aabb_for_position(
float x,
float y,
float z,
float eye_height,
float* out_min_x,
float* out_min_y,
float* out_min_z,
float* out_max_x,
float* out_max_y,
float* out_max_z
)
{
if (out_min_x != NULL)
{
*out_min_x = x - k_player_radius;
}
if (out_min_y != NULL)
{
*out_min_y = y - eye_height;
}
if (out_min_z != NULL)
{
*out_min_z = z - k_player_radius;
}
if (out_max_x != NULL)
{
*out_max_x = x + k_player_radius;
}
if (out_max_y != NULL)
{
*out_max_y = y + k_player_head_height;
}
if (out_max_z != NULL)
{
*out_max_z = z + k_player_radius;
}
}
static void player_controller_update_crouch_state(PlayerController* controller, const PlatformInput* input, const BlockWorld* world)
{
const float feet_y = player_controller_get_feet_y(controller);
if (controller == NULL)
{
return;
}
if (controller->mode != PLAYER_MODE_SURVIVAL)
{
controller->crouching = 0;
controller->eye_height = k_player_eye_height;
return;
}
if (input != NULL && input->crouch_held != 0)
{
controller->crouching = 1;
controller->eye_height = k_player_crouch_eye_height;
controller->camera.y = feet_y + controller->eye_height;
return;
}
if (controller->crouching != 0 &&
!player_controller_position_collides_with_eye_height(world, controller->camera.x, feet_y + k_player_eye_height, controller->camera.z, k_player_eye_height))
{
controller->crouching = 0;
controller->eye_height = k_player_eye_height;
controller->camera.y = feet_y + controller->eye_height;
}
}
static void player_controller_update_creative(PlayerController* controller, const PlatformInput* input, float delta_seconds)
{
const float speed = k_player_creative_speed * (input->move_fast_held ? k_player_fast_multiplier : 1.0f);
float forward_x = 0.0f;
float forward_y = 0.0f;
float forward_z = -1.0f;
float right_x = 1.0f;
float right_z = 0.0f;
float move_x = 0.0f;
float move_y = 0.0f;
float move_z = 0.0f;
float move_length = 0.0f;
camera_get_forward_vector(&controller->camera, &forward_x, &forward_y, &forward_z);
camera_get_right_vector(&controller->camera, &right_x, &right_z);
move_x = forward_x * input->move_forward + right_x * input->move_right;
move_y = forward_y * input->move_forward + (float)(input->jump_held - input->move_down_held);
move_z = forward_z * input->move_forward + right_z * input->move_right;
move_length = sqrtf(move_x * move_x + move_y * move_y + move_z * move_z);
if (move_length > 0.0001f)
{
const float move_scale = (speed * delta_seconds) / move_length;
controller->camera.x += move_x * move_scale;
controller->camera.y += move_y * move_scale;
controller->camera.z += move_z * move_scale;
}
controller->eye_height = k_player_eye_height;
controller->crouching = 0;
controller->vertical_velocity = 0.0f;
controller->on_ground = 0;
}
static void player_controller_update_survival(
PlayerController* controller,
const PlatformInput* input,
float delta_seconds,
const BlockWorld* world,
const SceneSettings* settings
)
{
const float speed = k_player_walk_speed *
(input->move_fast_held ? k_player_fast_multiplier : 1.0f) *
(input->crouch_held ? k_player_crouch_speed_multiplier : 1.0f);
float forward_x = 0.0f;
float forward_z = -1.0f;
float right_x = 1.0f;
float right_z = 0.0f;
float move_x = 0.0f;
float move_z = 0.0f;
float move_length = 0.0f;
float min_x = 0.0f;
float min_y = 0.0f;
float min_z = 0.0f;
float max_x = 0.0f;
float max_y = 0.0f;
float max_z = 0.0f;
float terrain_floor = 0.0f;
float feet_y = 0.0f;
float candidate_y = 0.0f;
float candidate_feet_y = 0.0f;
float block_floor = 0.0f;
float ceiling_y = 0.0f;
int block_floor_found = 0;
player_controller_update_crouch_state(controller, input, world);
camera_get_flat_forward_vector(&controller->camera, &forward_x, &forward_z);
camera_get_right_vector(&controller->camera, &right_x, &right_z);
move_x = forward_x * input->move_forward + right_x * input->move_right;
move_z = forward_z * input->move_forward + right_z * input->move_right;
move_length = sqrtf(move_x * move_x + move_z * move_z);
if (move_length > 0.0001f)
{
const float move_scale = (speed * delta_seconds) / move_length;
player_controller_move_horizontal_axis(controller, world, settings, move_x * move_scale, 1);
player_controller_move_horizontal_axis(controller, world, settings, move_z * move_scale, 0);
}
if (controller->on_ground != 0 && input->jump_pressed != 0)
{
controller->vertical_velocity = k_player_jump_velocity;
controller->on_ground = 0;
}
controller->vertical_velocity -= k_player_gravity * delta_seconds;
if (controller->vertical_velocity < -k_player_max_fall_speed)
{
controller->vertical_velocity = -k_player_max_fall_speed;
}
candidate_y = controller->camera.y + controller->vertical_velocity * delta_seconds;
player_controller_get_aabb(controller, &min_x, &min_y, &min_z, &max_x, &max_y, &max_z);
feet_y = player_controller_get_feet_y(controller);
candidate_feet_y = candidate_y - player_controller_get_eye_height(controller);
if (controller->vertical_velocity > 0.0f &&
block_world_find_ceiling(world, min_x, max_x, min_z, max_z, controller->camera.y + k_player_head_height, candidate_y + k_player_head_height, &ceiling_y))
{
controller->camera.y = ceiling_y - k_player_head_height;
controller->vertical_velocity = 0.0f;
}
else
{
controller->camera.y = candidate_y;
}
terrain_floor = player_controller_get_support_floor(controller, world, settings);
block_floor_found = block_world_find_floor(
world,
controller->camera.x - k_player_radius,
controller->camera.x + k_player_radius,
controller->camera.z - k_player_radius,
controller->camera.z + k_player_radius,
candidate_feet_y - 0.25f,
feet_y + 0.25f,
&block_floor);
if (block_floor_found && block_floor > terrain_floor)
{
terrain_floor = block_floor;
}
if (player_controller_get_feet_y(controller) <= terrain_floor)
{
controller->camera.y = terrain_floor + player_controller_get_eye_height(controller);
controller->vertical_velocity = 0.0f;
controller->on_ground = 1;
}
else
{
controller->on_ground = 0;
}
}
static void player_controller_move_horizontal_axis(
PlayerController* controller,
const BlockWorld* world,
const SceneSettings* settings,
float delta,
int move_x_axis
)
{
const float step_size = 0.10f;
const int step_count = (int)(fabsf(delta) / step_size) + 1;
const float step_delta = delta / (float)step_count;
int step_index = 0;
for (step_index = 0; step_index < step_count; ++step_index)
{
const float candidate_x = move_x_axis ? (controller->camera.x + step_delta) : controller->camera.x;
const float candidate_z = move_x_axis ? controller->camera.z : (controller->camera.z + step_delta);
const float current_feet_y = player_controller_get_feet_y(controller);
const float candidate_floor = player_controller_sample_terrain_floor(candidate_x, candidate_z, settings);
if (controller->on_ground != 0 && candidate_floor > current_feet_y + k_player_max_step_height)
{
break;
}
if (player_controller_position_collides_with_blocks(controller, world, candidate_x, controller->camera.y, candidate_z))
{
break;
}
controller->camera.x = candidate_x;
controller->camera.z = candidate_z;
}
}
static float player_controller_get_support_floor(const PlayerController* controller, const BlockWorld* world, const SceneSettings* settings)
{
float terrain_floor = 0.0f;
float block_floor = 0.0f;
float min_x = 0.0f;
float min_y = 0.0f;
float min_z = 0.0f;
float max_x = 0.0f;
float max_y = 0.0f;
float max_z = 0.0f;
if (controller == NULL)
{
return 0.0f;
}
terrain_floor = player_controller_sample_terrain_floor(controller->camera.x, controller->camera.z, settings);
player_controller_get_aabb(controller, &min_x, &min_y, &min_z, &max_x, &max_y, &max_z);
if (block_world_find_floor(world, min_x, max_x, min_z, max_z, min_y - 2.0f, max_y + 2.0f, &block_floor) && block_floor > terrain_floor)
{
terrain_floor = block_floor;
}
return terrain_floor;
}
static void player_controller_snap_to_safe_ground(PlayerController* controller, const BlockWorld* world, const SceneSettings* settings)
{
float terrain_floor = 0.0f;
int attempts = 0;
if (controller == NULL)
{
return;
}
terrain_floor = player_controller_get_support_floor(controller, world, settings);
if (player_controller_get_feet_y(controller) < terrain_floor)
{
controller->camera.y = terrain_floor + player_controller_get_eye_height(controller);
}
while (player_controller_position_collides_with_blocks(controller, world, controller->camera.x, controller->camera.y, controller->camera.z) && attempts < 32)
{
controller->camera.y += 0.25f;
attempts += 1;
}
controller->on_ground = 1;
}