Separate and improve player movement

This commit is contained in:
2025-11-30 22:45:29 +01:00
parent 4d61b14052
commit b3b6b6c30a
3 changed files with 158 additions and 98 deletions

View File

@@ -15,6 +15,7 @@ const Engine = @import("engine/Engine.zig");
const GenericBuffer = @import("engine/GenericBuffer.zig").GenericBuffer;
const StagingBuffer = @import("engine/StagingBuffer.zig");
const Swapchain = @import("engine/Swapchain.zig");
const Player = @import("Player.zig");
const Interator2 = math.Interator2;
const Matrix4x4 = math.Matrix4x4;
const Quaternion = math.Quaternion;
@@ -128,16 +129,7 @@ materials: Materials,
textures: Textures,
chunks: std.AutoHashMapUnmanaged([3]i16, Chunk),
camera_position: Vector3 = .init(0, 0, 1.62),
camera_pitch: f32 = 0,
camera_yaw: f32 = 0,
input_forwards: bool = false,
input_backwards: bool = false,
input_left: bool = false,
input_right: bool = false,
input_up: bool = false,
input_down: bool = false,
player: Player,
const max_textures = 1024;
const max_point_lights = 1024;
@@ -145,12 +137,6 @@ const max_directional_lights = 4;
const chunk_descriptor_pool = 512;
const camera_near_plane = 0.1;
const camera_vertical_fov_deg = 80.0;
const camera_half_vertical_fov_rad = 0.5 * camera_vertical_fov_deg * std.math.rad_per_deg;
const camera_mouse_sensitivity = 0.002;
const player_horizontal_speed = 11.0;
const player_vertical_speed = 7.49;
pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain) !Game {
var materials = try Materials.init(engine, allocator);
@@ -664,7 +650,7 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
}
}
const camera_position = Vector3.init(0, 0, @as(f32, @floatFromInt(worldHeightI(.zero))) + 0.5 + 1.62);
const player_position = Vector3.init(0, 0, @as(f32, @floatFromInt(worldHeightI(.zero))) + 0.5);
var chunk_it = chunks.iterator();
while (chunk_it.next()) |entry| {
@@ -724,7 +710,7 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
.textures = textures,
.chunks = chunks,
.camera_position = camera_position,
.player = .init(player_position, 0, 0),
};
}
@@ -765,34 +751,25 @@ pub fn deinit(self: *Game) void {
}
pub fn update(self: *Game, dt: f32) void {
const camera_d = Vector2
.init(
@as(f32, @floatFromInt(@intFromBool(self.input_right))) - @as(f32, @floatFromInt(@intFromBool(self.input_left))),
@as(f32, @floatFromInt(@intFromBool(self.input_forwards))) - @as(f32, @floatFromInt(@intFromBool(self.input_backwards))),
)
.rotate(self.camera_yaw)
.mulScalar(player_horizontal_speed)
.asVector3(player_vertical_speed * (@as(f32, @floatFromInt(@intFromBool(self.input_up))) - @as(f32, @floatFromInt(@intFromBool(self.input_down)))))
.mulScalar(dt);
self.camera_position = Vector3.add(self.camera_position, camera_d);
self.player.update(dt);
const framebuffer_size = Vector2.init(
@floatFromInt(self.swapchain.extent.width),
@floatFromInt(self.swapchain.extent.height),
);
const camera_position = self.player.position.add(.init(0, Player.camera_height, 0));
const camera_rotation = Quaternion.mulQuaternion(
.initRotationXY(self.camera_yaw),
.initRotationYZ(self.camera_pitch),
.initRotationXY(self.player.yaw_rad),
.initRotationYZ(self.player.pitch_rad),
);
const camera_aspect_ratio = framebuffer_size.getX() / framebuffer_size.getY();
const camera_yscale = 1.0 / @tan(camera_half_vertical_fov_rad);
const camera_yscale = 1.0 / @tan(0.5 * self.player.vertical_fov_deg * std.math.rad_per_deg);
const camera_xscale = camera_yscale / camera_aspect_ratio;
const matrix_ws_to_vs = Matrix4x4.mulMatrix(
Matrix4x4.initRotation(camera_rotation.conjugate()),
Matrix4x4.initTranslation(self.camera_position.negate()),
Matrix4x4.initTranslation(camera_position.negate()),
);
// zig fmt: off
@@ -832,78 +809,26 @@ pub fn update(self: *Game, dt: f32) void {
};
}
pub fn onKeyDown(self: *Game, key_code: glfw.Key, mods: glfw.Mods) void {
const no_mods = @as(c_int, @bitCast(mods)) == 0;
if (key_code == .escape and no_mods) {
self.engine.mode.surface.window.setShouldClose(true);
}
if (key_code == .w) {
self.input_forwards = true;
self.input_backwards = false;
}
if (key_code == .s) {
self.input_backwards = true;
self.input_forwards = false;
}
if (key_code == .a) {
self.input_left = true;
self.input_right = false;
}
if (key_code == .d) {
self.input_right = true;
self.input_left = false;
}
if (key_code == .space) {
self.input_up = true;
}
if (key_code == .left_shift) {
self.input_down = true;
}
pub fn onKeyDown(self: *Game, key: glfw.Key) void {
self.player.onKeyDown(key);
}
pub fn onKeyUp(self: *Game, key_code: glfw.Key, mods: glfw.Mods) void {
_ = mods;
if (key_code == .w) {
self.input_forwards = false;
}
if (key_code == .s) {
self.input_backwards = false;
}
if (key_code == .a) {
self.input_left = false;
}
if (key_code == .d) {
self.input_right = false;
}
if (key_code == .space) {
self.input_up = false;
}
if (key_code == .left_shift) {
self.input_down = false;
}
pub fn onKeyUp(self: *Game, key: glfw.Key) void {
self.player.onKeyUp(key);
}
pub fn onMouseMove(self: *Game, dx: f32, dy: f32) void {
self.camera_pitch -= dy * camera_mouse_sensitivity;
self.camera_yaw -= dx * camera_mouse_sensitivity;
self.camera_pitch = std.math.clamp(self.camera_pitch, -0.5 * std.math.pi, 0.5 * std.math.pi);
self.camera_yaw = @mod(self.camera_yaw, 2 * std.math.pi);
self.player.onMouseMove(dx, dy);
}
pub fn onMouseDown(self: *Game, button: glfw.MouseButton, mods: glfw.Mods) void {
pub fn onMouseDown(self: *Game, button: glfw.MouseButton) void {
_ = self;
_ = button;
_ = mods;
}
pub fn onMouseUp(self: *Game, button: glfw.MouseButton, mods: glfw.Mods) void {
pub fn onMouseUp(self: *Game, button: glfw.MouseButton) void {
_ = self;
_ = button;
_ = mods;
}
fn render(self: *Game) !void {

135
src/Player.zig Normal file
View File

@@ -0,0 +1,135 @@
const Player = @This();
const std = @import("std");
const glfw = @import("zglfw");
const math = @import("math.zig");
const Vector2 = math.Vector2;
const Vector3 = math.Vector3;
const AxisState = enum {
none,
positive,
negative,
both_positive,
both_negative,
pub fn getComponent(self: AxisState) f32 {
return switch (self) {
.none => 0,
.positive, .both_positive => 1,
.negative, .both_negative => -1,
};
}
};
const Axis = struct {
state: AxisState = .none,
positive_key: glfw.Key,
negative_key: glfw.Key,
pub fn init(positive_key: glfw.Key, negative_key: glfw.Key) Axis {
return .{
.positive_key = positive_key,
.negative_key = negative_key,
};
}
pub fn onKeyDown(self: *Axis, key_code: glfw.Key) void {
if (key_code == self.positive_key) {
switch (self.state) {
.none => self.state = .positive,
.negative => self.state = .both_positive,
else => unreachable,
}
} else if (key_code == self.negative_key) {
switch (self.state) {
.none => self.state = .negative,
.positive => self.state = .both_negative,
else => unreachable,
}
}
}
pub fn onKeyUp(self: *Axis, key_code: glfw.Key) void {
if (key_code == self.positive_key) {
switch (self.state) {
.positive => self.state = .none,
.both_positive, .both_negative => self.state = .negative,
else => unreachable,
}
} else if (key_code == self.negative_key) {
switch (self.state) {
.negative => self.state = .none,
.both_positive, .both_negative => self.state = .positive,
else => unreachable,
}
}
}
pub fn getComponent(self: Axis) f32 {
return self.state.getComponent();
}
};
position: Vector3,
pitch_rad: f32,
yaw_rad: f32,
x_input: Axis = .init(.d, .a),
y_input: Axis = .init(.w, .s),
z_input: Axis = .init(.space, .left_shift),
mouse_sensitivity: f32 = 0.002,
vertical_fov_deg: f32 = 80,
pub const camera_height = 1.62;
pub const horizontal_speed = 11.0;
pub const vertical_speed = 7.49;
pub const min_pitch_rad = -0.5 * std.math.pi;
pub const max_pitch_rad = 0.5 * std.math.pi;
pub fn init(position: Vector3, pitch_rad: f32, yaw_rad: f32) Player {
return .{
.position = position,
.pitch_rad = pitch_rad,
.yaw_rad = yaw_rad,
};
}
pub fn onKeyDown(self: *Player, key: glfw.Key) void {
self.x_input.onKeyDown(key);
self.y_input.onKeyDown(key);
self.z_input.onKeyDown(key);
}
pub fn onKeyUp(self: *Player, key: glfw.Key) void {
self.x_input.onKeyUp(key);
self.y_input.onKeyUp(key);
self.z_input.onKeyUp(key);
}
pub fn onMouseMove(self: *Player, dx: f32, dy: f32) void {
self.pitch_rad = std.math.clamp(self.pitch_rad - dy * self.mouse_sensitivity, min_pitch_rad, max_pitch_rad);
self.yaw_rad = @mod(self.yaw_rad - dx * self.mouse_sensitivity, std.math.tau);
}
pub fn update(self: *Player, dt: f32) void {
var horizontal_input_vector = Vector2
.init(self.x_input.getComponent(), self.y_input.getComponent())
.rotate(self.yaw_rad);
const horizontal_input_vector_len_squared = horizontal_input_vector.lenSquared();
if (horizontal_input_vector_len_squared > 1) {
horizontal_input_vector = horizontal_input_vector.divScalar(horizontal_input_vector_len_squared);
}
const vertical_input_vector = self.z_input.getComponent();
const horizontal_velocity = horizontal_input_vector.mulScalar(horizontal_speed);
const vertical_velocity = vertical_input_vector * vertical_speed;
const displacement = horizontal_velocity.asVector3(vertical_velocity).mulScalar(dt);
self.position = Vector3.add(self.position, displacement);
}

View File

@@ -97,7 +97,7 @@ const CallbackContext = struct {
cursor_last_ypos: f64,
};
fn keyCallback(window: *glfw.Window, key_code: glfw.Key, _: c_int, action: glfw.Action, mods: glfw.Mods) callconv(.c) void {
fn keyCallback(window: *glfw.Window, key_code: glfw.Key, _: c_int, action: glfw.Action, _: glfw.Mods) callconv(.c) void {
const maybe_ctx = window.getUserPointer(CallbackContext);
if (key_code == .escape and action == .press and (window.getInputMode(.cursor) catch .normal) == .disabled) {
@@ -114,8 +114,8 @@ fn keyCallback(window: *glfw.Window, key_code: glfw.Key, _: c_int, action: glfw.
if (maybe_ctx) |ctx| {
if (ctx.focused) {
switch (action) {
.press => ctx.game.onKeyDown(key_code, mods),
.release => ctx.game.onKeyUp(key_code, mods),
.press => ctx.game.onKeyDown(key_code),
.release => ctx.game.onKeyUp(key_code),
.repeat => {},
}
}
@@ -135,7 +135,7 @@ fn cursorPosCallback(window: *glfw.Window, cursor_xpos: f64, cursor_ypos: f64) c
}
}
fn mouseButtonCallback(window: *glfw.Window, button: glfw.MouseButton, action: glfw.Action, mods: glfw.Mods) callconv(.c) void {
fn mouseButtonCallback(window: *glfw.Window, button: glfw.MouseButton, action: glfw.Action, _: glfw.Mods) callconv(.c) void {
const maybe_ctx = window.getUserPointer(CallbackContext);
if (button == .left and action == .press and (window.getInputMode(.cursor) catch .normal) == .normal) {
@@ -151,8 +151,8 @@ fn mouseButtonCallback(window: *glfw.Window, button: glfw.MouseButton, action: g
if (maybe_ctx) |ctx| {
if (ctx.focused) {
switch (action) {
.press => ctx.game.onMouseDown(button, mods),
.release => ctx.game.onMouseUp(button, mods),
.press => ctx.game.onMouseDown(button),
.release => ctx.game.onMouseUp(button),
.repeat => {},
}
}