Separate and improve player movement
This commit is contained in:
109
src/Game.zig
109
src/Game.zig
@@ -15,6 +15,7 @@ const Engine = @import("engine/Engine.zig");
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const GenericBuffer = @import("engine/GenericBuffer.zig").GenericBuffer;
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const StagingBuffer = @import("engine/StagingBuffer.zig");
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const Swapchain = @import("engine/Swapchain.zig");
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const Player = @import("Player.zig");
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const Interator2 = math.Interator2;
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const Matrix4x4 = math.Matrix4x4;
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const Quaternion = math.Quaternion;
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@@ -128,16 +129,7 @@ materials: Materials,
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textures: Textures,
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chunks: std.AutoHashMapUnmanaged([3]i16, Chunk),
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camera_position: Vector3 = .init(0, 0, 1.62),
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camera_pitch: f32 = 0,
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camera_yaw: f32 = 0,
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input_forwards: bool = false,
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input_backwards: bool = false,
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input_left: bool = false,
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input_right: bool = false,
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input_up: bool = false,
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input_down: bool = false,
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player: Player,
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const max_textures = 1024;
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const max_point_lights = 1024;
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@@ -145,12 +137,6 @@ const max_directional_lights = 4;
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const chunk_descriptor_pool = 512;
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const camera_near_plane = 0.1;
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const camera_vertical_fov_deg = 80.0;
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const camera_half_vertical_fov_rad = 0.5 * camera_vertical_fov_deg * std.math.rad_per_deg;
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const camera_mouse_sensitivity = 0.002;
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const player_horizontal_speed = 11.0;
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const player_vertical_speed = 7.49;
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pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain) !Game {
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var materials = try Materials.init(engine, allocator);
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@@ -664,7 +650,7 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
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}
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}
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const camera_position = Vector3.init(0, 0, @as(f32, @floatFromInt(worldHeightI(.zero))) + 0.5 + 1.62);
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const player_position = Vector3.init(0, 0, @as(f32, @floatFromInt(worldHeightI(.zero))) + 0.5);
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var chunk_it = chunks.iterator();
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while (chunk_it.next()) |entry| {
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@@ -724,7 +710,7 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
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.textures = textures,
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.chunks = chunks,
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.camera_position = camera_position,
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.player = .init(player_position, 0, 0),
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};
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}
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@@ -765,34 +751,25 @@ pub fn deinit(self: *Game) void {
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}
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pub fn update(self: *Game, dt: f32) void {
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const camera_d = Vector2
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.init(
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@as(f32, @floatFromInt(@intFromBool(self.input_right))) - @as(f32, @floatFromInt(@intFromBool(self.input_left))),
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@as(f32, @floatFromInt(@intFromBool(self.input_forwards))) - @as(f32, @floatFromInt(@intFromBool(self.input_backwards))),
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)
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.rotate(self.camera_yaw)
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.mulScalar(player_horizontal_speed)
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.asVector3(player_vertical_speed * (@as(f32, @floatFromInt(@intFromBool(self.input_up))) - @as(f32, @floatFromInt(@intFromBool(self.input_down)))))
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.mulScalar(dt);
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self.camera_position = Vector3.add(self.camera_position, camera_d);
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self.player.update(dt);
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const framebuffer_size = Vector2.init(
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@floatFromInt(self.swapchain.extent.width),
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@floatFromInt(self.swapchain.extent.height),
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);
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const camera_position = self.player.position.add(.init(0, Player.camera_height, 0));
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const camera_rotation = Quaternion.mulQuaternion(
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.initRotationXY(self.camera_yaw),
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.initRotationYZ(self.camera_pitch),
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.initRotationXY(self.player.yaw_rad),
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.initRotationYZ(self.player.pitch_rad),
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);
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const camera_aspect_ratio = framebuffer_size.getX() / framebuffer_size.getY();
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const camera_yscale = 1.0 / @tan(camera_half_vertical_fov_rad);
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const camera_yscale = 1.0 / @tan(0.5 * self.player.vertical_fov_deg * std.math.rad_per_deg);
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const camera_xscale = camera_yscale / camera_aspect_ratio;
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const matrix_ws_to_vs = Matrix4x4.mulMatrix(
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Matrix4x4.initRotation(camera_rotation.conjugate()),
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Matrix4x4.initTranslation(self.camera_position.negate()),
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Matrix4x4.initTranslation(camera_position.negate()),
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);
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// zig fmt: off
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@@ -832,78 +809,26 @@ pub fn update(self: *Game, dt: f32) void {
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};
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}
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pub fn onKeyDown(self: *Game, key_code: glfw.Key, mods: glfw.Mods) void {
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const no_mods = @as(c_int, @bitCast(mods)) == 0;
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if (key_code == .escape and no_mods) {
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self.engine.mode.surface.window.setShouldClose(true);
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}
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if (key_code == .w) {
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self.input_forwards = true;
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self.input_backwards = false;
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}
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if (key_code == .s) {
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self.input_backwards = true;
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self.input_forwards = false;
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}
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if (key_code == .a) {
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self.input_left = true;
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self.input_right = false;
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}
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if (key_code == .d) {
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self.input_right = true;
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self.input_left = false;
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}
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if (key_code == .space) {
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self.input_up = true;
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}
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if (key_code == .left_shift) {
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self.input_down = true;
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}
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pub fn onKeyDown(self: *Game, key: glfw.Key) void {
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self.player.onKeyDown(key);
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}
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pub fn onKeyUp(self: *Game, key_code: glfw.Key, mods: glfw.Mods) void {
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_ = mods;
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if (key_code == .w) {
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self.input_forwards = false;
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}
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if (key_code == .s) {
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self.input_backwards = false;
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}
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if (key_code == .a) {
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self.input_left = false;
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}
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if (key_code == .d) {
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self.input_right = false;
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}
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if (key_code == .space) {
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self.input_up = false;
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}
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if (key_code == .left_shift) {
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self.input_down = false;
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}
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pub fn onKeyUp(self: *Game, key: glfw.Key) void {
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self.player.onKeyUp(key);
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}
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pub fn onMouseMove(self: *Game, dx: f32, dy: f32) void {
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self.camera_pitch -= dy * camera_mouse_sensitivity;
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self.camera_yaw -= dx * camera_mouse_sensitivity;
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self.camera_pitch = std.math.clamp(self.camera_pitch, -0.5 * std.math.pi, 0.5 * std.math.pi);
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self.camera_yaw = @mod(self.camera_yaw, 2 * std.math.pi);
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self.player.onMouseMove(dx, dy);
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}
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pub fn onMouseDown(self: *Game, button: glfw.MouseButton, mods: glfw.Mods) void {
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pub fn onMouseDown(self: *Game, button: glfw.MouseButton) void {
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_ = self;
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_ = button;
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_ = mods;
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}
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pub fn onMouseUp(self: *Game, button: glfw.MouseButton, mods: glfw.Mods) void {
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pub fn onMouseUp(self: *Game, button: glfw.MouseButton) void {
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_ = self;
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_ = button;
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_ = mods;
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}
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fn render(self: *Game) !void {
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135
src/Player.zig
Normal file
135
src/Player.zig
Normal file
@@ -0,0 +1,135 @@
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const Player = @This();
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const std = @import("std");
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const glfw = @import("zglfw");
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const math = @import("math.zig");
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const Vector2 = math.Vector2;
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const Vector3 = math.Vector3;
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const AxisState = enum {
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none,
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positive,
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negative,
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both_positive,
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both_negative,
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pub fn getComponent(self: AxisState) f32 {
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return switch (self) {
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.none => 0,
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.positive, .both_positive => 1,
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.negative, .both_negative => -1,
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};
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}
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};
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const Axis = struct {
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state: AxisState = .none,
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positive_key: glfw.Key,
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negative_key: glfw.Key,
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pub fn init(positive_key: glfw.Key, negative_key: glfw.Key) Axis {
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return .{
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.positive_key = positive_key,
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.negative_key = negative_key,
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};
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}
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pub fn onKeyDown(self: *Axis, key_code: glfw.Key) void {
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if (key_code == self.positive_key) {
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switch (self.state) {
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.none => self.state = .positive,
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.negative => self.state = .both_positive,
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else => unreachable,
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}
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} else if (key_code == self.negative_key) {
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switch (self.state) {
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.none => self.state = .negative,
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.positive => self.state = .both_negative,
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else => unreachable,
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}
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}
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}
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pub fn onKeyUp(self: *Axis, key_code: glfw.Key) void {
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if (key_code == self.positive_key) {
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switch (self.state) {
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.positive => self.state = .none,
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.both_positive, .both_negative => self.state = .negative,
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else => unreachable,
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}
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} else if (key_code == self.negative_key) {
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switch (self.state) {
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.negative => self.state = .none,
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.both_positive, .both_negative => self.state = .positive,
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else => unreachable,
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}
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}
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}
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pub fn getComponent(self: Axis) f32 {
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return self.state.getComponent();
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}
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};
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position: Vector3,
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pitch_rad: f32,
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yaw_rad: f32,
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x_input: Axis = .init(.d, .a),
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y_input: Axis = .init(.w, .s),
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z_input: Axis = .init(.space, .left_shift),
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mouse_sensitivity: f32 = 0.002,
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vertical_fov_deg: f32 = 80,
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pub const camera_height = 1.62;
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pub const horizontal_speed = 11.0;
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pub const vertical_speed = 7.49;
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pub const min_pitch_rad = -0.5 * std.math.pi;
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pub const max_pitch_rad = 0.5 * std.math.pi;
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pub fn init(position: Vector3, pitch_rad: f32, yaw_rad: f32) Player {
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return .{
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.position = position,
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.pitch_rad = pitch_rad,
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.yaw_rad = yaw_rad,
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};
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}
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pub fn onKeyDown(self: *Player, key: glfw.Key) void {
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self.x_input.onKeyDown(key);
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self.y_input.onKeyDown(key);
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self.z_input.onKeyDown(key);
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}
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pub fn onKeyUp(self: *Player, key: glfw.Key) void {
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self.x_input.onKeyUp(key);
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self.y_input.onKeyUp(key);
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self.z_input.onKeyUp(key);
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}
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pub fn onMouseMove(self: *Player, dx: f32, dy: f32) void {
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self.pitch_rad = std.math.clamp(self.pitch_rad - dy * self.mouse_sensitivity, min_pitch_rad, max_pitch_rad);
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self.yaw_rad = @mod(self.yaw_rad - dx * self.mouse_sensitivity, std.math.tau);
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}
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pub fn update(self: *Player, dt: f32) void {
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var horizontal_input_vector = Vector2
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.init(self.x_input.getComponent(), self.y_input.getComponent())
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.rotate(self.yaw_rad);
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const horizontal_input_vector_len_squared = horizontal_input_vector.lenSquared();
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if (horizontal_input_vector_len_squared > 1) {
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horizontal_input_vector = horizontal_input_vector.divScalar(horizontal_input_vector_len_squared);
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}
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const vertical_input_vector = self.z_input.getComponent();
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const horizontal_velocity = horizontal_input_vector.mulScalar(horizontal_speed);
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const vertical_velocity = vertical_input_vector * vertical_speed;
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const displacement = horizontal_velocity.asVector3(vertical_velocity).mulScalar(dt);
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self.position = Vector3.add(self.position, displacement);
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}
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12
src/main.zig
12
src/main.zig
@@ -97,7 +97,7 @@ const CallbackContext = struct {
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cursor_last_ypos: f64,
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};
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fn keyCallback(window: *glfw.Window, key_code: glfw.Key, _: c_int, action: glfw.Action, mods: glfw.Mods) callconv(.c) void {
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fn keyCallback(window: *glfw.Window, key_code: glfw.Key, _: c_int, action: glfw.Action, _: glfw.Mods) callconv(.c) void {
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const maybe_ctx = window.getUserPointer(CallbackContext);
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if (key_code == .escape and action == .press and (window.getInputMode(.cursor) catch .normal) == .disabled) {
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@@ -114,8 +114,8 @@ fn keyCallback(window: *glfw.Window, key_code: glfw.Key, _: c_int, action: glfw.
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if (maybe_ctx) |ctx| {
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if (ctx.focused) {
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switch (action) {
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.press => ctx.game.onKeyDown(key_code, mods),
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.release => ctx.game.onKeyUp(key_code, mods),
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.press => ctx.game.onKeyDown(key_code),
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.release => ctx.game.onKeyUp(key_code),
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.repeat => {},
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}
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}
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@@ -135,7 +135,7 @@ fn cursorPosCallback(window: *glfw.Window, cursor_xpos: f64, cursor_ypos: f64) c
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}
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}
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fn mouseButtonCallback(window: *glfw.Window, button: glfw.MouseButton, action: glfw.Action, mods: glfw.Mods) callconv(.c) void {
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fn mouseButtonCallback(window: *glfw.Window, button: glfw.MouseButton, action: glfw.Action, _: glfw.Mods) callconv(.c) void {
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const maybe_ctx = window.getUserPointer(CallbackContext);
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if (button == .left and action == .press and (window.getInputMode(.cursor) catch .normal) == .normal) {
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@@ -151,8 +151,8 @@ fn mouseButtonCallback(window: *glfw.Window, button: glfw.MouseButton, action: g
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if (maybe_ctx) |ctx| {
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if (ctx.focused) {
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switch (action) {
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.press => ctx.game.onMouseDown(button, mods),
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.release => ctx.game.onMouseUp(button, mods),
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.press => ctx.game.onMouseDown(button),
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.release => ctx.game.onMouseUp(button),
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.repeat => {},
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}
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}
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Block a user