Files
voxel-game/src/Player.zig

337 lines
10 KiB
Zig

const Player = @This();
const std = @import("std");
const c = @import("const.zig");
const glfw = @import("zglfw");
const math = @import("math.zig");
const Blocks = @import("assets/Blocks.zig");
const Chunks = @import("Chunks.zig");
const Iterator2 = math.Iterator2;
const Vector2 = math.Vector2;
const Vector3 = math.Vector3;
const Vector2Int = math.Vector2Int;
const Vector3Int = math.Vector3Int;
const AxisState = enum {
none,
positive,
negative,
both_positive,
both_negative,
pub fn getComponentFloat(self: AxisState) f32 {
return switch (self) {
.none => 0,
.positive, .both_positive => 1,
.negative, .both_negative => -1,
};
}
pub fn getComponentInt(self: AxisState) i32 {
return switch (self) {
.none => 0,
.positive, .both_positive => 1,
.negative, .both_negative => -1,
};
}
pub fn getComponentIntFrac(self: AxisState) i32 {
return switch (self) {
.none => 0,
.positive, .both_positive => std.math.maxInt(i32),
.negative, .both_negative => -std.math.maxInt(i32),
};
}
};
const ButtonState = struct {
current: bool = false,
pressed_this_frame: bool = false,
released_this_frame: bool = false,
pub fn reset(self: *ButtonState) void {
self.pressed_this_frame = false;
self.released_this_frame = false;
}
};
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 getComponentFloat(self: Axis) f32 {
return self.state.getComponentFloat();
}
pub fn getComponentInt(self: Axis) i32 {
return self.state.getComponentInt();
}
pub fn getComponentIntFrac(self: Axis) i32 {
return self.state.getComponentIntFrac();
}
};
const Button = struct {
state: ButtonState = .{},
key: glfw.Key,
pub fn init(key: glfw.Key) Button {
return .{
.key = key,
};
}
pub fn onKeyDown(self: *Button, key_code: glfw.Key) void {
if (key_code == self.key) {
self.state.current = true;
self.state.pressed_this_frame = true;
}
}
pub fn onKeyUp(self: *Button, key_code: glfw.Key) void {
if (key_code == self.key) {
self.state.current = false;
self.state.released_this_frame = true;
}
}
pub fn reset(self: *Button) void {
self.state.reset();
}
pub inline fn isDown(self: Button) bool {
return self.state.current;
}
pub inline fn isPressed(self: Button) bool {
return self.state.pressed_this_frame;
}
pub inline fn isReleased(self: Button) bool {
return self.state.released_this_frame;
}
};
const MovementState = union(enum) {
ground: struct {
horizontal_velocity_sv: Vector2Int,
},
air: struct {
horizontal_velocity_sv: Vector2Int,
vertical_velocity_sv: i32,
},
flight: void,
};
position_sv: Vector3Int,
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),
jump_input: Button = .init(.space),
mouse_sensitivity: f32 = 0.002,
vertical_fov_deg: f32 = 80,
movement_state: MovementState,
pub const camera_height_vx = 1.62;
pub const horizontal_speed_sv = sv(11.0);
pub const vertical_speed_sv = sv(7.49);
pub const min_pitch_rad = -0.5 * std.math.pi;
pub const max_pitch_rad = 0.5 * std.math.pi;
pub const collision_half_width_sv = sv(0.4);
pub const collision_height_sv = sv(1.8);
pub const speed_sv = sv(5.612);
pub const step_up_sv = sv(0.53125);
pub const step_down_sv = sv(0.53125);
pub const jump_velocity_sv = sv(6.1237245);
pub const gravity_sv = sv(15);
pub const vertical_velocity_cap_sv = sv(30);
pub const ground_acceleration_sv = sv(56.12);
pub const air_acceleration_sv = sv(56.12);
pub const air_speed_limit_sv = sv(0.5612);
pub fn init(position_sv: Vector3Int, pitch_rad: f32, yaw_rad: f32) Player {
return .{
.position_sv = position_sv,
.pitch_rad = pitch_rad,
.yaw_rad = yaw_rad,
.movement_state = .flight,
};
}
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, chunks: *const Chunks) void {
defer self.resetAllButtons();
// --- GATHER INPUTS -------------------------------------------------------
const horizontal_input_vector_frac = blk: {
var ret = Vector2
.init(self.x_input.getComponentFloat(), self.y_input.getComponentFloat())
.rotate(self.yaw_rad);
const len_squared = ret.lenSquared();
if (len_squared > 1) {
ret = ret.divScalar(@sqrt(len_squared));
}
break :blk ret.asVector2IntFrac();
};
const vertical_input_vector_frac = self.z_input.getComponentIntFrac();
// --- STATE TRANSITIONS ---------------------------------------------------
switch (self.movement_state) {
.ground => |ground| {
if (self.jump_input.isPressed()) {
self.movement_state = .{
.air = .{
.horizontal_velocity_sv = ground.horizontal_velocity_sv,
.vertical_velocity_sv = jump_velocity_sv,
},
};
}
},
else => {},
}
// --- STATE HANDLING ------------------------------------------------------
switch (self.movement_state) {
.ground => {},
.air => {},
.flight => {
const horizontal_velocity_sv = horizontal_input_vector_frac.mulScalarFrac(horizontal_speed_sv);
const vertical_velocity_sv = math.mulFrac(vertical_input_vector_frac, vertical_speed_sv);
var horizontal_displacement_sv = horizontal_velocity_sv.mulScalarFloat(dt);
var vertical_displacement_sv = math.mulIntFloat(vertical_velocity_sv, dt);
var position_sv = self.position_sv;
var min_sv = position_sv.add(.init(-collision_half_width_sv, -collision_half_width_sv, 0));
var max_sv = position_sv.add(.init(collision_half_width_sv, collision_half_width_sv, collision_height_sv));
if (vertical_displacement_sv > 0) {
if (chunks.sweepCastUp(min_sv, max_sv, vertical_displacement_sv)) |hit| {
vertical_displacement_sv -= hit.projected_distance_sv;
}
position_sv = .add(position_sv, .init(0, 0, vertical_displacement_sv));
min_sv = .add(min_sv, .init(0, 0, vertical_displacement_sv));
max_sv = .add(max_sv, .init(0, 0, vertical_displacement_sv));
}
var i: usize = 0;
while (i < 2) : (i += 1) {
if (chunks.sweepCastHorizontal(min_sv, max_sv, horizontal_displacement_sv)) |hit| {
const adjustment = hit.normal_frac
.asVector2Int()
.mulScalarFrac(hit.projected_distance_sv);
std.debug.print("i={} | pos={X} | n={} | d={X} | adj={X} | disp={X}->", .{
i,
position_sv.vector,
hit.normal_frac.asVector3Frac().vector,
hit.projected_distance_sv,
adjustment.vector,
horizontal_displacement_sv.vector,
});
horizontal_displacement_sv = .add(
horizontal_displacement_sv,
adjustment,
);
std.debug.print("{X}\n", .{horizontal_displacement_sv.vector});
} else {
break;
}
}
position_sv = .add(position_sv, horizontal_displacement_sv.asVector3Int(0));
if (vertical_displacement_sv < 0.0) {
min_sv = .add(min_sv, horizontal_displacement_sv.asVector3Int(0));
max_sv = .add(max_sv, horizontal_displacement_sv.asVector3Int(0));
if (chunks.sweepCastDown(min_sv, max_sv, -vertical_displacement_sv)) |hit| {
vertical_displacement_sv += hit.projected_distance_sv;
}
position_sv = .add(position_sv, .init(0, 0, vertical_displacement_sv));
}
self.position_sv = position_sv;
},
}
}
fn resetAllButtons(self: *Player) void {
inline for (@typeInfo(Player).@"struct".fields) |field| {
if (field.type == Button) {
@field(self, field.name).reset();
}
}
}
inline fn sv(comptime vx: comptime_float) comptime_int {
return @intFromFloat(@round(vx * c.sv_per_vx));
}