#include "../app/FrameCounter.hpp"
#include "../app/init.hpp"
#include "../audio/Audio.hpp"
+#include "../audio/SoundBank.hpp"
#include "../graphics/Font.hpp"
#include "../graphics/Viewport.hpp"
#include "../io/TokenStreamReader.hpp"
-#include "../model/shapes.hpp"
+#include "../model/bounds.hpp"
#include "../world/BlockLookup.hpp"
#include "../world/World.hpp"
#include "../world/WorldManipulator.hpp"
namespace blank {
-DirectInput::DirectInput(World &world, Player &player, WorldManipulator &manip)
+PlayerController::PlayerController(World &world, Player &player)
: world(world)
, player(player)
-, manip(manip)
-, aim_world()
-, aim_entity()
, move_dir(0.0f)
, pitch(0.0f)
, yaw(0.0f)
, dirty(true)
-, active_slot(0)
-, place_timer(256)
-, remove_timer(256) {
-
-}
-
-void DirectInput::Update(int dt) {
- dirty = true; // world has changed in the meantime
- UpdatePlayer();
-
- remove_timer.Update(dt);
- if (remove_timer.Hit()) {
- RemoveBlock();
- }
+, aim_world()
+, aim_entity() {
- place_timer.Update(dt);
- if (place_timer.Hit()) {
- PlaceBlock();
- }
}
-void DirectInput::SetMovement(const glm::vec3 &m) {
+void PlayerController::SetMovement(const glm::vec3 &m) noexcept {
if (dot(m, m) > 1.0f) {
move_dir = normalize(m);
} else {
move_dir = m;
}
- dirty = true;
+ Invalidate();
}
-void DirectInput::TurnHead(float dp, float dy) {
+void PlayerController::TurnHead(float dp, float dy) noexcept {
pitch += dp;
if (pitch > PI / 2) {
pitch = PI / 2;
} else if (yaw < -PI) {
yaw += PI * 2;
}
+ Invalidate();
+}
+
+void PlayerController::SelectInventory(int i) noexcept {
+ player.SetInventorySlot(i);
+}
+
+int PlayerController::InventorySlot() const noexcept {
+ return player.GetInventorySlot();
+}
+
+void PlayerController::Invalidate() noexcept {
dirty = true;
}
+void PlayerController::UpdatePlayer() noexcept {
+ constexpr float max_vel = 5.0f; // in m/s
+ if (dirty) {
+ player.GetEntity().Orientation(glm::quat(glm::vec3(pitch, yaw, 0.0f)));
+ player.GetEntity().TargetVelocity(glm::rotateY(move_dir * max_vel, yaw));
+
+ Ray aim = player.Aim();
+ if (!world.Intersection(aim, glm::mat4(1.0f), player.GetEntity().ChunkCoords(), aim_world)) {
+ aim_world = WorldCollision();
+ }
+ if (!world.Intersection(aim, glm::mat4(1.0f), player.GetEntity(), aim_entity)) {
+ aim_entity = EntityCollision();
+ }
+ if (aim_world && aim_entity) {
+ // got both, pick the closest one
+ if (aim_world.depth < aim_entity.depth) {
+ aim_entity = EntityCollision();
+ } else {
+ aim_world = WorldCollision();
+ }
+ }
+ dirty = false;
+ }
+}
+
+
+DirectInput::DirectInput(World &world, Player &player, WorldManipulator &manip)
+: PlayerController(world, player)
+, manip(manip)
+, place_timer(256)
+, remove_timer(256) {
+
+}
+
+void DirectInput::Update(int dt) {
+ Invalidate(); // world has changed in the meantime
+ UpdatePlayer();
+
+ remove_timer.Update(dt);
+ if (remove_timer.Hit()) {
+ RemoveBlock();
+ }
+
+ place_timer.Update(dt);
+ if (place_timer.Hit()) {
+ PlaceBlock();
+ }
+}
+
void DirectInput::StartPrimaryAction() {
if (!remove_timer.Running()) {
RemoveBlock();
// nothing
}
-void DirectInput::SelectInventory(int) {
-}
-
-void DirectInput::UpdatePlayer() {
- constexpr float max_vel = 0.005f;
- if (dirty) {
- player.GetEntity().Orientation(glm::quat(glm::vec3(pitch, yaw, 0.0f)));
- player.GetEntity().Velocity(glm::rotateY(move_dir * max_vel, yaw));
-
- Ray aim = player.Aim();
- if (!world.Intersection(aim, glm::mat4(1.0f), player.GetEntity().ChunkCoords(), aim_world)) {
- aim_world = WorldCollision();
- }
- if (!world.Intersection(aim, glm::mat4(1.0f), player.GetEntity(), aim_entity)) {
- aim_entity = EntityCollision();
- }
- if (aim_world && aim_entity) {
- // got both, pick the closest one
- if (aim_world.depth < aim_entity.depth) {
- aim_entity = EntityCollision();
- } else {
- aim_world = WorldCollision();
- }
- }
- // TODO: update outline if applicable
- dirty = false;
- }
-}
-
void DirectInput::PickBlock() {
UpdatePlayer();
- if (!aim_world) return;
- player.SetInventorySlot(aim_world.GetBlock().type - 1);
+ if (!BlockFocus()) return;
+ SelectInventory(BlockFocus().GetBlock().type - 1);
}
void DirectInput::PlaceBlock() {
UpdatePlayer();
- if (!aim_world) return;
+ if (!BlockFocus()) return;
- BlockLookup next_block(aim_world.chunk, aim_world.BlockPos(), Block::NormalFace(aim_world.normal));
+ BlockLookup next_block(BlockFocus().chunk, BlockFocus().BlockPos(), Block::NormalFace(BlockFocus().normal));
if (!next_block) {
return;
}
- manip.SetBlock(next_block.GetChunk(), next_block.GetBlockIndex(), Block(player.GetInventorySlot() + 1));
- dirty = true;
+ manip.SetBlock(next_block.GetChunk(), next_block.GetBlockIndex(), Block(InventorySlot() + 1));
+ Invalidate();
}
void DirectInput::RemoveBlock() {
UpdatePlayer();
- if (!aim_world) return;
- manip.SetBlock(aim_world.GetChunk(), aim_world.block, Block(0));
- dirty = true;
+ if (!BlockFocus()) return;
+ manip.SetBlock(BlockFocus().GetChunk(), BlockFocus().block, Block(0));
+ Invalidate();
}
messages.Background(glm::vec4(0.5f));
// crosshair
- OutlineModel::Buffer buf;
+ OutlineMesh::Buffer buf;
buf.vertices = std::vector<glm::vec3>({
{ -10.0f, 0.0f, 0.0f }, { 10.0f, 0.0f, 0.0f },
{ 0.0f, -10.0f, 0.0f }, { 0.0f, 10.0f, 0.0f },
});
- buf.indices = std::vector<OutlineModel::Index>({
+ buf.indices = std::vector<OutlineMesh::Index>({
0, 1, 2, 3
});
buf.colors.resize(4, { 10.0f, 10.0f, 10.0f });
namespace {
-OutlineModel::Buffer outl_buf;
+OutlineMesh::Buffer outl_buf;
}
const Block &block = chunk.BlockAt(index);
const BlockType &type = chunk.Type(index);
outl_buf.Clear();
- type.FillOutlineModel(outl_buf);
+ type.FillOutlineMesh(outl_buf);
outline.Update(outl_buf);
outline_transform = chunk.Transform(player.GetEntity().ChunkCoords());
outline_transform *= chunk.ToTransform(Chunk::ToPos(index), index);
void HUD::Display(const BlockType &type) {
block_buf.Clear();
- type.FillEntityModel(block_buf);
+ type.FillEntityMesh(block_buf);
block.Update(block_buf);
block_label.Set(env.assets.small_ui_font, type.label);
}
-InteractiveManipulator::InteractiveManipulator(Environment &env, Entity &player)
+InteractiveManipulator::InteractiveManipulator(Audio &audio, const SoundBank &sounds, Entity &player)
: player(player)
-, audio(env.audio)
-, place_sound(env.loader.LoadSound("thump"))
-, remove_sound(env.loader.LoadSound("plop")) {
+, audio(audio)
+, sounds(sounds) {
}
void InteractiveManipulator::SetBlock(Chunk &chunk, int index, const Block &block) {
+ const BlockType &old_type = chunk.Type(index);
chunk.SetBlock(index, block);
+ const BlockType &new_type = chunk.Type(index);
glm::vec3 coords = chunk.ToSceneCoords(player.ChunkCoords(), Chunk::ToCoords(index));
- // TODO: get sound effect from block type
- if (block.type == 0) {
- audio.Play(remove_sound, coords);
+ if (new_type.id == 0) {
+ if (old_type.remove_sound >= 0) {
+ audio.Play(sounds[old_type.remove_sound], coords);
+ }
} else {
- audio.Play(place_sound, coords);
+ if (new_type.place_sound >= 0) {
+ audio.Play(sounds[new_type.place_sound], coords);
+ }
}
}
while (slot < 0) {
slot += num_slots;
}
+ player_ctrl.SelectInventory(slot);
}
void Interface::InvRel(int delta) {