#include "../app/FrameCounter.hpp"
#include "../app/init.hpp"
#include "../audio/Audio.hpp"
+#include "../audio/SoundBank.hpp"
+#include "../geometry/distance.hpp"
#include "../graphics/Font.hpp"
#include "../graphics/Viewport.hpp"
#include "../io/TokenStreamReader.hpp"
-#include "../model/shapes.hpp"
+#include "../model/bounds.hpp"
+#include "../net/CongestionControl.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) {
-
+, aim_world()
+, aim_entity() {
+ player.GetEntity().SetController(*this);
}
-void DirectInput::Update(int dt) {
- dirty = true; // 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();
+PlayerController::~PlayerController() {
+ if (&player.GetEntity().GetController() == this) {
+ player.GetEntity().UnsetController();
}
}
-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;
}
+ Invalidate();
+}
+
+glm::vec3 PlayerController::ControlForce(const Entity &e, const EntityState &s) const {
+ if (!iszero(move_dir)) {
+ // scale input by max velocity, apply yaw, and transform to world space
+ return TargetVelocity(glm::vec3(glm::vec4(rotateY(move_dir * e.MaxVelocity(), s.yaw), 0.0f) * transpose(e.Transform())), s, 5.0f);
+ } else {
+ // target velocity of 0 is the same as halt
+ return Halt(s, 5.0f);
+ }
+}
+
+void PlayerController::TurnHead(float dp, float dy) noexcept {
+ player.GetEntity().TurnHead(dp, dy);
+}
+
+float PlayerController::GetPitch() const noexcept {
+ return player.GetEntity().Pitch();
+}
+
+float PlayerController::GetYaw() const noexcept {
+ return player.GetEntity().Yaw();
+}
+
+void PlayerController::SelectInventory(int i) noexcept {
+ player.SetInventorySlot(i);
+}
+
+int PlayerController::InventorySlot() const noexcept {
+ return player.GetInventorySlot();
+}
+
+void PlayerController::Invalidate() noexcept {
dirty = true;
}
-void DirectInput::TurnHead(float dp, float dy) {
- pitch += dp;
- if (pitch > PI / 2) {
- pitch = PI / 2;
- } else if (pitch < -PI / 2) {
- pitch = -PI / 2;
+void PlayerController::UpdatePlayer() noexcept {
+ if (dirty) {
+ Ray aim = player.Aim();
+ if (!world.Intersection(aim, player.GetEntity().ChunkCoords(), aim_world)) {
+ aim_world = WorldCollision();
+ }
+ if (!world.Intersection(aim, 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(0.25f)
+, remove_timer(0.25f) {
+
+}
+
+void DirectInput::Update(Entity &, float dt) {
+ Invalidate(); // world has changed in the meantime
+ UpdatePlayer();
+
+ remove_timer.Update(dt);
+ if (remove_timer.Hit()) {
+ RemoveBlock();
}
- yaw += dy;
- if (yaw > PI) {
- yaw -= PI * 2;
- } else if (yaw < -PI) {
- yaw += PI * 2;
+
+ place_timer.Update(dt);
+ if (place_timer.Hit()) {
+ PlaceBlock();
}
- dirty = true;
}
void DirectInput::StartPrimaryAction() {
// 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();
}
, block_text()
, show_block(false)
, show_entity(false)
+// net stats
+, bandwidth_text()
+, rtt_text()
+, packet_loss_text()
+, show_net(false)
// message box
, messages(env.assets.small_ui_font)
, msg_timer(5000)
+, msg_keep(false)
// crosshair
, crosshair() {
+ const float ls = env.assets.small_ui_font.LineSkip();
+
// "inventory"
block_transform = glm::translate(block_transform, glm::vec3(50.0f, 50.0f, 0.0f));
block_transform = glm::scale(block_transform, glm::vec3(50.0f));
counter_text.Position(glm::vec3(-25.0f, 25.0f, 0.0f), Gravity::NORTH_EAST);
counter_text.Foreground(glm::vec4(1.0f));
counter_text.Background(glm::vec4(0.5f));
- position_text.Position(glm::vec3(-25.0f, 25.0f + env.assets.small_ui_font.LineSkip(), 0.0f), Gravity::NORTH_EAST);
+ position_text.Position(glm::vec3(-25.0f, 25.0f + ls, 0.0f), Gravity::NORTH_EAST);
position_text.Foreground(glm::vec4(1.0f));
position_text.Background(glm::vec4(0.5f));
- orientation_text.Position(glm::vec3(-25.0f, 25.0f + 2 * env.assets.small_ui_font.LineSkip(), 0.0f), Gravity::NORTH_EAST);
+ orientation_text.Position(glm::vec3(-25.0f, 25.0f + 2 * ls, 0.0f), Gravity::NORTH_EAST);
orientation_text.Foreground(glm::vec4(1.0f));
orientation_text.Background(glm::vec4(0.5f));
- block_text.Position(glm::vec3(-25.0f, 25.0f + 4 * env.assets.small_ui_font.LineSkip(), 0.0f), Gravity::NORTH_EAST);
+ block_text.Position(glm::vec3(-25.0f, 25.0f + 4 * ls, 0.0f), Gravity::NORTH_EAST);
block_text.Foreground(glm::vec4(1.0f));
block_text.Background(glm::vec4(0.5f));
block_text.Set(env.assets.small_ui_font, "Block: none");
- entity_text.Position(glm::vec3(-25.0f, 25.0f + 4 * env.assets.small_ui_font.LineSkip(), 0.0f), Gravity::NORTH_EAST);
+ entity_text.Position(glm::vec3(-25.0f, 25.0f + 4 * ls, 0.0f), Gravity::NORTH_EAST);
entity_text.Foreground(glm::vec4(1.0f));
entity_text.Background(glm::vec4(0.5f));
entity_text.Set(env.assets.small_ui_font, "Entity: none");
+ // net stats
+ bandwidth_text.Position(glm::vec3(-25.0f, 25.0f + 6 * ls, 0.0f), Gravity::NORTH_EAST);
+ bandwidth_text.Foreground(glm::vec4(1.0f));
+ bandwidth_text.Background(glm::vec4(0.5f));
+ bandwidth_text.Set(env.assets.small_ui_font, "TX: 0.0KB/s RX: 0.0KB/s");
+ rtt_text.Position(glm::vec3(-25.0f, 25.0f + 7 * ls, 0.0f), Gravity::NORTH_EAST);
+ rtt_text.Foreground(glm::vec4(1.0f));
+ rtt_text.Background(glm::vec4(0.5f));
+ rtt_text.Set(env.assets.small_ui_font, "RTT: unavailable");
+ packet_loss_text.Position(glm::vec3(-25.0f, 25.0f + 8 * ls, 0.0f), Gravity::NORTH_EAST);
+ packet_loss_text.Foreground(glm::vec4(1.0f));
+ packet_loss_text.Background(glm::vec4(0.5f));
+ packet_loss_text.Set(env.assets.small_ui_font, "Packet loss: 0.0%");
+
// message box
- messages.Position(glm::vec3(25.0f, -25.0f, 0.0f), Gravity::SOUTH_WEST);
+ messages.Position(glm::vec3(25.0f, -25.0f - 2 * ls, 0.0f), Gravity::SOUTH_WEST);
messages.Foreground(glm::vec4(1.0f));
messages.Background(glm::vec4(0.5f));
// crosshair
- OutlineModel::Buffer buf;
+ PrimitiveMesh::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<PrimitiveMesh::Index>({
0, 1, 2, 3
});
- buf.colors.resize(4, { 10.0f, 10.0f, 10.0f });
+ buf.colors.resize(4, { 10.0f, 10.0f, 10.0f, 1.0f });
crosshair.Update(buf);
}
namespace {
-OutlineModel::Buffer outl_buf;
+PrimitiveMesh::Buffer outl_buf;
}
const Block &block = chunk.BlockAt(index);
const BlockType &type = chunk.Type(index);
outl_buf.Clear();
- type.FillOutlineModel(outl_buf);
+ type.OutlinePrimitiveMesh(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);
}
void HUD::UpdateOrientation() {
- //std::stringstream s;
- //s << std::setprecision(3) << "pitch: " << rad2deg(ctrl.Pitch())
- // << ", yaw: " << rad2deg(ctrl.Yaw());
- //orientation_text.Set(env.assets.small_ui_font, s.str());
+ std::stringstream s;
+ s << std::setprecision(3) << "pitch: " << glm::degrees(player.GetEntity().Pitch())
+ << ", yaw: " << glm::degrees(player.GetEntity().Yaw());
+ orientation_text.Set(env.assets.small_ui_font, s.str());
}
void HUD::PostMessage(const char *msg) {
}
+void HUD::UpdateNetStats(const CongestionControl &stat) {
+ if (!config.video.debug) return;
+
+ std::stringstream s;
+ s << std::fixed << std::setprecision(1)
+ << "TX: " << stat.Upstream()
+ << "KB/s, RX: " << stat.Downstream() << "KB/s";
+ bandwidth_text.Set(env.assets.small_ui_font, s.str());
+
+ s.str("");
+ s << "RTT: " << stat.RoundTripTime() << "ms";
+ rtt_text.Set(env.assets.small_ui_font, s.str());
+
+ s.str("");
+ s << "Packet loss: " << (stat.PacketLoss() * 100.0f) << "%";
+ packet_loss_text.Set(env.assets.small_ui_font, s.str());
+
+ show_net = true;
+}
+
+
void HUD::Update(int dt) {
msg_timer.Update(dt);
if (msg_timer.HitOnce()) {
void HUD::Render(Viewport &viewport) noexcept {
// block focus
if (outline_visible && config.video.world) {
- PlainColor &outline_prog = viewport.WorldOutlineProgram();
+ PlainColor &outline_prog = viewport.WorldColorProgram();
outline_prog.SetM(outline_transform);
- outline.Draw();
+ outline.DrawLines();
}
// clear depth buffer so everything renders above the world
if (block_visible) {
DirectionalLighting &world_prog = viewport.HUDProgram();
world_prog.SetLightDirection({ 1.0f, 3.0f, 5.0f });
+ world_prog.SetLightColor({ 1.0f, 1.0f, 1.0f });
+ world_prog.SetAmbientColor({ 0.1f, 0.1f, 0.1f });
// disable distance fog
world_prog.SetFogDensity(0.0f);
}
// message box
- if (msg_timer.Running()) {
+ if (msg_keep || msg_timer.Running()) {
messages.Render(viewport);
}
// crosshair
- PlainColor &outline_prog = viewport.HUDOutlineProgram();
+ PlainColor &outline_prog = viewport.HUDColorProgram();
viewport.EnableInvertBlending();
viewport.SetCursor(glm::vec3(0.0f), Gravity::CENTER);
outline_prog.SetM(viewport.Cursor());
- crosshair.Draw();
+ crosshair.DrawLines();
}
// debug overlay
} else if (show_entity) {
entity_text.Render(viewport);
}
+ if (show_net) {
+ bandwidth_text.Render(viewport);
+ rtt_text.Render(viewport);
+ packet_loss_text.Render(viewport);
+ }
}
}
-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);
+ }
}
}
, client_ctrl(cc)
, fwd(0)
, rev(0)
-, slot(0)
-, num_slots(10) {
+, num_slots(10)
+, locked(false) {
+
+}
+void Interface::Lock() {
+ fwd = glm::ivec3(0);
+ rev = glm::ivec3(0);
+ locked = true;
}
+void Interface::Unlock() {
+ locked = false;
+}
void Interface::HandlePress(const SDL_KeyboardEvent &event) {
if (!config.input.keyboard) return;
}
void Interface::Handle(const SDL_MouseMotionEvent &event) {
- if (!config.input.mouse) return;
+ if (locked || !config.input.mouse) return;
player_ctrl.TurnHead(
event.yrel * config.input.pitch_sensitivity,
event.xrel * config.input.yaw_sensitivity);
}
void Interface::InvAbs(int s) {
- slot = s % num_slots;
+ int slot = s % num_slots;
while (slot < 0) {
slot += num_slots;
}
+ player_ctrl.SelectInventory(slot);
}
void Interface::InvRel(int delta) {
- InvAbs(slot + delta);
+ InvAbs(player_ctrl.GetPlayer().GetInventorySlot() + delta);
}