X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fui%2Fui.cpp;h=c249ed47148a3a67d5f0e38cc85a91064e64634a;hb=3542823a1af7f5063d7cc8da84efa248eb889b8a;hp=75129c1b3837ebd5460328507cded17ff3f73473;hpb=ccd6e7001572808400b9cb9bc91f9bedcf28a1ad;p=blank.git diff --git a/src/ui/ui.cpp b/src/ui/ui.cpp index 75129c1..c249ed4 100644 --- a/src/ui/ui.cpp +++ b/src/ui/ui.cpp @@ -32,46 +32,28 @@ 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) -, 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; @@ -84,9 +66,70 @@ void DirectInput::TurnHead(float dp, float dy) { } 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 = 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(); + } + } + 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(); @@ -117,59 +160,29 @@ void DirectInput::StopTertiaryAction() { // nothing } -void DirectInput::SelectInventory(int i) { - player.SetInventorySlot(i); -} - -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(); } @@ -237,12 +250,12 @@ HUD::HUD(Environment &env, Config &config, const Player &player) messages.Background(glm::vec4(0.5f)); // crosshair - OutlineModel::Buffer buf; + OutlineMesh::Buffer buf; buf.vertices = std::vector({ { -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({ + buf.indices = std::vector({ 0, 1, 2, 3 }); buf.colors.resize(4, { 10.0f, 10.0f, 10.0f }); @@ -251,7 +264,7 @@ HUD::HUD(Environment &env, Config &config, const Player &player) namespace { -OutlineModel::Buffer outl_buf; +OutlineMesh::Buffer outl_buf; } @@ -259,7 +272,7 @@ void HUD::FocusBlock(const Chunk &chunk, int index) { 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); @@ -299,7 +312,7 @@ void HUD::DisplayNone() { 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);