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voxelotl-engine/Sources/Voxelotl/Player.swift

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import simd
struct Player {
static let height: Float = 1.8
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static let radius: Float = 0.22
static let bounds = AABB(
from: .init(-Self.radius, 0, -Self.radius),
to: .init(Self.radius, Self.height, Self.radius))
static let eyeLevel: Float = 1.4
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static let epsilon = Float.ulpOfOne * 20
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static let accelerationCoeff: Float = 75
static let airAccelCoeff: Float = 3
static let gravityCoeff: Float = 20
static let frictionCoeff: Float = 22
static let flySpeedCoeff: Float = 36
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static let jumpVelocity: Float = 7
static let maxVelocity: Float = 160
static let blockReach: Float = 3.8
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private var _position = SIMD3<Float>.zero
private var _velocity = SIMD3<Float>.zero
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private var _rotation = SIMD2<Float>.zero
private var _onGround: Bool = false
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private var _shouldJump: Optional<Float> = .none
private var _useMouseDir: Bool = false
public var rayhitPos: Optional<SIMD3<Float>> = nil
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private var prevLeftTrigger: Float = 0, prevRightTrigger: Float = 0
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public var position: SIMD3<Float> { get { self._position } set { self._position = newValue } }
public var velocity: SIMD3<Float> { get { self._velocity } set { self._velocity = newValue } }
public var rotation: SIMD2<Float> { get { self._rotation } set { self._rotation = newValue } }
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public var eyePosition: SIMD3<Float> { self._position + .up * Self.eyeLevel }
public var eyeRotation: simd_quatf {
.init(angle: self._rotation.y, axis: .right) *
.init(angle: self._rotation.x, axis: .up)
}
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enum JumpInput { case off, press, held }
mutating func update(deltaTime: Float, world: World, camera: inout Camera) {
var turning: SIMD2<Float> = .zero
var movement: SIMD2<Float> = .zero
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var flying: Int = .zero
var jumpInput: JumpInput = .off
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var destroy = false, place = false
// Read controller input (if one is plugged in)
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if let pad = GameController.current?.state {
let turn = pad.rightStick.radialDeadzone(min: 0.1, max: 1)
if turn != .zero {
turning += turn
self._useMouseDir = false
}
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movement = pad.leftStick.cardinalDeadzone(min: 0.1, max: 1)
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flying += (pad.down(.rightBumper) ? 1 : 0) - (pad.down(.leftBumper) ? 1 : 0)
if pad.pressed(.east) {
jumpInput = .press
} else if jumpInput != .press && pad.down(.east) {
jumpInput = .held
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}
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if pad.leftTrigger > 0.4 && prevLeftTrigger < 0.4 {
place = true
}
if pad.rightTrigger > 0.4 && prevRightTrigger < 0.4 {
destroy = true
}
prevLeftTrigger = pad.leftTrigger
prevRightTrigger = pad.rightTrigger
}
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// Read keyboard input
if Keyboard.down(.w) { movement.y -= 1 }
if Keyboard.down(.s) { movement.y += 1 }
if Keyboard.down(.a) { movement.x -= 1 }
if Keyboard.down(.d) { movement.x += 1 }
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if Keyboard.down(.q) { flying += 1 }
if Keyboard.down(.e) { flying -= 1 }
if Keyboard.pressed(.tab) { Mouse.capture = !Mouse.capture }
if Keyboard.pressed(.space) {
jumpInput = .press
} else if jumpInput != .press && Keyboard.down(.space) {
jumpInput = .held
}
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// Read mouse input
if Mouse.pressed(.left) { destroy = true }
if Mouse.pressed(.right) { place = true }
if Mouse.capture {
self._rotation += Mouse.relative / 2048 * Float.pi
self._useMouseDir = false
} else if simd_length_squared(Mouse.relative) > Float.ulpOfOne {
self._useMouseDir = true
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}
// Turning input
self._rotation += turning * deltaTime * 3.0
if self._rotation.x < 0.0 {
self._rotation.x += .pi * 2
} else if _rotation.x > .pi * 2 {
self._rotation.x -= .pi * 2
}
self._rotation.y = self._rotation.y.clamp(-.pi * 0.5, .pi * 0.5)
// Jumping
if jumpInput == .press {
self._shouldJump = 0.3
} else if self._shouldJump != .none {
if jumpInput == .held {
self._shouldJump! -= deltaTime
if self._shouldJump! <= 0.0 {
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self._shouldJump = .none
}
} else {
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self._shouldJump = .none
}
}
if self._onGround && self._shouldJump != .none {
self._velocity.y = Self.jumpVelocity
self._onGround = false
self._shouldJump = .none
}
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// Movement (slower in air than on ground)
let movementMagnitude = simd_length(movement)
if movementMagnitude > 1.0 {
movement /= movementMagnitude
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}
let right = SIMD2(cos(self._rotation.x), sin(self._rotation.x))
let forward = SIMD2(-right.y, right.x)
let coeff = self._onGround ? Self.accelerationCoeff : Self.airAccelCoeff
self._velocity.xz += (right * movement.x + forward * movement.y) * coeff * deltaTime
// Flying and unflying
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self._velocity.y += Float(flying).clamp(-1, 1) * Self.flySpeedCoeff * deltaTime
// Apply gravity
self._velocity.y -= Self.gravityCoeff * deltaTime
// Move & handle collision
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let checkCorner = { (world: World, bounds: AABB, corner: SIMD3<Float>) -> Optional<AABB> in
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let blockPos = SIMD3(floor(corner.x), floor(corner.y), floor(corner.z))
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if case BlockType.solid = world.getBlock(at: SIMD3<Int>(blockPos)).type {
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let blockGeometry = AABB(from: blockPos, to: blockPos + 1)
if bounds.touching(blockGeometry) {
return blockGeometry
}
}
return nil
}
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let checkCollision = { (world: World, position: SIMD3<Float>) -> Optional<AABB> in
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let bounds = Self.bounds + position
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let corners: [SIMD3<Float>] = [
.init(bounds.left, bounds.bottom, bounds.far),
.init(bounds.right, bounds.bottom, bounds.far),
.init(bounds.left, bounds.bottom, bounds.near),
.init(bounds.right, bounds.bottom, bounds.near),
.init(bounds.left, bounds.center.y, bounds.far),
.init(bounds.right, bounds.center.y, bounds.far),
.init(bounds.left, bounds.center.y, bounds.near),
.init(bounds.right, bounds.center.y, bounds.near),
.init(bounds.left, bounds.top, bounds.far),
.init(bounds.right, bounds.top, bounds.far),
.init(bounds.left, bounds.top, bounds.near),
.init(bounds.right, bounds.top, bounds.near)
]
for corner in corners {
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if let geometry = checkCorner(world, bounds, corner) {
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return geometry
}
}
return nil
}
self._position.y += self._velocity.y * deltaTime
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if let aabb = checkCollision(world, self._velocity.y > 0 ? self._position + .down * Self.epsilon : self.position) {
if self._velocity.y < 0 {
self._position.y = aabb.top + Self.epsilon
self._onGround = true
} else {
self._position.y = aabb.bottom - Self.height - Self.epsilon
self._onGround = false
}
self._velocity.y = 0
} else {
self._onGround = false
}
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self._position.x += self._velocity.x * deltaTime
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if let aabb = checkCollision(world, self._position) {
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if self._velocity.x < 0 {
self._position.x = aabb.right + Self.radius + Self.epsilon
} else {
self._position.x = aabb.left - Self.radius - Self.epsilon
}
self._velocity.x = 0
}
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self._position.z += self._velocity.z * deltaTime
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if let aabb = checkCollision(world, self._position) {
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if self._velocity.z < 0 {
self._position.z = aabb.near + Self.radius + Self.epsilon
} else {
self._position.z = aabb.far - Self.radius - Self.epsilon
}
self._velocity.z = 0
}
// Update camera
camera.position = self.eyePosition
camera.rotation = self.eyeRotation
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// Block picking
let dir = !Mouse.capture && self._useMouseDir
? camera.screenRay(Mouse.position)
: self.eyeRotation * .forward
if let hit = raycast(world: world, origin: self.eyePosition, direction: dir, maxDistance: Self.blockReach) {
if destroy || place {
if destroy {
world.setBlock(at: hit.map, type: .air)
} else {
world.setBlock(at: hit.map.offset(by: hit.side), type: .solid(.white))
}
if let hit = raycast(world: world, origin: self.eyePosition, direction: dir, maxDistance: Self.blockReach) {
self.rayhitPos = hit.position
} else {
self.rayhitPos = nil
}
} else {
self.rayhitPos = hit.position
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}
} else {
self.rayhitPos = nil
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}
// Ground friction
if self._onGround {
self._velocity.xz /= 1.0 + Self.frictionCoeff * deltaTime
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}
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// Limit maximum velocity
let velocityLen = simd_length(self._velocity)
if velocityLen > Self.maxVelocity {
self._velocity = self._velocity / velocityLen * Self.maxVelocity
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}
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}
}