allow camera movement with the keyboard

This commit is contained in:
a dinosaur 2024-08-22 17:08:28 +10:00
parent 83fc86d2a5
commit 39d46da7f7
5 changed files with 231 additions and 40 deletions

View File

@ -69,6 +69,7 @@ public class Application {
}
private func beginHandleEvents() {
Keyboard.instance.newFrame()
GameController.instance.newFrame()
}
@ -82,10 +83,14 @@ public class Application {
case SDLK_ESCAPE:
return .exitSuccess
default:
break
Keyboard.instance.keyDownEvent(scan: event.key.scancode, repeat: event.key.repeat != 0)
}
return .running
case SDL_EVENT_KEY_UP:
Keyboard.instance.keyUpEvent(scan: event.key.scancode)
return .running
case SDL_EVENT_GAMEPAD_ADDED:
if SDL_IsGamepad(event.gdevice.which) != SDL_FALSE {
GameController.instance.connectedEvent(id: event.gdevice.which)

View File

@ -28,6 +28,7 @@ add_executable(Voxelotl MACOSX_BUNDLE
Color.swift
Camera.swift
Renderer.swift
Keyboard.swift
GameController.swift
FPSCalculator.swift
GameDelegate.swift

View File

@ -27,11 +27,16 @@ class Game: GameDelegate {
var chunk = Chunk(position: .zero)
init() {
self.player.position = SIMD3(0.5, Float(Chunk.chunkSize) + 0.5, 0.5)
self.player.rotation = .init(.pi, 0)
self.resetPlayer()
self.generateWorld()
}
private func resetPlayer() {
self.player.position = .init(repeating: 0.5) + .init(0, Float(Chunk.chunkSize), 0)
self.player.velocity = .zero
self.player.rotation = .init(.pi, 0)
}
private func generateWorld() {
#if true
let newSeed = UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32
@ -70,9 +75,7 @@ class Game: GameDelegate {
// Player reset
if pad.pressed(.back) {
self.player.position = .init(repeating: 0.5) + .init(0, Float(Chunk.chunkSize), 0)
self.player.velocity = .zero
self.player.rotation = .init(.pi, 0)
self.resetPlayer()
}
// Regenerate
@ -81,6 +84,13 @@ class Game: GameDelegate {
}
}
if Keyboard.pressed(.r) {
self.resetPlayer()
}
if Keyboard.pressed(.g) {
self.generateWorld()
}
self.player.update(deltaTime: deltaTime, chunk: chunk)
self.camera.position = player.eyePosition
self.camera.rotation = player.eyeRotation

View File

@ -0,0 +1,137 @@
import SDL3
public class Keyboard {
public enum Keys {
case a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z
case right, left, up, down
case space
}
public static func down(_ key: Keys) -> Bool {
keyState(key) & Self._DOWN == Self._DOWN
}
public static func pressed(_ key: Keys, repeat rep: Bool = false) -> Bool {
var state = keyState(key)
if rep {
state &= ~Self._REPEAT
}
return state == Self._PRESS
}
public static func released(_ key: Keys) -> Bool {
keyState(key) == Self._RELEASE
}
//MARK: - Private
private static let _instance = Keyboard()
public static var instance: Keyboard { _instance }
@inline(__always) private static func keyState(_ key: Keys) -> UInt8 {
self._instance._state[Int(key.sdlScancode.rawValue)]
}
private static let _UP = UInt8(0b000), _DOWN = UInt8(0b010), _IMPULSE = UInt8(0b001)
private static let _REPEAT = UInt8(0b100)
private static let _PRESS: UInt8 = _DOWN | _IMPULSE
private static let _RELEASE: UInt8 = _UP | _IMPULSE
private var _state = [UInt8](repeating: _UP, count: Int(SDL_NUM_SCANCODES.rawValue))
internal func keyDownEvent(scan: SDL_Scancode, repeat rep: Bool) {
var newState = Self._PRESS
if rep {
newState |= Self._REPEAT
}
self._state[Int(scan.rawValue)] = newState
}
internal func keyUpEvent(scan: SDL_Scancode) {
self._state[Int(scan.rawValue)] = Self._RELEASE
}
internal func newFrame() {
self._state = self._state.map({ $0 & ~(Self._IMPULSE | Self._REPEAT) })
}
}
internal extension Keyboard.Keys {
var sdlKeycode: SDL_Keycode {
switch self {
case .a: SDLK_A
case .b: SDLK_B
case .c: SDLK_C
case .d: SDLK_D
case .e: SDLK_E
case .f: SDLK_F
case .g: SDLK_G
case .h: SDLK_H
case .i: SDLK_I
case .j: SDLK_J
case .k: SDLK_K
case .l: SDLK_L
case .m: SDLK_M
case .n: SDLK_N
case .o: SDLK_O
case .p: SDLK_P
case .q: SDLK_Q
case .r: SDLK_R
case .s: SDLK_S
case .t: SDLK_T
case .u: SDLK_U
case .v: SDLK_V
case .w: SDLK_W
case .x: SDLK_X
case .y: SDLK_Y
case .z: SDLK_Z
case .left: SDLK_LEFT
case .right: SDLK_RIGHT
case .up: SDLK_UP
case .down: SDLK_DOWN
case .space: SDLK_SPACE
}
}
var sdlScancode: SDL_Scancode {
switch self {
case .a: SDL_SCANCODE_A
case .b: SDL_SCANCODE_B
case .c: SDL_SCANCODE_C
case .d: SDL_SCANCODE_D
case .e: SDL_SCANCODE_E
case .f: SDL_SCANCODE_F
case .g: SDL_SCANCODE_G
case .h: SDL_SCANCODE_H
case .i: SDL_SCANCODE_I
case .j: SDL_SCANCODE_J
case .k: SDL_SCANCODE_K
case .l: SDL_SCANCODE_L
case .m: SDL_SCANCODE_M
case .n: SDL_SCANCODE_N
case .o: SDL_SCANCODE_O
case .p: SDL_SCANCODE_P
case .q: SDL_SCANCODE_Q
case .r: SDL_SCANCODE_R
case .s: SDL_SCANCODE_S
case .t: SDL_SCANCODE_T
case .u: SDL_SCANCODE_U
case .v: SDL_SCANCODE_V
case .w: SDL_SCANCODE_W
case .x: SDL_SCANCODE_X
case .y: SDL_SCANCODE_Y
case .z: SDL_SCANCODE_Z
case .left: SDL_SCANCODE_LEFT
case .right: SDL_SCANCODE_RIGHT
case .up: SDL_SCANCODE_UP
case .down: SDL_SCANCODE_DOWN
case .space: SDL_SCANCODE_SPACE
}
}
}
fileprivate extension SDL_Keycode {
init(scancode: SDL_Scancode) {
self.init(scancode.rawValue | UInt32(SDLK_SCANCODE_MASK))
}
}

View File

@ -14,6 +14,7 @@ struct Player {
static let airAccelCoeff: Float = 3
static let gravityCoeff: Float = 20
static let frictionCoeff: Float = 22
static let flySpeedCoeff: Float = 36
static let jumpVelocity: Float = 7
static let maxVelocity: Float = 160
@ -34,47 +35,84 @@ struct Player {
.init(angle: self._rotation.x, axis: .up)
}
mutating func update(deltaTime: Float, chunk: Chunk) {
if let pad = GameController.current?.state {
// Turning input
let turning = pad.rightStick.radialDeadzone(min: 0.1, max: 1)
_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)
enum JumpInput { case off, press, held }
// Jumping
mutating func update(deltaTime: Float, chunk: Chunk) {
var turning: SIMD2<Float> = .zero
var movement: SIMD2<Float> = .zero
var flying: Float = .zero
var jumpInput: JumpInput = .off
// Read controller input (if one is plugged in)
if let pad = GameController.current?.state {
turning += pad.rightStick.radialDeadzone(min: 0.1, max: 1)
movement += pad.leftStick.cardinalDeadzone(min: 0.1, max: 1)
flying += pad.rightTrigger.axisDeadzone(0.01, 1) - pad.leftTrigger.axisDeadzone(0.01, 1)
if pad.pressed(.east) {
self._shouldJump = 0.3
} else if self._shouldJump != .none {
if pad.down(.east) {
self._shouldJump! -= deltaTime
if self._shouldJump! <= 0.0 {
self._shouldJump = .none
}
} else {
jumpInput = .press
} else if jumpInput != .press && pad.down(.east) {
jumpInput = .held
}
}
// 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 }
if Keyboard.down(.up) { turning.y -= 1 }
if Keyboard.down(.down) { turning.y += 1 }
if Keyboard.down(.left) { turning.x -= 1 }
if Keyboard.down(.right) { turning.x += 1 }
if Keyboard.down(.q) { flying += 1 }
if Keyboard.down(.e) { flying -= 1 }
if Keyboard.pressed(.space) {
jumpInput = .press
} else if jumpInput != .press && Keyboard.down(.space) {
jumpInput = .held
}
// 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 {
self._shouldJump = .none
}
}
if self._onGround && self._shouldJump != .none {
self._velocity.y = Self.jumpVelocity
self._onGround = false
} else {
self._shouldJump = .none
}
// Movement (slower in air than on ground)
let movement = pad.leftStick.cardinalDeadzone(min: 0.1, max: 1)
let rotc = cos(self._rotation.x), rots = sin(self._rotation.x)
let coeff = self._onGround ? Self.accelerationCoeff : Self.airAccelCoeff
self._velocity.x += (movement.x * rotc - movement.y * rots) * coeff * deltaTime
self._velocity.z += (movement.y * rotc + movement.x * rots) * coeff * deltaTime
// Flying and unflying
self._velocity.y += (pad.rightTrigger - pad.leftTrigger) * 36 * deltaTime
}
if self._onGround && self._shouldJump != .none {
self._velocity.y = Self.jumpVelocity
self._onGround = false
self._shouldJump = .none
}
// Movement (slower in air than on ground)
let movementMagnitude = simd_length(movement)
if movementMagnitude > 1.0 {
movement /= movementMagnitude
}
let rotc = cos(self._rotation.x), rots = sin(self._rotation.x)
let coeff = self._onGround ? Self.accelerationCoeff : Self.airAccelCoeff
self._velocity.x += (movement.x * rotc - movement.y * rots) * coeff * deltaTime
self._velocity.z += (movement.y * rotc + movement.x * rots) * coeff * deltaTime
// Flying and unflying
flying = flying.clamp(-1, 1)
self._velocity.y += flying * Self.flySpeedCoeff * deltaTime
// Apply gravity
self._velocity.y -= Self.gravityCoeff * deltaTime