mirror of
				https://github.com/GayPizzaSpecifications/voxelotl-engine.git
				synced 2025-11-04 10:59:39 +00:00 
			
		
		
		
	allow camera movement with the keyboard
This commit is contained in:
		@ -69,6 +69,7 @@ public class Application {
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  }
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  private func beginHandleEvents() {
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    Keyboard.instance.newFrame()
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    GameController.instance.newFrame()
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  }
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@ -82,10 +83,14 @@ public class Application {
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      case SDLK_ESCAPE:
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        return .exitSuccess
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      default:
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        break
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        Keyboard.instance.keyDownEvent(scan: event.key.scancode, repeat: event.key.repeat != 0)
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      }
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      return .running
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    case SDL_EVENT_KEY_UP:
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      Keyboard.instance.keyUpEvent(scan: event.key.scancode)
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      return .running
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    case SDL_EVENT_GAMEPAD_ADDED:
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      if SDL_IsGamepad(event.gdevice.which) != SDL_FALSE {
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        GameController.instance.connectedEvent(id: event.gdevice.which)
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@ -28,6 +28,7 @@ add_executable(Voxelotl MACOSX_BUNDLE
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  Color.swift
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  Camera.swift
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  Renderer.swift
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  Keyboard.swift
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  GameController.swift
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  FPSCalculator.swift
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  GameDelegate.swift
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@ -27,11 +27,16 @@ class Game: GameDelegate {
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  var chunk = Chunk(position: .zero)
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  init() {
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    self.player.position = SIMD3(0.5, Float(Chunk.chunkSize) + 0.5, 0.5)
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    self.player.rotation = .init(.pi, 0)
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    self.resetPlayer()
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    self.generateWorld()
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  }
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  private func resetPlayer() {
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    self.player.position = .init(repeating: 0.5) + .init(0, Float(Chunk.chunkSize), 0)
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    self.player.velocity = .zero
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    self.player.rotation = .init(.pi, 0)
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  }
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  private func generateWorld() {
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#if true
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    let newSeed = UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32
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@ -70,9 +75,7 @@ class Game: GameDelegate {
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      // Player reset
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      if pad.pressed(.back) {
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        self.player.position = .init(repeating: 0.5) + .init(0, Float(Chunk.chunkSize), 0)
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        self.player.velocity = .zero
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        self.player.rotation = .init(.pi, 0)
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        self.resetPlayer()
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      }
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      // Regenerate
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@ -81,6 +84,13 @@ class Game: GameDelegate {
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      }
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    }
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    if Keyboard.pressed(.r) {
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      self.resetPlayer()
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    }
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    if Keyboard.pressed(.g) {
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      self.generateWorld()
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    }
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    self.player.update(deltaTime: deltaTime, chunk: chunk)
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    self.camera.position = player.eyePosition
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    self.camera.rotation = player.eyeRotation
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										137
									
								
								Sources/Voxelotl/Keyboard.swift
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										137
									
								
								Sources/Voxelotl/Keyboard.swift
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,137 @@
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import SDL3
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public class Keyboard {
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  public enum Keys {
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    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
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    case right, left, up, down
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    case space
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  }
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  public static func down(_ key: Keys) -> Bool {
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     keyState(key) & Self._DOWN == Self._DOWN
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  }
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  public static func pressed(_ key: Keys, repeat rep: Bool = false) -> Bool {
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    var state = keyState(key)
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    if rep {
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      state &= ~Self._REPEAT
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    }
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    return state == Self._PRESS
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  }
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  public static func released(_ key: Keys) -> Bool {
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    keyState(key) == Self._RELEASE
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  }
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  //MARK: - Private
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  private static let _instance = Keyboard()
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  public static var instance: Keyboard { _instance }
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  @inline(__always) private static func keyState(_ key: Keys) -> UInt8 {
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    self._instance._state[Int(key.sdlScancode.rawValue)]
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  }
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  private static let _UP = UInt8(0b000), _DOWN = UInt8(0b010), _IMPULSE = UInt8(0b001)
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  private static let _REPEAT = UInt8(0b100)
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  private static let _PRESS: UInt8 = _DOWN | _IMPULSE
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  private static let _RELEASE: UInt8 = _UP | _IMPULSE
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  private var _state = [UInt8](repeating: _UP, count: Int(SDL_NUM_SCANCODES.rawValue))
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  internal func keyDownEvent(scan: SDL_Scancode, repeat rep: Bool) {
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    var newState = Self._PRESS
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    if rep {
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      newState |= Self._REPEAT
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    }
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    self._state[Int(scan.rawValue)] = newState
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  }
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  internal func keyUpEvent(scan: SDL_Scancode) {
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    self._state[Int(scan.rawValue)] = Self._RELEASE
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  }
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  internal func newFrame() {
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    self._state = self._state.map({ $0 & ~(Self._IMPULSE | Self._REPEAT) })
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  }
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}
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internal extension Keyboard.Keys {
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  var sdlKeycode: SDL_Keycode {
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    switch self {
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    case .a:     SDLK_A
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    case .b:     SDLK_B
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    case .c:     SDLK_C
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    case .d:     SDLK_D
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    case .e:     SDLK_E
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    case .f:     SDLK_F
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    case .g:     SDLK_G
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    case .h:     SDLK_H
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    case .i:     SDLK_I
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    case .j:     SDLK_J
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    case .k:     SDLK_K
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    case .l:     SDLK_L
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    case .m:     SDLK_M
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    case .n:     SDLK_N
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    case .o:     SDLK_O
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    case .p:     SDLK_P
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    case .q:     SDLK_Q
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    case .r:     SDLK_R
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    case .s:     SDLK_S
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    case .t:     SDLK_T
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    case .u:     SDLK_U
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    case .v:     SDLK_V
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    case .w:     SDLK_W
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    case .x:     SDLK_X
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    case .y:     SDLK_Y
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    case .z:     SDLK_Z
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    case .left:  SDLK_LEFT
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    case .right: SDLK_RIGHT
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    case .up:    SDLK_UP
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    case .down:  SDLK_DOWN
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    case .space: SDLK_SPACE
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    }
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  }
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  var sdlScancode: SDL_Scancode {
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    switch self {
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    case .a:     SDL_SCANCODE_A
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    case .b:     SDL_SCANCODE_B
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    case .c:     SDL_SCANCODE_C
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    case .d:     SDL_SCANCODE_D
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    case .e:     SDL_SCANCODE_E
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    case .f:     SDL_SCANCODE_F
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    case .g:     SDL_SCANCODE_G
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    case .h:     SDL_SCANCODE_H
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    case .i:     SDL_SCANCODE_I
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    case .j:     SDL_SCANCODE_J
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    case .k:     SDL_SCANCODE_K
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    case .l:     SDL_SCANCODE_L
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    case .m:     SDL_SCANCODE_M
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    case .n:     SDL_SCANCODE_N
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    case .o:     SDL_SCANCODE_O
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    case .p:     SDL_SCANCODE_P
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    case .q:     SDL_SCANCODE_Q
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    case .r:     SDL_SCANCODE_R
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    case .s:     SDL_SCANCODE_S
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    case .t:     SDL_SCANCODE_T
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    case .u:     SDL_SCANCODE_U
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    case .v:     SDL_SCANCODE_V
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    case .w:     SDL_SCANCODE_W
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    case .x:     SDL_SCANCODE_X
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    case .y:     SDL_SCANCODE_Y
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    case .z:     SDL_SCANCODE_Z
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    case .left:  SDL_SCANCODE_LEFT
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    case .right: SDL_SCANCODE_RIGHT
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    case .up:    SDL_SCANCODE_UP
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    case .down:  SDL_SCANCODE_DOWN
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    case .space: SDL_SCANCODE_SPACE
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    }
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  }
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}
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fileprivate extension SDL_Keycode {
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  init(scancode: SDL_Scancode) {
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    self.init(scancode.rawValue | UInt32(SDLK_SCANCODE_MASK))
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  }
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}
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@ -14,6 +14,7 @@ struct Player {
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  static let airAccelCoeff: Float = 3
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  static let gravityCoeff: Float = 20
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  static let frictionCoeff: Float = 22
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  static let flySpeedCoeff: Float = 36
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  static let jumpVelocity: Float = 7
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  static let maxVelocity: Float = 160
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@ -34,47 +35,84 @@ struct Player {
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    .init(angle: self._rotation.x, axis: .up)
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  }
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  mutating func update(deltaTime: Float, chunk: Chunk) {
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    if let pad = GameController.current?.state {
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      // Turning input
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      let turning = pad.rightStick.radialDeadzone(min: 0.1, max: 1)
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      _rotation += turning * deltaTime * 3.0
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      if self._rotation.x < 0.0 {
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        self._rotation.x += .pi * 2
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      } else if _rotation.x > .pi * 2 {
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        self._rotation.x -= .pi * 2
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      }
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      self._rotation.y = self._rotation.y.clamp(-.pi * 0.5, .pi * 0.5)
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  enum JumpInput { case off, press, held }
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      // Jumping
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  mutating func update(deltaTime: Float, chunk: Chunk) {
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    var turning: SIMD2<Float> = .zero
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    var movement: SIMD2<Float> = .zero
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    var flying: Float = .zero
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    var jumpInput: JumpInput = .off
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    // Read controller input (if one is plugged in)
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    if let pad = GameController.current?.state {
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      turning += pad.rightStick.radialDeadzone(min: 0.1, max: 1)
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      movement += pad.leftStick.cardinalDeadzone(min: 0.1, max: 1)
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      flying += pad.rightTrigger.axisDeadzone(0.01, 1) - pad.leftTrigger.axisDeadzone(0.01, 1)
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      if pad.pressed(.east) {
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        self._shouldJump = 0.3
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      } else if self._shouldJump != .none {
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        if pad.down(.east) {
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          self._shouldJump! -= deltaTime
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          if self._shouldJump! <= 0.0 {
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            self._shouldJump = .none
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          }
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        } else {
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        jumpInput = .press
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      } else if jumpInput != .press && pad.down(.east) {
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        jumpInput = .held
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      }
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    }
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    // Read keyboard input
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    if Keyboard.down(.w) { movement.y -= 1 }
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    if Keyboard.down(.s) { movement.y += 1 }
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    if Keyboard.down(.a) { movement.x -= 1 }
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    if Keyboard.down(.d) { movement.x += 1 }
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    if Keyboard.down(.up)    { turning.y -= 1 }
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    if Keyboard.down(.down)  { turning.y += 1 }
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    if Keyboard.down(.left)  { turning.x -= 1 }
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    if Keyboard.down(.right) { turning.x += 1 }
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    if Keyboard.down(.q) { flying += 1 }
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    if Keyboard.down(.e) { flying -= 1 }
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    if Keyboard.pressed(.space) {
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      jumpInput = .press
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    } else if jumpInput != .press && Keyboard.down(.space) {
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      jumpInput = .held
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    }
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    // Turning input
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    self._rotation += turning * deltaTime * 3.0
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    if self._rotation.x < 0.0 {
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      self._rotation.x += .pi * 2
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    } else if _rotation.x > .pi * 2 {
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      self._rotation.x -= .pi * 2
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    }
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    self._rotation.y = self._rotation.y.clamp(-.pi * 0.5, .pi * 0.5)
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    // Jumping
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    if jumpInput == .press {
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      self._shouldJump = 0.3
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    } else if self._shouldJump != .none {
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      if jumpInput == .held {
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        self._shouldJump! -= deltaTime
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        if self._shouldJump! <= 0.0 {
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          self._shouldJump = .none
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        }
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      }
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      if self._onGround && self._shouldJump != .none {
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        self._velocity.y = Self.jumpVelocity
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        self._onGround = false
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      } else {
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        self._shouldJump = .none
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      }
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      // Movement (slower in air than on ground)
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      let movement = pad.leftStick.cardinalDeadzone(min: 0.1, max: 1)
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      let rotc = cos(self._rotation.x), rots = sin(self._rotation.x)
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      let coeff = self._onGround ? Self.accelerationCoeff : Self.airAccelCoeff
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      self._velocity.x += (movement.x * rotc - movement.y * rots) * coeff * deltaTime
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      self._velocity.z += (movement.y * rotc + movement.x * rots) * coeff * deltaTime
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      // Flying and unflying
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      self._velocity.y += (pad.rightTrigger - pad.leftTrigger) * 36 * deltaTime
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    }
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    if self._onGround && self._shouldJump != .none {
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      self._velocity.y = Self.jumpVelocity
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      self._onGround = false
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      self._shouldJump = .none
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    }
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    // Movement (slower in air than on ground)
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    let movementMagnitude = simd_length(movement)
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    if movementMagnitude > 1.0 {
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      movement /= movementMagnitude
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    }
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    let rotc = cos(self._rotation.x), rots = sin(self._rotation.x)
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    let coeff = self._onGround ? Self.accelerationCoeff : Self.airAccelCoeff
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    self._velocity.x += (movement.x * rotc - movement.y * rots) * coeff * deltaTime
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    self._velocity.z += (movement.y * rotc + movement.x * rots) * coeff * deltaTime
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    // Flying and unflying
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    flying = flying.clamp(-1, 1)
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    self._velocity.y += flying * Self.flySpeedCoeff * deltaTime
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    // Apply gravity
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    self._velocity.y -= Self.gravityCoeff * deltaTime
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