import simd struct Player { static let height: Float = 1.8 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 static let epsilon = Float.ulpOfOne * 10 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 static let jumpVelocity: Float = 7 static let maxVelocity: Float = 160 private var _position = SIMD3.zero private var _velocity = SIMD3.zero private var _rotation = SIMD2.zero private var _onGround: Bool = false private var _shouldJump: Optional = .none public var position: SIMD3 { get { self._position } set { self._position = newValue } } public var velocity: SIMD3 { get { self._velocity } set { self._velocity = newValue } } public var rotation: SIMD2 { get { self._rotation } set { self._rotation = newValue } } public var eyePosition: SIMD3 { self._position + .up * Self.eyeLevel } public var eyeRotation: simd_quatf { .init(angle: self._rotation.y, axis: .right) * .init(angle: self._rotation.x, axis: .up) } enum JumpInput { case off, press, held } mutating func update(deltaTime: Float, chunk: Chunk) { var turning: SIMD2 = .zero var movement: SIMD2 = .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) { 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 } } else { self._shouldJump = .none } } 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 // Move & handle collision let checkCorner = { (bounds: AABB, corner: SIMD3) -> Optional in let blockPos = SIMD3(floor(corner.x), floor(corner.y), floor(corner.z)) if case BlockType.solid = chunk.getBlock(at: SIMD3(blockPos)).type { let blockGeometry = AABB(from: blockPos, to: blockPos + 1) if bounds.touching(blockGeometry) { return blockGeometry } } return nil } let checkCollision = { (position: SIMD3) -> Optional in let bounds = Self.bounds + position let corners: [SIMD3] = [ .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 { if let geometry = checkCorner(bounds, corner) { return geometry } } return nil } self._position.y += self._velocity.y * deltaTime if let aabb = checkCollision(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 } self._position.x += self._velocity.x * deltaTime if let aabb = checkCollision(self._position) { 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 } self._position.z += self._velocity.z * deltaTime if let aabb = checkCollision(self._position) { 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 } // Ground friction if self._onGround { self._velocity.x /= 1.0 + Self.frictionCoeff * deltaTime self._velocity.z /= 1.0 + Self.frictionCoeff * deltaTime } // Limit maximum velocity let velocityLen = simd_length(self._velocity) if velocityLen > Self.maxVelocity { self._velocity = self._velocity / velocityLen * Self.maxVelocity } } }