153 lines
5.9 KiB
C
153 lines
5.9 KiB
C
// playerController.c
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#include "raylib.h"
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#include "raymath.h"
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#include "playerController.h"
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#include "blockTypes.h"
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#include <math.h>
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void UpdatePlayer(Player *player) {
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Vector2 mouseDelta = GetMouseDelta();
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player->playerOrientation.x += mouseDelta.x * -0.002f;
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player->playerOrientation.y += mouseDelta.y * -0.002f;
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float limit = PI / 1.8f;
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if (player->playerOrientation.y > limit) player->playerOrientation.y = limit;
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if (player->playerOrientation.y < -limit) player->playerOrientation.y = -limit;
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float yaw = player->playerOrientation.x;
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float pitch = player->playerOrientation.y;
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player->forward = (Vector3){
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cosf(pitch) * sinf(yaw),
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sinf(pitch),
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cosf(pitch) * cosf(yaw)
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};
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player->right = (Vector3){
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sinf(yaw - PI/2.0f),
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0.0f,
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cosf(yaw - PI/2.0f)
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};
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Vector3 movement = {0};
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if (IsKeyDown(KEY_W)) movement = Vector3Add(movement, player->forward);
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if (IsKeyDown(KEY_S)) movement = Vector3Subtract(movement, player->forward);
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if (IsKeyDown(KEY_A)) movement = Vector3Subtract(movement, player->right);
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if (IsKeyDown(KEY_D)) movement = Vector3Add(movement, player->right);
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if (IsKeyDown(KEY_SPACE)) movement.y += 1.0f;
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if (IsKeyDown(KEY_LEFT_SHIFT)) movement.y -= 1.0f;
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if (Vector3Length(movement) > 0.0f)
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movement = Vector3Scale(Vector3Normalize(movement), player->moveSpeed * GetFrameTime());
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player->mapPosition = Vector3Add(player->mapPosition, movement);
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player->camera.position = player->mapPosition;
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player->camera.target = Vector3Add(player->mapPosition, player->forward);
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}
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// An implementation of DDA (digital differential analyzer), steps through each voxel boundary along a ray cast from origin along direction to maxDistance
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RaycastHit RaycastChunk(const Chunk *chunk, Vector3 origin, Vector3 direction, float maxDistance) {
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RaycastHit result = {0}; // Initialize result: no hit, zeroed values
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direction = Vector3Normalize(direction); // Ensure direction is a unit vector
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// Nudge the origin slightly to avoid precision issues at block boundaries
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origin = Vector3Add(origin, Vector3Scale(direction, 0.001f));
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// Determine the next voxel boundary to cross along each axis
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float nextX = (direction.x >= 0) ? ceilf(origin.x) : floorf(origin.x);
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float nextY = (direction.y >= 0) ? ceilf(origin.y) : floorf(origin.y);
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float nextZ = (direction.z >= 0) ? ceilf(origin.z) : floorf(origin.z);
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// Get integer voxel coordinates for current position
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int x = (int)floorf(origin.x);
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int y = (int)floorf(origin.y);
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int z = (int)floorf(origin.z);
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// Determine step direction: +1 or -1 along each axis
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int stepX = (direction.x >= 0) ? 1 : -1;
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int stepY = (direction.y >= 0) ? 1 : -1;
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int stepZ = (direction.z >= 0) ? 1 : -1;
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// How far to travel along the ray to cross a voxel in each axis
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float tDeltaX = (direction.x == 0) ? INFINITY : fabsf(1.0f / direction.x);
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float tDeltaY = (direction.y == 0) ? INFINITY : fabsf(1.0f / direction.y);
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float tDeltaZ = (direction.z == 0) ? INFINITY : fabsf(1.0f / direction.z);
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// Distance from origin to the first voxel boundary (for each axis)
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float tMaxX = (direction.x == 0) ? INFINITY : (nextX - origin.x) / direction.x;
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float tMaxY = (direction.y == 0) ? INFINITY : (nextY - origin.y) / direction.y;
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float tMaxZ = (direction.z == 0) ? INFINITY : (nextZ - origin.z) / direction.z;
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float t = 0.0f; // Total traveled distance along the ray
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Vector3 lastNormal = {0}; // Which face was entered (used for highlighting/interactions)
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// Walk the ray through the voxel grid until we exceed maxDistance
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while (t < maxDistance) {
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// Check if the current voxel is inside the chunk bounds
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if (x >= 0 && y >= 0 && z >= 0 &&
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x < CHUNK_SIZE_X && y < CHUNK_SIZE_Y && z < CHUNK_SIZE_Z) {
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int blockID = chunk->blocks[x][y][z].type;
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// If it's not air, we hit something!
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if (blockID != BLOCK_AIR) {
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result.hit = true;
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result.blockID = blockID;
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result.position = (Vector3){x, y, z};
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result.normal = lastNormal;
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result.t = t;
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return result;
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}
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}
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// Move to the next voxel along the smallest tMax (i.e., the closest boundary)
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if (tMaxX < tMaxY && tMaxX < tMaxZ) {
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x += stepX;
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t = tMaxX;
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tMaxX += tDeltaX;
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lastNormal = (Vector3){-stepX, 0, 0}; // Normal points opposite the ray step
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} else if (tMaxY < tMaxZ) {
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y += stepY;
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t = tMaxY;
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tMaxY += tDeltaY;
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lastNormal = (Vector3){0, -stepY, 0};
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} else {
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z += stepZ;
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t = tMaxZ;
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tMaxZ += tDeltaZ;
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lastNormal = (Vector3){0, 0, -stepZ};
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}
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}
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// If no block was hit, return default (no hit)
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return result;
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}
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RaycastHit GetPlayerRaycastHit(Player *player, Chunk *chunk, float maxDistance) {
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Ray ray = {
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.position = player->mapPosition,
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.direction = Vector3Normalize(player->forward)
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};
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return RaycastChunk(chunk, ray.position, ray.direction, maxDistance);
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}
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void HandleBlockInteraction(Player *player, Chunk *chunk, RaycastHit hit, int blockSelection) {
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if (hit.hit && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
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chunk->blocks[(int)hit.position.x][(int)hit.position.y][(int)hit.position.z].type = BLOCK_AIR;
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}
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if (hit.hit && IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) {
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int px = (int)(hit.position.x + hit.normal.x);
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int py = (int)(hit.position.y + hit.normal.y);
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int pz = (int)(hit.position.z + hit.normal.z);
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if (px >= 0 && px < CHUNK_SIZE_X &&
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py >= 0 && py < CHUNK_SIZE_Y &&
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pz >= 0 && pz < CHUNK_SIZE_Z) {
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chunk->blocks[px][py][pz].type = blockSelection;
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}
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}
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}
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