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#include "player.h"
#include "game.h"
Player createPlayer()
{
return (Player){
.position = Vector3Zero(),
.direction = (Vector3){0.0, 0.0, 0.0},
.velocity = Vector3Zero(),
.camera = (Camera){
.position = (Vector3){0.0, 0.0, 0.0},
.target = Vector3Zero(),
.up = (Vector3){0.0, 1.0, 0.0},
.fovy = 100,
.projection = CAMERA_PERSPECTIVE
},
.cameraAngle = Vector2Zero()
};
}
// Fake physics, distance from ground.
void updatePlayerHeight(Player* player, Game* game)
{
float height = getWorldHeightAtLocation(
&game->world, player->position.x, player->position.z) + PLAYER_HEIGHT;
player->position.y = height;
}
// TODO: move magic numbers to settings
void updatePlayer(Player* player, Game* game)
{
Camera* camera = &player->camera;
Vector2* cameraAngle = &player->cameraAngle;
Settings* settings = &game->settings;
// Get mouse speed.
Vector2 mouseSpeed = Vector2Scale(GetMouseDelta(), settings->mouseSpeed);
mouseSpeed = Vector2Scale(mouseSpeed, 1.0 / (PI * 2.0));
// Update camera angle.
*cameraAngle = Vector2Add(*cameraAngle, mouseSpeed);
cameraAngle->x = Wrap(cameraAngle->x, -PI, PI);
cameraAngle->y = Clamp(cameraAngle->y, -PI / 2.5, PI / 2.5);
// Set player direction
Matrix matrix = MatrixRotateXYZ(
(Vector3){-cameraAngle->y, cameraAngle->x, 0.0});
player->direction = (Vector3){matrix.m2, matrix.m6, matrix.m10};
// Player movement.
player->velocity = Vector3Zero();
if (IsKeyDown(settings->forwardKey))
{
player->velocity.z += cosf(cameraAngle->x);
player->velocity.x += -sinf(cameraAngle->x);
}
if (IsKeyDown(settings->leftKey))
{
player->velocity.z += cosf(cameraAngle->x - (PI / 2.0));
player->velocity.x += -sinf(cameraAngle->x - (PI / 2.0));
}
if (IsKeyDown(settings->backwardKey))
{
player->velocity.z += -cosf(cameraAngle->x);
player->velocity.x += sinf(cameraAngle->x);
}
if (IsKeyDown(settings->rightKey))
{
player->velocity.z += cosf(cameraAngle->x + (PI / 2.0));
player->velocity.x += -sinf(cameraAngle->x + (PI / 2.0));
}
player->velocity = Vector3Scale(player->velocity, PLAYER_SPEED);
// Apply velocity.
player->position = Vector3Add(
player->position, Vector3Scale(player->velocity, GetFrameTime()));
updatePlayerHeight(player, game);
// Apply camera.
camera->position = player->position;
camera->target = Vector3Add(player->position, player->direction);
/* #ifdef FT_DEBUG_MODE */
/* Ray ray = (Ray){ */
/* .position = player->position, */
/* .direction = player->direction */
/* }; */
/* DrawRay(ray, YELLOW); */
/* int tests; */
/* WorldUID uid = castRayAtWorld(&game->world, ray, &tests); */
/* //printf("%d\n", tests); */
/* if (uid != -1) */
/* { */
/* DrawBoundingBox(game->world.entities[uid].box, RED); */
/* } */
/* #endif */
}
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