From bb62651c62d7b68866b243114712740ed4f7bc8f Mon Sep 17 00:00:00 2001
From: MarcEricMartel <74071476+MarcEricMartel@users.noreply.github.com>
Date: Mon, 15 Nov 2021 20:58:13 -0500
Subject: [PATCH] HALLELUJAH!!
---
SQCSim2021/SQCSim2021.vcxproj | 2 +
SQCSim2021/SQCSim2021.vcxproj.filters | 6 +
SQCSim2021/chunk.cpp | 50 ++--
SQCSim2021/engine.cpp | 114 +++++++--
SQCSim2021/engine.h | 13 +-
SQCSim2021/player.cpp | 328 ++++++++++++++++----------
SQCSim2021/player.h | 14 +-
SQCSim2021/world.cpp | 7 +
SQCSim2021/world.h | 57 +++++
9 files changed, 410 insertions(+), 181 deletions(-)
create mode 100644 SQCSim2021/world.cpp
create mode 100644 SQCSim2021/world.h
diff --git a/SQCSim2021/SQCSim2021.vcxproj b/SQCSim2021/SQCSim2021.vcxproj
index c79a090..e88b06c 100644
--- a/SQCSim2021/SQCSim2021.vcxproj
+++ b/SQCSim2021/SQCSim2021.vcxproj
@@ -37,6 +37,7 @@
+
@@ -53,6 +54,7 @@
+
{A21FD938-1FEA-4687-AB86-0EABAC30877B}
diff --git a/SQCSim2021/SQCSim2021.vcxproj.filters b/SQCSim2021/SQCSim2021.vcxproj.filters
index 353069b..6b161c0 100644
--- a/SQCSim2021/SQCSim2021.vcxproj.filters
+++ b/SQCSim2021/SQCSim2021.vcxproj.filters
@@ -65,6 +65,9 @@
Fichiers d%27en-tête
+
+ Fichiers d%27en-tête
+
@@ -109,5 +112,8 @@
Fichiers sources
+
+ Fichiers sources
+
\ No newline at end of file
diff --git a/SQCSim2021/chunk.cpp b/SQCSim2021/chunk.cpp
index 8bd383a..17884ae 100644
--- a/SQCSim2021/chunk.cpp
+++ b/SQCSim2021/chunk.cpp
@@ -50,45 +50,45 @@ void Chunk::AddBlockToMesh(VertexBuffer::VertexData* vd, int& count, BlockType b
int x, int y, int z, float u, float v, float s) {
if (x == CHUNK_SIZE_X - 1 || GetBlock(x + 1, y, z) == BTYPE_AIR) { // x
- vd[count++] = VertexBuffer::VertexData(x + .5f, y - .5f, z - .5f, .9f, .9f, .9f, u, v);
- vd[count++] = VertexBuffer::VertexData(x + .5f, y + .5f, z - .5f, .9f, .9f, .9f, u, v + s);
- vd[count++] = VertexBuffer::VertexData(x + .5f, y + .5f, z + .5f, .9f, .9f, .9f, u + s, v + s);
- vd[count++] = VertexBuffer::VertexData(x + .5f, y - .5f, z + .5f, .9f, .9f, .9f, u + s, v);
+ vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, .9f, .9f, .9f, u, v);
+ vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, .9f, .9f, .9f, u, v + s);
+ vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .9f, .9f, .9f, u + s, v + s);
+ vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .9f, .9f, .9f, u + s, v);
}
if (x == 0 || GetBlock(x - 1, y, z) == BTYPE_AIR) { // -x
- vd[count++] = VertexBuffer::VertexData(x - .5f, y + .5f, z + .5f, .9f, .9f, .9f, u, v + s);
- vd[count++] = VertexBuffer::VertexData(x - .5f, y + .5f, z - .5f, .9f, .9f, .9f, u + s, v + s);
- vd[count++] = VertexBuffer::VertexData(x - .5f, y - .5f, z - .5f, .9f, .9f, .9f, u + s, v);
- vd[count++] = VertexBuffer::VertexData(x - .5f, y - .5f, z + .5f, .9f, .9f, .9f, u, v);
+ vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .9f, .9f, .9f, u, v + s);
+ vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, .9f, .9f, .9f, u + s, v + s);
+ vd[count++] = VertexBuffer::VertexData(x, y, z, .9f, .9f, .9f, u + s, v);
+ vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .9f, .9f, .9f, u, v);
}
if (y == CHUNK_SIZE_Y - 1 || GetBlock(x, y + 1, z) == BTYPE_AIR) { // y
- vd[count++] = VertexBuffer::VertexData(x - .5f, y + .5f, z - .5f, .8f, .8f, .8f, u, v);
- vd[count++] = VertexBuffer::VertexData(x - .5f, y + .5f, z + .5f, .8f, .8f, .8f, u, v + s);
- vd[count++] = VertexBuffer::VertexData(x + .5f, y + .5f, z + .5f, .8f, .8f, .8f, u + s, v + s);
- vd[count++] = VertexBuffer::VertexData(x + .5f, y + .5f, z - .5f, .8f, .8f, .8f, u + s, v);
+ vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, .8f, .8f, .8f, u, v);
+ vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .8f, .8f, .8f, u, v + s);
+ vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .8f, .8f, .8f, u + s, v + s);
+ vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, .8f, .8f, .8f, u + s, v);
}
-
+
if (y == 0 || GetBlock(x, y - 1, z) == BTYPE_AIR) { // -y
- vd[count++] = VertexBuffer::VertexData(x - .5f, y - .5f, z + .5f, .8f, .8f, .8f, u, v);
- vd[count++] = VertexBuffer::VertexData(x - .5f, y - .5f, z - .5f, .8f, .8f, .8f, u, v + s);
- vd[count++] = VertexBuffer::VertexData(x + .5f, y - .5f, z - .5f, .8f, .8f, .8f, u + s, v + s);
- vd[count++] = VertexBuffer::VertexData(x + .5f, y - .5f, z + .5f, .8f, .8f, .8f, u + s, v);
+ vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .8f, .8f, .8f, u, v);
+ vd[count++] = VertexBuffer::VertexData(x, y, z, .8f, .8f, .8f, u, v + s);
+ vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, .8f, .8f, .8f, u + s, v + s);
+ vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .8f, .8f, .8f, u + s, v);
}
if (z == CHUNK_SIZE_Z - 1 || GetBlock(x, y, z + 1) == BTYPE_AIR) { // z
- vd[count++] = VertexBuffer::VertexData(x - .5f, y - .5f, z + .5f, 1.f, 1.f, 1.f, u, v);
- vd[count++] = VertexBuffer::VertexData(x + .5f, y - .5f, z + .5f, 1.f, 1.f, 1.f, u + s, v);
- vd[count++] = VertexBuffer::VertexData(x + .5f, y + .5f, z + .5f, 1.f, 1.f, 1.f, u + s, v + s);
- vd[count++] = VertexBuffer::VertexData(x - .5f, y + .5f, z + .5f, 1.f, 1.f, 1.f, u, v + s);
+ vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, 1.f, 1.f, 1.f, u, v);
+ vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, 1.f, 1.f, 1.f, u + s, v);
+ vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, 1.f, 1.f, 1.f, u + s, v + s);
+ vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, 1.f, 1.f, 1.f, u, v + s);
}
if (z == 0 || GetBlock(x, y, z - 1) == BTYPE_AIR) { // -z
- vd[count++] = VertexBuffer::VertexData(x - .5f, y + .5f, z - .5f, 1.f, 1.f, 1.f, u, v + s);
- vd[count++] = VertexBuffer::VertexData(x + .5f, y + .5f, z - .5f, 1.f, 1.f, 1.f, u + s, v + s);
- vd[count++] = VertexBuffer::VertexData(x + .5f, y - .5f, z - .5f, 1.f, 1.f, 1.f, u + s, v);
- vd[count++] = VertexBuffer::VertexData(x - .5f, y - .5f, z - .5f, 1.f, 1.f, 1.f, u, v);
+ vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, 1.f, 1.f, 1.f, u, v + s);
+ vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, 1.f, 1.f, 1.f, u + s, v + s);
+ vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, 1.f, 1.f, 1.f, u + s, v);
+ vd[count++] = VertexBuffer::VertexData(x, y, z, 1.f, 1.f, 1.f, u, v);
}
}
diff --git a/SQCSim2021/engine.cpp b/SQCSim2021/engine.cpp
index ab35a31..6815f1d 100644
--- a/SQCSim2021/engine.cpp
+++ b/SQCSim2021/engine.cpp
@@ -45,26 +45,90 @@ void Engine::Init()
m_skybox.Init(0.00013f);
// Objet de musique!
- //m_audio.ToggleMusicState();
+ m_audio.ToggleMusicState();
+ for (int x = 0; x < CHUNK_SIZE_X; ++x)
+ for (int z = 0; z < CHUNK_SIZE_Z; ++z)
+ for (int y = 0; y < 32; ++y)
+ m_copychunk.SetBlock(x, y, z, BTYPE_GRASS);
+
+ m_copychunk.SetBlock(5, 32, 15, BTYPE_GRASS);
+ m_copychunk.SetBlock(5, 33, 15, BTYPE_GRASS);
+ m_copychunk.SetBlock(5, 34, 15, BTYPE_GRASS);
+ m_copychunk.SetBlock(6, 34, 15, BTYPE_GRASS);
+ m_copychunk.SetBlock(7, 34, 15, BTYPE_GRASS);
+ m_copychunk.SetBlock(7, 33, 15, BTYPE_GRASS);
+ m_copychunk.SetBlock(7, 32, 15, BTYPE_GRASS);
+ m_copychunk.SetBlock(8, 32, 3, BTYPE_GRASS);
+ m_copychunk.SetBlock(8, 33, 4, BTYPE_GRASS);
+ m_copychunk.SetBlock(8, 34, 5, BTYPE_GRASS);
+ m_copychunk.SetBlock(8, 35, 6, BTYPE_GRASS);
+ m_copychunk.SetBlock(11, 32, 5, BTYPE_GRASS);
+ m_copychunk.SetBlock(11, 33, 5, BTYPE_GRASS);
+ m_copychunk.SetBlock(11, 34, 5, BTYPE_GRASS);
+ m_copychunk.SetBlock(11, 35, 5, BTYPE_GRASS);
+ m_copychunk.SetBlock(12, 32, 5, BTYPE_GRASS);
+ m_copychunk.SetBlock(12, 33, 5, BTYPE_GRASS);
+ m_copychunk.SetBlock(12, 34, 5, BTYPE_GRASS);
+ m_copychunk.SetBlock(12, 35, 5, BTYPE_GRASS);
+ m_copychunk.SetBlock(13, 32, 5, BTYPE_GRASS);
+ m_copychunk.SetBlock(13, 33, 5, BTYPE_GRASS);
+ m_copychunk.SetBlock(13, 34, 5, BTYPE_GRASS);
+ m_copychunk.SetBlock(13, 35, 5, BTYPE_GRASS);
+ m_copychunk.SetBlock(14, 32, 5, BTYPE_GRASS);
+ m_copychunk.SetBlock(14, 33, 5, BTYPE_GRASS);
+ m_copychunk.SetBlock(14, 34, 5, BTYPE_GRASS);
+ m_copychunk.SetBlock(14, 35, 5, BTYPE_GRASS);
+
+ for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
+ for (int chy = 0; chy < VIEW_DISTANCE; ++chy)
+ m_world.GetChunks().Set(chx, chy, &m_copychunk);
// Init Chunks
- for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
- for (int chy = 0; chy < VIEW_DISTANCE; ++chy)
- m_chunks.Set(chx, chy, new Chunk(chx, chy));
+ //for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
+ // for (int chy = 0; chy < VIEW_DISTANCE; ++chy)
+ // m_world.GetChunks().Set(chx, chy, new Chunk(chx, chy));
- // Génération Chunks.
- for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
- for (int chy = 0; chy < VIEW_DISTANCE; ++chy) {
+ // // Génération Chunks.
+ // for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
+ // for (int chy = 0; chy < VIEW_DISTANCE; ++chy) {
- for (int x = 0; x < CHUNK_SIZE_X; ++x)
- for (int z = 0; z < CHUNK_SIZE_Z; ++z)
- for (int y = 0; y < 32; ++y)
- m_chunks.Get(chx, chy)->SetBlock(x, y, z, BTYPE_DIRT);
+ // for (int x = 0; x < CHUNK_SIZE_X; ++x)
+ // for (int z = 0; z < CHUNK_SIZE_Z; ++z)
+ // for (int y = 0; y < 32; ++y)
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(x, y, z, BTYPE_GRASS);
- m_chunks.Get(chx, chy)->SetBlock(8, chx + 32, 8, BTYPE_DIRT);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(5, 32, 15, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(5, 33, 15, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(5, 34, 15, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(6, 34, 15, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(7, 34, 15, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(7, 33, 15, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(7, 32, 15, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(8, 32, 3, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(8, 33, 4, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(8, 34, 5, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(8, 35, 6, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(11, 32, 5, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(11, 33, 5, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(11, 34, 5, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(11, 35, 5, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(12, 32, 5, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(12, 33, 5, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(12, 34, 5, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(12, 35, 5, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(13, 32, 5, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(13, 33, 5, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(13, 34, 5, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(13, 35, 5, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(14, 32, 5, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(14, 33, 5, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(14, 34, 5, BTYPE_GRASS);
+ // m_world.GetChunks().Get(chx, chy)->SetBlock(14, 35, 5, BTYPE_GRASS);
- }
+ // //m_world.GetChunks().Get(chx, chy)->SetBlock(8, chx + 32, 8, BTYPE_DIRT);
+
+ // }
// Gestion de souris.
@@ -111,7 +175,7 @@ void Engine::LoadResource() {
}
}
-void Engine::UnloadResource(){}
+void Engine::UnloadResource() {}
void Engine::DrawHud(float elapsedTime) {
// Setter le blend function , tout ce qui sera noir sera transparent
@@ -141,13 +205,16 @@ void Engine::DrawHud(float elapsedTime) {
ss.str("");
ss << " Position : " << m_player.GetPosition();
PrintText(10, 30, ss.str());
+ ss.str("");
+ ss << " Delta : " << m_player.GetPOV();
+ PrintText(10, 40, ss.str());
// Affichage du crosshair
m_textureCrosshair.Bind();
static const int crossSize = 32;
glLoadIdentity();
glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0);
glBegin(GL_QUADS);
- glTexCoord2f(0, 0);
+ glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(crossSize, 0);
@@ -190,6 +257,7 @@ int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
void Engine::Render(float elapsedTime) {
static float gameTime = elapsedTime;
+ if (elapsedTime > 0.1f) return;
gameTime += elapsedTime;
@@ -202,7 +270,7 @@ void Engine::Render(float elapsedTime) {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- m_player.Move(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, m_keylshift, elapsedTime);
+ m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, m_keylshift, elapsedTime), m_world, elapsedTime);
m_audio.Update3DAudio(m_player.GetPosition(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnées du joueur et
// son vecteur de vélocité (pour l'effet Doppler)
m_player.ApplyTransformation(all);
@@ -211,8 +279,6 @@ void Engine::Render(float elapsedTime) {
glDisable(GL_LIGHT0);
m_skybox.Render(skybox);
-
-
// Chunks
all.Use();
glEnable(GL_LIGHT0);
@@ -220,14 +286,14 @@ void Engine::Render(float elapsedTime) {
m_textureAtlas.Bind();
for (int chx = 0; chx < VIEW_DISTANCE; chx++)
for (int chy = 0; chy < VIEW_DISTANCE; chy++) {
- all.ApplyTranslation(chx * CHUNK_SIZE_X - (VIEW_DISTANCE * CHUNK_SIZE_X / 2), -(CHUNK_SIZE_Y / 2), chy * CHUNK_SIZE_Z - (VIEW_DISTANCE * CHUNK_SIZE_Z / 2));
+ all.ApplyTranslation(chx * CHUNK_SIZE_X, 0, chy * CHUNK_SIZE_Z);
all.Use();
- if (m_chunks.Get(chx, chy)->IsDirty())
- m_chunks.Get(chx, chy)->Update(m_blockinfo);
- m_chunks.Get(chx, chy)->Render();
- all.ApplyTranslation(-(chx * CHUNK_SIZE_X - (VIEW_DISTANCE * CHUNK_SIZE_X / 2)), CHUNK_SIZE_Y / 2, -(chy * CHUNK_SIZE_Z - (VIEW_DISTANCE * CHUNK_SIZE_Z / 2)));
+ if (m_world.GetChunks().Get(chx, chy)->IsDirty())
+ m_world.GetChunks().Get(chx, chy)->Update(m_blockinfo);
+ m_world.GetChunks().Get(chx, chy)->Render();
+ all.ApplyTranslation(-chx * CHUNK_SIZE_X, 0, -chy * CHUNK_SIZE_Z);
}
-
+
m_shader01.Disable();
if (m_wireframe)
diff --git a/SQCSim2021/engine.h b/SQCSim2021/engine.h
index e82f7c2..7c55aa2 100644
--- a/SQCSim2021/engine.h
+++ b/SQCSim2021/engine.h
@@ -12,9 +12,9 @@
#include "textureatlas.h"
#include "blockinfo.h"
#include "array2d.h"
+#include "world.h"
-class Engine : public OpenglContext
-{
+class Engine : public OpenglContext {
public:
Engine();
virtual ~Engine();
@@ -35,12 +35,12 @@ private:
void PrintText(unsigned int x, unsigned int y, const std::string& t);
int GetFps(float elapsedTime) const;
-private:
bool m_wireframe = false;
BlockInfo* m_blockinfo[BTYPE_LAST];
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
- Array2d m_chunks = Array2d(VIEW_DISTANCE, VIEW_DISTANCE);
+ World m_world = World();
+ Chunk m_copychunk = Chunk(0, 0);;
Texture m_textureFloor;
Texture m_textureSkybox;
@@ -52,7 +52,7 @@ private:
Shader m_shader01;
Audio m_audio = Audio(AUDIO_PATH "music01.wav");
- Player m_player = Player(Vector3f(0, 0, 0));
+ Player m_player = Player(Vector3f(64, 64, 64));
bool m_keyW = false;
bool m_keyA = false;
@@ -60,6 +60,9 @@ private:
bool m_keyD = false;
bool m_keylshift = false;
bool m_keySpace = false;
+
+
+
};
#endif // ENGINE_H__
diff --git a/SQCSim2021/player.cpp b/SQCSim2021/player.cpp
index 2f7f80d..2ce8e4b 100644
--- a/SQCSim2021/player.cpp
+++ b/SQCSim2021/player.cpp
@@ -1,161 +1,236 @@
#include "player.h"
-Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) {
+Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) {
m_velocity = Vector3f(0, 0, 0);
+ m_dbljump = 0;
+ m_airborne = true;
}
-void Player::TurnLeftRight(float value) {
- m_rotY += value;
+void Player::TurnLeftRight(float value) {
+ m_rotY += value;
if (m_rotY > 360) m_rotY = 0;
else if (m_rotY < -360) m_rotY = 0;
}
-void Player::TurnTopBottom(float value) {
+void Player::TurnTopBottom(float value) {
m_rotX += value;
if (m_rotX > 45) m_rotX = 45;
else if (m_rotX < -45) m_rotX = -45;
}
-void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) {
- static float accWS = 0;
- static float accAD = 0;
- static float accjmp = 0;
+
+Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) {
static float yrotrad = 0;
static float xrotrad = 0;
- static bool jumped = true;
- static int dbljump = 0; // Peut sauter ou dasher tant que la variable est en dessous de 2.
static float dashtimeout = 0;
- static float bobbingtime = 0;
+
+ Vector3f delta = Vector3f(0, 0, 0);
m_direction = Vector3f(cos(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f),
- -sin(m_rotX / 57.2957795056f),
+ -sin(m_rotX / 57.2957795056f),
sin(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f));
- if (bobbingtime <= 360.f) bobbingtime += elapsedTime * m_topspeed / 2; else bobbingtime = 0;
+ if (m_airborne && !jump) m_airborne = false; // Anti-rebondissement du saut, pour pouvoir rebondir.
- if (dashtimeout > 0.f) {
+ if ((jump || dash) && !m_airborne) {
+ delta.y += jump ? m_jumpforce : 0.01f;
+ m_airborne = true;
+ m_dbljump++;
+ }
+
+ if (dashtimeout > 0.f) { // Gestion du timeout de dash pour ne pas pouvoir spammer le dash.
dash = false;
dashtimeout -= elapsedTime;
}
else dashtimeout = 0;
-
- if (jumped && !jump) jumped = false; // Anti-rebondissement du saut, pour pouvoir rebondir.
-
if (dash) dashtimeout = 2;
- if (dbljump >= 2) jump = false;
-
- if ((jump || dash) && !jumped ) {
- accjmp += jump? m_jumpforce: 0.1f;
- jumped = true;
- dbljump++;
- }
- else if (m_position.y > -0.2f && accjmp != 0) {
- if (accjmp > 0.f) {
- if (jump) {
- accjmp *= 0.95f - accjmp * elapsedTime;
- accjmp -= elapsedTime * 1.1;
- }
- else {
- accjmp *= 0.75f - accjmp * elapsedTime;
- accjmp -= elapsedTime * 1.1;
- }
- }
- else {
- if (jump) accjmp -= elapsedTime * 0.7;
- else accjmp -= elapsedTime * 0.9;
- }
- }
- else accjmp = 0;
-
- if (m_position.y < 0.f) { // Suivi de mouvement pour l'atterrissage.
- m_position.y += elapsedTime * 5.f;
- if (m_position.y > 0.f) {
- dbljump = 0;
- m_position.y = 0;
- }
- }
-
- if ((dbljump < 1 && ( left || right || front || back)) ||
- (dash && !(left || right || front || back)) ) {
+ if ((m_dbljump < 1 && (left || right || front || back)) ||
+ (dash && !(left || right || front || back))) {
yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
xrotrad = (m_rotX / 57.2957795056f);
- if (dash) accWS = m_topspeed; // Pour avoir un boost de vitesse vers l'avant si le dash est appuyé seul.
+ if (dash) {
+ delta.x += float(sin(yrotrad)) * elapsedTime;
+ delta.z += float(-cos(yrotrad)) * elapsedTime;
+ }
}
- // Ajoute l'accélération de saut et le view bobbing.
- m_velocity.y = accjmp + (sin(bobbingtime) - 0.5f) * ((abs(accWS) + abs(accAD)) / 2.f) / (10.f * m_topspeed);
+ if (!m_airborne) {
+ if (front) {
+ delta.x += float(sin(yrotrad)) * elapsedTime * 10.f;
+ delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f;
+ }
+ else if (back) {
+ delta.x -= float(-sin(yrotrad)) * elapsedTime * -10.f;
+ delta.z -= float(cos(yrotrad)) * elapsedTime * -10.f;
+ }
+
+ if (left) {
+ delta.x += float(-cos(yrotrad)) * elapsedTime * 10.f;
+ delta.z += float(-sin(yrotrad)) * elapsedTime * 10.f;
+ }
+ else if (right) {
+ delta.x -= float(cos(yrotrad)) * elapsedTime * -10.f;
+ delta.z -= float(sin(yrotrad)) * elapsedTime * -10.f;
+ }
+ }
+
+ return delta;
+}
+
+//
+//Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) {
+// static float accWS = 0;
+// static float accAD = 0;
+// static float yrotrad = 0;
+// static float xrotrad = 0;
+// static float dashtimeout = 0;
+//
+// Vector3f movepos = m_velocity;
+//
+// m_direction = Vector3f(cos(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f),
+// -sin(m_rotX / 57.2957795056f),
+// sin(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f));
+//
+// if (dashtimeout > 0.f) { // Gestion du timeout de dash pour ne pas pouvoir spammer le dash.
+// dash = false;
+// dashtimeout -= elapsedTime;
+// }
+// else dashtimeout = 0;
+// if (dash) dashtimeout = 2;
+//
+// if (m_airborne && !jump) m_airborne = false; // Anti-rebondissement du saut, pour pouvoir rebondir.
+//
+// if (m_dbljump >= 2) jump = false;
+//
+// if ((jump || dash) && !m_airborne ) {
+// m_velocity.y += jump? m_jumpforce: 0.1f;
+// movepos.y += m_velocity.y;
+// m_airborne = true;
+// m_dbljump++;
+// }
+//
+// if ((m_dbljump < 1 && ( left || right || front || back)) ||
+// (dash && !(left || right || front || back)) ) {
+// yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
+// xrotrad = (m_rotX / 57.2957795056f);
+// if (dash) accWS = m_topspeed; // Pour avoir un boost de vitesse vers l'avant si le dash est appuyé seul.
+// }
+//
+// if (front) {
+// if (m_dbljump == 0)
+// if (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed;
+// if (dash) accWS *= accWS > 0.f ? 3.f : -1.f;
+// m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS;
+// movepos.x += m_velocity.x;
+// m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS;
+// movepos.z += m_velocity.z;
+// }
+// else if (back) {
+// if (m_dbljump == 0)
+// if (accWS > -m_topspeed) accWS -= elapsedTime * 30; else accWS = -m_topspeed;
+// if (dash) accWS *= accWS < 0.f? 3.f: -1.f;
+// m_velocity.x = float(-sin(yrotrad)) * elapsedTime * -accWS;
+// movepos.x += m_velocity.x;
+// m_velocity.z = float(cos(yrotrad)) * elapsedTime * -accWS;
+// movepos.z += m_velocity.z;
+// }
+// else if (accWS != 0) {
+// accWS = accWS > 0 ? accWS - elapsedTime * (m_position.y > 0.1f ? 10 : 120)
+// : accWS + elapsedTime * (m_position.y > 0.1f ? 10 : 120);
+//
+// m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS;
+// movepos.x += m_velocity.x;
+// m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS;
+// movepos.z += m_velocity.z;
+// if (accWS < 1 && accWS > -1) accWS = 0;
+// }
+//
+// if (left) {
+// if (m_dbljump == 0)
+// if (accAD < m_topspeed) accAD += elapsedTime * 30; else accAD = m_topspeed;
+// if (dash) accAD *= accAD > 0.f? 3.f: -1.f;
+// m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD;
+// movepos.x += m_velocity.x;
+// m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD;
+// movepos.z += m_velocity.z;
+// }
+// else if (right) {
+// if (m_dbljump == 0)
+// if (accAD > -m_topspeed) accAD -= elapsedTime * 30; else accAD = -m_topspeed;
+// if (dash) accAD *= accAD < 0.f ? 3.f : -1.f;
+// m_velocity.x = float(cos(yrotrad)) * elapsedTime * -accAD;
+// movepos.x += m_velocity.x;
+// m_velocity.z = float(sin(yrotrad)) * elapsedTime * -accAD;
+// movepos.z += m_velocity.z;
+// }
+// else if (accAD != 0) {
+// accAD = accAD > 0 ? accAD - elapsedTime * (m_position.y > 0.1f ? 10 : 120)
+// : accAD + elapsedTime * (m_position.y > 0.1f ? 10 : 120);
+//
+// m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD;
+// movepos.x += m_velocity.x;
+// m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD;
+// movepos.z += m_velocity.z;
+// if (accAD < 1.f && accAD > -1.f) accAD = 0;
+// }
+//
+// // Gestion de si le personnage va en diagonale, qu'il n'aille pas plus vite que s'il allait en ligne droite.
+// if (abs(accAD) + abs(accWS) > sqrtf(exp2f(m_topspeed) * 2)) {
+// accWS *= 0.8f;
+// accAD *= 0.8f;
+// }
+//
+// return movepos;
+//}
+
+void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) {
+ /* Gestion de collisions */
+
+ BlockType bt1, bt2, bt3;
+
+ bt1 = world.BlockAt(m_position.x, m_position.y + input.y, m_position.z);
+ bt2 = world.BlockAt(m_position.x, m_position.y + input.y - 0.9f, m_position.z);
+ bt3 = world.BlockAt(m_position.x, m_position.y + input.y - 1.7f, m_position.z);
+ if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
+ m_dbljump = 0;
+ if (input.y < 0.f) {
+ input.y = 0;
+ }
+ m_velocity.y = input.y;
+ if (!m_airborne) m_position.y = (int)m_position.y + .7f;
+ m_airborne = false;
+ }
+ else {
+ if (abs(m_velocity.y) < 1.1f) m_velocity.y += input.y - 1.1f * elapsedTime;
+ m_airborne = true;
+ }
+
+ bt1 = world.BlockAt(m_position.x + input.x, m_position.y, m_position.z);
+ bt2 = world.BlockAt(m_position.x + input.x, m_position.y - 0.9f, m_position.z);
+ bt3 = world.BlockAt(m_position.x + input.x, m_position.y - 1.7f, m_position.z);
+ if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
+ input.x = 0;
+ }
+
+ bt1 = world.BlockAt(m_position.x, m_position.y, m_position.z + input.z);
+ bt2 = world.BlockAt(m_position.x, m_position.y - 0.9f, m_position.z + input.z);
+ bt3 = world.BlockAt(m_position.x, m_position.y - 1.7f, m_position.z + input.z);
+ if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
+ input.z = 0;
+ }
+
+ /* Fin gestion de collisions */
+
+ m_position += input;
+ m_POV = input;
m_position.y += m_velocity.y;
- if (front) {
- if (dbljump == 0)
- if (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed;
- if (dash) accWS *= accWS > 0.f ? 3.f : -1.f;
- m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS;
- m_position.x += m_velocity.x;
- m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS;
- m_position.z += m_velocity.z;
-
- }
- else if (back) {
- if (dbljump == 0)
- if (accWS > -m_topspeed) accWS -= elapsedTime * 30; else accWS = -m_topspeed;
- if (dash) accWS *= accWS < 0.f? 3.f: -1.f;
- m_velocity.x = float(-sin(yrotrad)) * elapsedTime * -accWS;
- m_position.x += m_velocity.x;
- m_velocity.z = float(cos(yrotrad)) * elapsedTime * -accWS;
- m_position.z += m_velocity.z;
- }
- else if (accWS != 0) {
- accWS = accWS > 0 ? accWS - elapsedTime * (m_position.y > 0.1f ? 10 : 120)
- : accWS + elapsedTime * (m_position.y > 0.1f ? 10 : 120);
-
- m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS;
- m_position.x += m_velocity.x;
- m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS;
- m_position.z += m_velocity.z;
- if (accWS < 1 && accWS > -1) accWS = 0;
- }
-
- if (left) {
- if (dbljump == 0)
- if (accAD < m_topspeed) accAD += elapsedTime * 30; else accAD = m_topspeed;
- if (dash) accAD *= accAD > 0.f? 3.f: -1.f;
- m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD;
- m_position.x += m_velocity.x;
- m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD;
- m_position.z += m_velocity.z;
- }
- else if (right) {
- if (dbljump == 0)
- if (accAD > -m_topspeed) accAD -= elapsedTime * 30; else accAD = -m_topspeed;
- if (dash) accAD *= accAD < 0.f ? 3.f : -1.f;
- m_velocity.x = float(cos(yrotrad)) * elapsedTime * -accAD;
- m_position.x += m_velocity.x;
- m_velocity.z = float(sin(yrotrad)) * elapsedTime * -accAD;
- m_position.z += m_velocity.z;
- }
- else if (accAD != 0) {
- accAD = accAD > 0 ? accAD - elapsedTime * (m_position.y > 0.1f ? 10 : 120)
- : accAD + elapsedTime * (m_position.y > 0.1f ? 10 : 120);
-
- m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD;
- m_position.x += m_velocity.x;
- m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD;
- m_position.z += m_velocity.z;
- if (accAD < 1.f && accAD > -1.f) accAD = 0;
- }
-
- // Gestion de si le personnage va en diagonale, qu'il n'aille pas plus vite que s'il allait en ligne droite.
- if (abs(accAD) + abs(accWS) > sqrtf(exp2f(m_topspeed) * 2)) {
- accWS *= 0.8f;
- accAD *= 0.8f;
- }
-
- // Threshold de vélocité.
- if (abs(m_velocity.x) < 0.02f) m_velocity.x = 0;
- if (abs(m_velocity.y) < 0.02f) m_velocity.y = 0;
- if (abs(m_velocity.z) < 0.02f) m_velocity.z = 0;
+ //static float bobbingtime = 0; // Gestion de la caméra
+ //if (bobbingtime <= 360.f) bobbingtime += elapsedTime * m_topspeed / 2; else bobbingtime = 0;
+ //m_POV.x = m_position.x;
+ //m_POV.z = m_position.z;
+ //m_POV.y = m_position.y - 1.7f + m_airborne ? 0 : ((sin(bobbingtime) - 0.5f) * (abs(m_velocity.x * 40) + abs(m_velocity.z * 40)) / (10.f * m_topspeed));
}
void Player::ApplyTransformation(Transformation& transformation, bool rel) const {
@@ -168,4 +243,9 @@ Vector3f Player::GetPosition() const { return m_position; }
Vector3f Player::GetVelocity() const { return m_velocity; }
+Vector3f Player::GetPOV() const
+{
+ return m_POV;
+}
+
Vector3f Player::GetDirection() const { return m_direction; }
diff --git a/SQCSim2021/player.h b/SQCSim2021/player.h
index e482e5d..0ec5ccf 100644
--- a/SQCSim2021/player.h
+++ b/SQCSim2021/player.h
@@ -2,6 +2,7 @@
#define _PLAYER_H__
#include "vector3.h"
#include "transformation.h"
+#include "world.h"
#include
class Player {
@@ -9,21 +10,28 @@ public:
Player(const Vector3f& position, float rotX = 0, float rotY = 0);
void TurnLeftRight(float value);
void TurnTopBottom(float value);
- void Move(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
+ Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
+ void ApplyPhysics(Vector3f input, World world, float elapsedTime);
void ApplyTransformation(Transformation& transformation, bool rel = true) const;
Vector3f GetPosition() const;
Vector3f GetDirection() const;
Vector3f GetVelocity() const;
+ Vector3f GetPOV() const;
private:
Vector3f m_position;
+ Vector3f m_POV;
Vector3f m_velocity;
Vector3f m_direction;
+
float m_rotX = 0;
float m_rotY = 0;
- float m_topspeed = 40;
- float m_jumpforce = .9f;
+ float m_topspeed = 20;
+ float m_jumpforce = 0.3f;
+
+ bool m_airborne;
+ int m_dbljump; // Peut sauter ou dasher tant que la variable est en dessous de 2.
};
#endif //_PLAYER_H__
diff --git a/SQCSim2021/world.cpp b/SQCSim2021/world.cpp
new file mode 100644
index 0000000..ef86ad3
--- /dev/null
+++ b/SQCSim2021/world.cpp
@@ -0,0 +1,7 @@
+#include "world.h"
+
+World::World(){}
+
+World::~World(){}
+
+Array2d& World::GetChunks() { return m_chunks; }
diff --git a/SQCSim2021/world.h b/SQCSim2021/world.h
new file mode 100644
index 0000000..19be21e
--- /dev/null
+++ b/SQCSim2021/world.h
@@ -0,0 +1,57 @@
+#ifndef WORLD_H__
+#define WORLD_H__
+#include "define.h"
+#include "chunk.h"
+#include "array2d.h"
+#include "vector3.h"
+#include "transformation.h"
+
+class World {
+ public:
+ World();
+ ~World();
+
+ Array2d& GetChunks();
+
+ template
+ Chunk* World::ChunkAt(T x, T y, T z) const {
+ int cx = (int)x / CHUNK_SIZE_X;
+ int cz = (int)z / CHUNK_SIZE_Z;
+
+ if (cx >= VIEW_DISTANCE || // L'array en ce moment est de VIEW_DISTANCE par VIEW_DISTANCE.
+ cz >= VIEW_DISTANCE ||
+ cx < 0 || cz < 0)
+ return 0;
+
+ return m_chunks.Get(cx, cz);
+ }
+
+ template
+ Chunk* World::ChunkAt(const Vector3& pos) const { return ChunkAt(pos.x, pos.y, pos.z); }
+
+ template
+ BlockType World::BlockAt(T x, T y, T z, BlockType defaultBlockType = BTYPE_AIR) const {
+ Chunk* c = ChunkAt(x, y, z);
+
+ if (!c)
+ return defaultBlockType;
+
+ int bx = (int)x % CHUNK_SIZE_X;
+ int by = (int)y % CHUNK_SIZE_Y;
+ int bz = (int)z % CHUNK_SIZE_Z;
+
+ return c->GetBlock(bx, by, bz);
+ }
+
+ template
+ BlockType World::BlockAt(Vector3& pos, BlockType defaultBlockType = BTYPE_AIR) const {
+ return BlockAt(pos.x, pos.y, pos.z);
+ }
+
+private:
+ Array2d m_chunks = Array2d(VIEW_DISTANCE, VIEW_DISTANCE);
+
+ int m_center[2] = {0, 0};
+};
+#endif
+