blocks, better camera

This commit is contained in:
griffi-gh 2023-01-16 16:25:28 +01:00
parent f7ad96b03d
commit 582b8bff6d
6 changed files with 56 additions and 28 deletions

View file

@ -8,3 +8,4 @@ glium = "0.32"
image = { version = "0.24", default_features = false, features = ["png"] } image = { version = "0.24", default_features = false, features = ["png"] }
log = "0.4" log = "0.4"
env_logger = "0.10" env_logger = "0.10"
strum = { version = "0.24", features = ["derive"] }

View file

@ -1,3 +1,4 @@
use strum::{EnumIter, IntoEnumIterator};
use crate::game::items::Item; use crate::game::items::Item;
#[derive(Clone, Copy, Debug)] #[derive(Clone, Copy, Debug)]
@ -70,7 +71,7 @@ impl BlockDescriptor {
} }
} }
#[derive(Clone, Copy, Debug)] #[derive(Clone, Copy, Debug, EnumIter)]
pub enum Block { pub enum Block {
Air, Air,
Stone, Stone,
@ -79,13 +80,16 @@ pub enum Block {
Sand, Sand,
} }
impl Block { impl Block {
pub const fn get_by_id(id: &str) -> Option<Self> { //TODO make this O(1) with compile-time computed maps
Some(match id { pub fn get_by_id(id: &str) -> Option<Self> {
"air" => Self::Air, for block in Self::iter() {
"stone" => Self::Stone, if block.descriptor().id == id {
_ => { return None }, return Some(block)
}) }
} }
None
}
pub const fn descriptor(self) -> BlockDescriptor { pub const fn descriptor(self) -> BlockDescriptor {
match self { match self {
Self::Air => BlockDescriptor { Self::Air => BlockDescriptor {
@ -120,7 +124,14 @@ impl Block {
render: Some((RenderType::OpaqueBlock, BlockTextures::top_sides_bottom(0, 3, 2))), render: Some((RenderType::OpaqueBlock, BlockTextures::top_sides_bottom(0, 3, 2))),
item: Some(Item::DirtBlock) item: Some(Item::DirtBlock)
}, },
_ => unimplemented!() Self::Sand => BlockDescriptor {
name: "Sand",
id: "sand",
collision: Some(CollisionType::Solid),
raycast_collision: true,
render: Some((RenderType::OpaqueBlock, BlockTextures::all(4))), //this is not a sand tex
item: Some(Item::StoneBlock)
}
} }
} }
} }

View file

@ -1,3 +1,6 @@
pub const CHUNK_SIZE: u8 = 16;
pub const CHUNK_HEIGHT: u8 = 255;
pub struct Chunk { pub struct Chunk {
} }

View file

@ -1,11 +1,12 @@
use glium::glutin::event::{VirtualKeyCode, ElementState}; use glium::glutin::event::{VirtualKeyCode, ElementState};
use std::f32::consts::PI;
use crate::game::camera::Camera; use crate::game::camera::Camera;
#[derive(Default, Clone, Copy)] #[derive(Default, Clone, Copy)]
pub struct InputAmounts { pub struct InputAmounts {
move_x: f32, move_x: (f32, f32),
move_y: f32, move_y: (f32, f32),
move_z: f32, move_z: (f32, f32),
look_h: f32, look_h: f32,
look_v: f32, look_v: f32,
} }
@ -19,6 +20,7 @@ impl Actions {
//Apply rotation //Apply rotation
camera.yaw -= self.rotation[0]; camera.yaw -= self.rotation[0];
camera.pitch -= self.rotation[1]; camera.pitch -= self.rotation[1];
camera.pitch = camera.pitch.clamp(-PI/2. + f32::EPSILON, PI/2. - f32::EPSILON);
camera.update_direction(); camera.update_direction();
//Apply movement //Apply movement
let (yaw_sin, yaw_cos) = camera.yaw.sin_cos(); let (yaw_sin, yaw_cos) = camera.yaw.sin_cos();
@ -51,39 +53,45 @@ impl Controls {
self.inputs.look_v += dy as f32; self.inputs.look_v += dy as f32;
} }
pub fn process_keyboard_input(&mut self, key: VirtualKeyCode, state: ElementState) { pub fn process_keyboard_input(&mut self, key: VirtualKeyCode, state: ElementState) {
if state != ElementState::Pressed { return } let value = match state {
ElementState::Pressed => 1.,
ElementState::Released => 0.,
};
match key { match key {
VirtualKeyCode::W | VirtualKeyCode::Up => { VirtualKeyCode::W | VirtualKeyCode::Up => {
self.inputs.move_z += 1.; self.inputs.move_z.0 = value;
} }
VirtualKeyCode::S | VirtualKeyCode::Down => { VirtualKeyCode::S | VirtualKeyCode::Down => {
self.inputs.move_z -= 1.; self.inputs.move_z.1 = -value;
} }
VirtualKeyCode::A | VirtualKeyCode::Left => { VirtualKeyCode::A | VirtualKeyCode::Left => {
self.inputs.move_x -= 1.; self.inputs.move_x.0 = -value;
} }
VirtualKeyCode::D | VirtualKeyCode::Right => { VirtualKeyCode::D | VirtualKeyCode::Right => {
self.inputs.move_x += 1.; self.inputs.move_x.1 = value;
} }
VirtualKeyCode::Space => { VirtualKeyCode::Space => {
self.inputs.move_y += 1.; self.inputs.move_y.0 = value;
} }
VirtualKeyCode::LShift => { VirtualKeyCode::LShift => {
self.inputs.move_y -= 1.; self.inputs.move_y.1 = -value;
} }
_ => () _ => ()
} }
} }
pub fn calculate(&mut self, dt: f32) -> Actions { pub fn calculate(&mut self, dt: f32) -> Actions {
let movement = { let movement = {
let magnitude = (self.inputs.move_x.powi(2) + self.inputs.move_y.powi(2) + self.inputs.move_z.powi(2)).sqrt(); let move_x = self.inputs.move_x.0 + self.inputs.move_x.1;
let move_y = self.inputs.move_y.0 + self.inputs.move_y.1;
let move_z = self.inputs.move_z.0 + self.inputs.move_z.1;
let magnitude = (move_x.powi(2) + move_y.powi(2) + move_z.powi(2)).sqrt();
if magnitude == 0. { if magnitude == 0. {
[0., 0., 0.] [0., 0., 0.]
} else { } else {
[ [
dt * self.speed * (self.inputs.move_x / magnitude), dt * self.speed * (move_x / magnitude),
dt * self.speed * (self.inputs.move_y / magnitude), dt * self.speed * (move_y / magnitude),
dt * self.speed * (self.inputs.move_z / magnitude) dt * self.speed * (move_z / magnitude)
] ]
} }
}; };
@ -91,7 +99,9 @@ impl Controls {
dt * self.inputs.look_h * self.sensitivity, dt * self.inputs.look_h * self.sensitivity,
dt * self.inputs.look_v * self.sensitivity dt * self.inputs.look_v * self.sensitivity
]; ];
self.inputs = Default::default(); //Only mouse related actions need to be reset
self.inputs.look_h = 0.;
self.inputs.look_v = 0.;
Actions { movement, rotation } Actions { movement, rotation }
} }
} }
@ -99,7 +109,7 @@ impl Default for Controls {
fn default() -> Self { fn default() -> Self {
Self { Self {
inputs: Default::default(), inputs: Default::default(),
speed: 10., speed: 1.,
sensitivity: 2., sensitivity: 2.,
} }
} }

View file

@ -10,7 +10,7 @@ implement_vertex!(Vertex, position, normal, uv);
//TODO store vertex data in a more compact way //TODO store vertex data in a more compact way
pub const VERTEX_SHADER: &str = r#" pub const VERTEX_SHADER: &str = r#"
#version 150 #version 150 core
in vec3 position; in vec3 position;
in vec3 normal; in vec3 normal;
@ -29,7 +29,7 @@ pub const VERTEX_SHADER: &str = r#"
} }
"#; "#;
pub const FRAGMENT_SHADER: &str = r#" pub const FRAGMENT_SHADER: &str = r#"
#version 150 #version 150 core
in vec2 v_uv; in vec2 v_uv;
out vec4 color; out vec4 color;

View file

@ -1,3 +1,6 @@
use std::collections::HashMap;
use crate::game::chunk::Chunk;
pub struct World { pub struct World {
chunks: Vec<()> chunks: HashMap<(i32, i32), Chunk>
} }