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No commits in common. "b34f1a94b180d65e6c7b40c496919ae6b75b1a73" and "93e34b2c88fd3dbc7f6d8509d7a04d33c48ce512" have entirely different histories.

4 changed files with 311 additions and 336 deletions

View file

@ -3,31 +3,10 @@ use shipyard::{Component, View, ViewMut, IntoIter, UniqueView, Workload, IntoWor
use std::f32::consts::PI;
use crate::{transform::Transform, input::Inputs, settings::GameSettings, delta_time::DeltaTime};
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum PlayerControllerType {
FlyCam,
FpsCtl,
}
#[derive(Component)]
pub struct PlayerController {
pub control_type: PlayerControllerType,
pub speed: f32,
}
pub struct FlyController;
impl PlayerController {
pub const DEFAULT_FLY_CAM: Self = Self {
control_type: PlayerControllerType::FlyCam,
speed: 30.,
};
pub const DEFAULT_FPS_CTL: Self = Self {
control_type: PlayerControllerType::FpsCtl,
speed: 10.,
};
}
pub fn update_player_controllers() -> Workload {
pub fn update_controllers() -> Workload {
(
update_look,
update_movement
@ -37,7 +16,7 @@ pub fn update_player_controllers() -> Workload {
const MAX_PITCH: f32 = PI/2. - 0.05;
fn update_look(
controllers: View<PlayerController>,
controllers: View<FlyController>,
mut transforms: ViewMut<Transform, track::All>,
inputs: UniqueView<Inputs>,
settings: UniqueView<GameSettings>,
@ -57,18 +36,18 @@ fn update_look(
}
fn update_movement(
controllers: View<PlayerController>,
controllers: View<FlyController>,
mut transforms: ViewMut<Transform, track::All>,
inputs: UniqueView<Inputs>,
dt: UniqueView<DeltaTime>,
) {
if inputs.movement == Vec2::ZERO { return }
let movement = inputs.movement * dt.0.as_secs_f32();
for (ctl, mut transform) in (&controllers, &mut transforms).iter() {
let movement = inputs.movement * 30. * dt.0.as_secs_f32();
for (_, mut transform) in (&controllers, &mut transforms).iter() {
let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
let rotation_norm = rotation.normalize();
translation += (rotation_norm * Vec3::NEG_Z).normalize() * movement.y * ctl.speed;
translation += (rotation_norm * Vec3::X).normalize() * movement.x * ctl.speed;
translation += (rotation_norm * Vec3::NEG_Z).normalize() * movement.y;
translation += (rotation_norm * Vec3::X).normalize() * movement.x;
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
}
}

View file

@ -1,301 +1,297 @@
use gilrs::{Gilrs, GamepadId, Button, Event, Axis};
use glam::{Vec2, DVec2, vec2, dvec2};
use winit::{
keyboard::{KeyCode, PhysicalKey},
event::{DeviceEvent, DeviceId, ElementState, TouchPhase}
};
use hashbrown::HashMap;
use tinyset::{SetU32, SetU64};
use nohash_hasher::BuildNoHashHasher;
use shipyard::{AllStoragesView, Unique, View, IntoIter, UniqueViewMut, Workload, IntoWorkload, UniqueView, NonSendSync};
use crate::{
events::{InputDeviceEvent, TouchEvent},
rendering::WindowSize
};
#[derive(Unique, Clone, Copy, Default, Debug)]
pub struct Inputs {
pub movement: Vec2,
pub look: Vec2,
pub action_a: bool,
pub action_b: bool,
pub jump: bool,
}
#[derive(Unique, Clone, Copy, Default, Debug)]
pub struct PrevInputs(pub Inputs);
#[derive(Unique, Clone, Default, Debug)]
pub struct RawKbmInputState {
pub keyboard_state: SetU32,
pub button_state: [bool; 32],
pub mouse_delta: DVec2
}
#[derive(Clone, Copy, Debug, Default)]
pub enum FingerCheck {
#[default]
Start,
Current,
StartOrCurrent,
StartAndCurrent,
NotMoved,
}
#[derive(Clone, Copy, Debug)]
pub struct Finger {
pub id: u64,
pub device_id: DeviceId,
pub prev_position: DVec2,
pub start_position: DVec2,
pub current_position: DVec2,
pub has_moved: bool,
}
impl Finger {
pub fn within_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> bool {
let within_area = |pos: DVec2| -> bool {
((pos - area_pos).min_element() >= 0.) &&
((pos - (area_pos + area_size)).max_element() <= 0.)
};
let start = within_area(self.start_position);
let current = within_area(self.current_position);
match check {
FingerCheck::Start => start,
FingerCheck::Current => current,
FingerCheck::StartOrCurrent => start || current,
FingerCheck::StartAndCurrent => start && current,
FingerCheck::NotMoved => current && !self.has_moved,
}
}
}
#[derive(Unique, Clone, Default, Debug)]
pub struct RawTouchState {
//TODO: handle multiple touch devices somehow
pub fingers: HashMap<u64, Finger, BuildNoHashHasher<u64>>
}
impl RawTouchState {
pub fn query_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> impl Iterator<Item = Finger> + '_ {
self.fingers.iter().filter_map(move |(_, &finger)| {
finger.within_area(area_pos, area_size, check).then_some(finger)
})
}
}
#[derive(Unique)]
pub struct GilrsWrapper(Option<Gilrs>);
#[derive(Unique, Default, Clone, Copy)]
pub struct ActiveGamepad(Option<GamepadId>);
//maybe we should manage gamepad state ourselves just like keyboard?
//at least for the sake of consitency
fn process_events(
device_events: View<InputDeviceEvent>,
mut input_state: UniqueViewMut<RawKbmInputState>,
) {
input_state.mouse_delta = DVec2::ZERO;
for event in device_events.iter() {
match &event.event {
DeviceEvent::MouseMotion { delta } => {
input_state.mouse_delta = DVec2::from(*delta);
},
DeviceEvent::Key(input) => {
if let PhysicalKey::Code(code) = input.physical_key {
match input.state {
ElementState::Pressed => input_state.keyboard_state.insert(code as u32),
ElementState::Released => input_state.keyboard_state.remove(code as u32),
};
}
},
DeviceEvent::Button { button, state } => {
if *button < 32 {
input_state.button_state[*button as usize] = matches!(*state, ElementState::Pressed);
}
},
_ => ()
}
}
}
fn process_touch_events(
touch_events: View<TouchEvent>,
mut touch_state: UniqueViewMut<RawTouchState>,
) {
for (_, finger) in &mut touch_state.fingers {
finger.prev_position = finger.current_position;
}
for event in touch_events.iter() {
let position = dvec2(event.0.location.x, event.0.location.y);
match event.0.phase {
TouchPhase::Started => {
//println!("touch started: finger {}", event.0.id);
touch_state.fingers.insert(event.0.id, Finger {
id: event.0.id,
device_id: event.0.device_id,
start_position: position,
current_position: position,
prev_position: position,
has_moved: false
});
},
TouchPhase::Moved => {
if let Some(finger) = touch_state.fingers.get_mut(&event.0.id) {
finger.has_moved = true;
finger.current_position = position;
}
},
TouchPhase::Ended | TouchPhase::Cancelled => {
//println!("touch ended: finger {}", event.0.id);
touch_state.fingers.remove(&event.0.id);
},
}
}
}
fn process_gilrs_events(
mut gilrs: NonSendSync<UniqueViewMut<GilrsWrapper>>,
mut active_gamepad: UniqueViewMut<ActiveGamepad>
) {
if let Some(gilrs) = &mut gilrs.0 {
while let Some(Event { id, event: _, time: _ }) = gilrs.next_event() {
active_gamepad.0 = Some(id);
}
}
}
fn input_start(
mut inputs: UniqueViewMut<Inputs>,
mut prev_inputs: UniqueViewMut<PrevInputs>,
) {
prev_inputs.0 = *inputs;
*inputs = Inputs::default();
}
fn update_input_state (
raw_inputs: UniqueView<RawKbmInputState>,
mut inputs: UniqueViewMut<Inputs>,
) {
inputs.movement += Vec2::new(
raw_inputs.keyboard_state.contains(KeyCode::KeyD as u32) as u32 as f32 -
raw_inputs.keyboard_state.contains(KeyCode::KeyA as u32) as u32 as f32,
raw_inputs.keyboard_state.contains(KeyCode::KeyW as u32) as u32 as f32 -
raw_inputs.keyboard_state.contains(KeyCode::KeyS as u32) as u32 as f32
);
inputs.look += raw_inputs.mouse_delta.as_vec2();
inputs.action_a |= raw_inputs.button_state[0];
inputs.action_b |= raw_inputs.button_state[1];
inputs.jump |= raw_inputs.button_state[2];
}
fn update_input_state_gamepad (
gilrs: NonSendSync<UniqueView<GilrsWrapper>>,
active_gamepad: UniqueView<ActiveGamepad>,
mut inputs: UniqueViewMut<Inputs>,
) {
if let Some(gilrs) = &gilrs.0 {
if let Some(gamepad) = active_gamepad.0.map(|id| gilrs.gamepad(id)) {
let left_stick = vec2(gamepad.value(Axis::LeftStickX), gamepad.value(Axis::LeftStickY));
let right_stick = vec2(gamepad.value(Axis::RightStickX), -gamepad.value(Axis::RightStickY));
inputs.movement += left_stick;
//HACK: for now, we multiply look by 2 to make it feel more responsive
inputs.look += right_stick * 2.;
inputs.action_a |= gamepad.is_pressed(Button::West);
inputs.action_b |= gamepad.is_pressed(Button::East);
inputs.jump |= gamepad.is_pressed(Button::South);
}
}
}
fn update_input_state_touch (
touch_state: UniqueView<RawTouchState>,
win_size: UniqueView<WindowSize>,
mut inputs: UniqueViewMut<Inputs>,
) {
let w = win_size.0.as_dvec2();
//Movement
if let Some(finger) = touch_state.query_area(
dvec2(0., 0.),
dvec2(w.x / 2., w.y),
FingerCheck::Start
).next() {
inputs.movement += (((finger.current_position - finger.start_position) / (w.x / 4.)) * dvec2(1., -1.)).as_vec2();
}
//Action buttons
let action_button_fingers = {
let mut action_button_fingers = SetU64::new();
//Creates iterator of fingers that started within action button area
let action_finger_iter = || touch_state.query_area(
dvec2(w.x * 0.75, w.y * 0.666),
dvec2(w.x * 0.25, w.y * 0.333),
FingerCheck::Start
);
//Action button A
inputs.action_a |= action_finger_iter().filter(|finger| finger.within_area(
dvec2(w.x * (0.75 + 0.125), w.y * 0.666),
dvec2(w.x * 0.125, w.y * 0.333),
FingerCheck::StartOrCurrent
)).map(|x| action_button_fingers.insert(x.id)).next().is_some();
//Action button B
inputs.action_b |= action_finger_iter().filter(|finger| finger.within_area(
dvec2(w.x * 0.75, w.y * 0.666),
dvec2(w.x * 0.125, w.y * 0.333),
FingerCheck::StartOrCurrent
)).map(|x| action_button_fingers.insert(x.id)).next().is_some();
action_button_fingers
};
//Camera controls
if let Some(finger) = touch_state.query_area(
dvec2(w.x / 2., 0.),
dvec2(w.x / 2., w.y),
FingerCheck::Start
).find(|x| !action_button_fingers.contains(x.id)) {
inputs.look += (((finger.current_position - finger.prev_position) / (w.x / 4.)) * 300.).as_vec2();
}
}
fn input_end(
mut inputs: UniqueViewMut<Inputs>,
) {
if inputs.movement.length() >= 1. {
inputs.movement = inputs.movement.normalize();
}
}
pub fn init_input (
storages: AllStoragesView
) {
storages.add_unique_non_send_sync(GilrsWrapper(
Gilrs::new().map_err(|x| {
log::error!("Failed to initialize Gilrs");
x
}).ok()
));
storages.add_unique(ActiveGamepad::default());
storages.add_unique(Inputs::default());
storages.add_unique(PrevInputs::default());
storages.add_unique(RawKbmInputState::default());
storages.add_unique(RawTouchState::default());
}
pub fn process_inputs() -> Workload {
(
process_events,
process_touch_events,
process_gilrs_events,
input_start,
update_input_state,
update_input_state_touch,
update_input_state_gamepad,
input_end,
).into_sequential_workload()
}
use gilrs::{Gilrs, GamepadId, Button, Event, Axis};
use glam::{Vec2, DVec2, vec2, dvec2};
use winit::{
keyboard::{KeyCode, PhysicalKey},
event::{DeviceEvent, DeviceId, ElementState, TouchPhase}
};
use hashbrown::HashMap;
use tinyset::{SetU32, SetU64};
use nohash_hasher::BuildNoHashHasher;
use shipyard::{AllStoragesView, Unique, View, IntoIter, UniqueViewMut, Workload, IntoWorkload, UniqueView, NonSendSync};
use crate::{
events::{InputDeviceEvent, TouchEvent},
rendering::WindowSize
};
#[derive(Unique, Clone, Copy, Default, Debug)]
pub struct Inputs {
pub movement: Vec2,
pub look: Vec2,
pub action_a: bool,
pub action_b: bool,
}
#[derive(Unique, Clone, Copy, Default, Debug)]
pub struct PrevInputs(pub Inputs);
#[derive(Unique, Clone, Default, Debug)]
pub struct RawKbmInputState {
pub keyboard_state: SetU32,
pub button_state: [bool; 32],
pub mouse_delta: DVec2
}
#[derive(Clone, Copy, Debug, Default)]
pub enum FingerCheck {
#[default]
Start,
Current,
StartOrCurrent,
StartAndCurrent,
NotMoved,
}
#[derive(Clone, Copy, Debug)]
pub struct Finger {
pub id: u64,
pub device_id: DeviceId,
pub prev_position: DVec2,
pub start_position: DVec2,
pub current_position: DVec2,
pub has_moved: bool,
}
impl Finger {
pub fn within_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> bool {
let within_area = |pos: DVec2| -> bool {
((pos - area_pos).min_element() >= 0.) &&
((pos - (area_pos + area_size)).max_element() <= 0.)
};
let start = within_area(self.start_position);
let current = within_area(self.current_position);
match check {
FingerCheck::Start => start,
FingerCheck::Current => current,
FingerCheck::StartOrCurrent => start || current,
FingerCheck::StartAndCurrent => start && current,
FingerCheck::NotMoved => current && !self.has_moved,
}
}
}
#[derive(Unique, Clone, Default, Debug)]
pub struct RawTouchState {
//TODO: handle multiple touch devices somehow
pub fingers: HashMap<u64, Finger, BuildNoHashHasher<u64>>
}
impl RawTouchState {
pub fn query_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> impl Iterator<Item = Finger> + '_ {
self.fingers.iter().filter_map(move |(_, &finger)| {
finger.within_area(area_pos, area_size, check).then_some(finger)
})
}
}
#[derive(Unique)]
pub struct GilrsWrapper(Option<Gilrs>);
#[derive(Unique, Default, Clone, Copy)]
pub struct ActiveGamepad(Option<GamepadId>);
//maybe we should manage gamepad state ourselves just like keyboard?
//at least for the sake of consitency
fn process_events(
device_events: View<InputDeviceEvent>,
mut input_state: UniqueViewMut<RawKbmInputState>,
) {
input_state.mouse_delta = DVec2::ZERO;
for event in device_events.iter() {
match &event.event {
DeviceEvent::MouseMotion { delta } => {
input_state.mouse_delta = DVec2::from(*delta);
},
DeviceEvent::Key(input) => {
if let PhysicalKey::Code(code) = input.physical_key {
match input.state {
ElementState::Pressed => input_state.keyboard_state.insert(code as u32),
ElementState::Released => input_state.keyboard_state.remove(code as u32),
};
}
},
DeviceEvent::Button { button, state } => {
if *button < 32 {
input_state.button_state[*button as usize] = matches!(*state, ElementState::Pressed);
}
},
_ => ()
}
}
}
fn process_touch_events(
touch_events: View<TouchEvent>,
mut touch_state: UniqueViewMut<RawTouchState>,
) {
for (_, finger) in &mut touch_state.fingers {
finger.prev_position = finger.current_position;
}
for event in touch_events.iter() {
let position = dvec2(event.0.location.x, event.0.location.y);
match event.0.phase {
TouchPhase::Started => {
//println!("touch started: finger {}", event.0.id);
touch_state.fingers.insert(event.0.id, Finger {
id: event.0.id,
device_id: event.0.device_id,
start_position: position,
current_position: position,
prev_position: position,
has_moved: false
});
},
TouchPhase::Moved => {
if let Some(finger) = touch_state.fingers.get_mut(&event.0.id) {
finger.has_moved = true;
finger.current_position = position;
}
},
TouchPhase::Ended | TouchPhase::Cancelled => {
//println!("touch ended: finger {}", event.0.id);
touch_state.fingers.remove(&event.0.id);
},
}
}
}
fn process_gilrs_events(
mut gilrs: NonSendSync<UniqueViewMut<GilrsWrapper>>,
mut active_gamepad: UniqueViewMut<ActiveGamepad>
) {
if let Some(gilrs) = &mut gilrs.0 {
while let Some(Event { id, event: _, time: _ }) = gilrs.next_event() {
active_gamepad.0 = Some(id);
}
}
}
fn input_start(
mut inputs: UniqueViewMut<Inputs>,
mut prev_inputs: UniqueViewMut<PrevInputs>,
) {
prev_inputs.0 = *inputs;
*inputs = Inputs::default();
}
fn update_input_state (
raw_inputs: UniqueView<RawKbmInputState>,
mut inputs: UniqueViewMut<Inputs>,
) {
inputs.movement += Vec2::new(
raw_inputs.keyboard_state.contains(KeyCode::KeyD as u32) as u32 as f32 -
raw_inputs.keyboard_state.contains(KeyCode::KeyA as u32) as u32 as f32,
raw_inputs.keyboard_state.contains(KeyCode::KeyW as u32) as u32 as f32 -
raw_inputs.keyboard_state.contains(KeyCode::KeyS as u32) as u32 as f32
);
inputs.look += raw_inputs.mouse_delta.as_vec2();
inputs.action_a |= raw_inputs.button_state[0];
inputs.action_b |= raw_inputs.button_state[1];
}
fn update_input_state_gamepad (
gilrs: NonSendSync<UniqueView<GilrsWrapper>>,
active_gamepad: UniqueView<ActiveGamepad>,
mut inputs: UniqueViewMut<Inputs>,
) {
if let Some(gilrs) = &gilrs.0 {
if let Some(gamepad) = active_gamepad.0.map(|id| gilrs.gamepad(id)) {
let left_stick = vec2(gamepad.value(Axis::LeftStickX), gamepad.value(Axis::LeftStickY));
let right_stick = vec2(gamepad.value(Axis::RightStickX), -gamepad.value(Axis::RightStickY));
inputs.movement += left_stick;
inputs.look += right_stick;
inputs.action_a |= gamepad.is_pressed(Button::South);
inputs.action_b |= gamepad.is_pressed(Button::East);
}
}
}
fn update_input_state_touch (
touch_state: UniqueView<RawTouchState>,
win_size: UniqueView<WindowSize>,
mut inputs: UniqueViewMut<Inputs>,
) {
let w = win_size.0.as_dvec2();
//Movement
if let Some(finger) = touch_state.query_area(
dvec2(0., 0.),
dvec2(w.x / 2., w.y),
FingerCheck::Start
).next() {
inputs.movement += (((finger.current_position - finger.start_position) / (w.x / 4.)) * dvec2(1., -1.)).as_vec2();
}
//Action buttons
let action_button_fingers = {
let mut action_button_fingers = SetU64::new();
//Creates iterator of fingers that started within action button area
let action_finger_iter = || touch_state.query_area(
dvec2(w.x * 0.75, w.y * 0.666),
dvec2(w.x * 0.25, w.y * 0.333),
FingerCheck::Start
);
//Action button A
inputs.action_a |= action_finger_iter().filter(|finger| finger.within_area(
dvec2(w.x * (0.75 + 0.125), w.y * 0.666),
dvec2(w.x * 0.125, w.y * 0.333),
FingerCheck::StartOrCurrent
)).map(|x| action_button_fingers.insert(x.id)).next().is_some();
//Action button B
inputs.action_b |= action_finger_iter().filter(|finger| finger.within_area(
dvec2(w.x * 0.75, w.y * 0.666),
dvec2(w.x * 0.125, w.y * 0.333),
FingerCheck::StartOrCurrent
)).map(|x| action_button_fingers.insert(x.id)).next().is_some();
action_button_fingers
};
//Camera controls
if let Some(finger) = touch_state.query_area(
dvec2(w.x / 2., 0.),
dvec2(w.x / 2., w.y),
FingerCheck::Start
).find(|x| !action_button_fingers.contains(x.id)) {
inputs.look += (((finger.current_position - finger.prev_position) / (w.x / 4.)) * 300.).as_vec2();
}
}
fn input_end(
mut inputs: UniqueViewMut<Inputs>,
) {
if inputs.movement.length() >= 1. {
inputs.movement = inputs.movement.normalize();
}
}
pub fn init_input (
storages: AllStoragesView
) {
storages.add_unique_non_send_sync(GilrsWrapper(
Gilrs::new().map_err(|x| {
log::error!("Failed to initialize Gilrs");
x
}).ok()
));
storages.add_unique(ActiveGamepad::default());
storages.add_unique(Inputs::default());
storages.add_unique(PrevInputs::default());
storages.add_unique(RawKbmInputState::default());
storages.add_unique(RawTouchState::default());
}
pub fn process_inputs() -> Workload {
(
process_events,
process_touch_events,
process_gilrs_events,
input_start,
update_input_state,
update_input_state_touch,
update_input_state_gamepad,
input_end,
).into_sequential_workload()
}

View file

@ -23,7 +23,7 @@ pub(crate) mod settings;
pub(crate) mod camera;
pub(crate) mod events;
pub(crate) mod input;
pub(crate) mod player_controller;
pub(crate) mod fly_controller;
pub(crate) mod block_placement;
pub(crate) mod delta_time;
pub(crate) mod cursor_lock;
@ -57,7 +57,7 @@ use events::{
player_actions::generate_move_events,
};
use input::{init_input, process_inputs};
use player_controller::update_player_controllers;
use fly_controller::update_controllers;
use rendering::{
Renderer,
RenderTarget,
@ -133,7 +133,7 @@ fn update() -> Workload {
update_loaded_world_around_player,
).into_sequential_workload().run_if(is_ingame_or_loading),
(
update_player_controllers,
update_controllers,
update_client_physics_late,
generate_move_events,
update_raycasts,

View file

@ -12,7 +12,7 @@ use kubi_shared::{
use crate::{
camera::Camera,
client_physics::ClPhysicsActor,
player_controller::PlayerController,
fly_controller::FlyController,
transform::Transform,
world::raycast::LookingAtBlock
};
@ -31,7 +31,7 @@ pub fn spawn_player (
Health::new(PLAYER_HEALTH),
Transform::default(),
Camera::default(),
PlayerController::DEFAULT_FPS_CTL,
FlyController,
LookingAtBlock::default(),
PlayerHolding(Some(Block::Cobblestone)),
Username("LocalPlayer".into()),
@ -53,7 +53,7 @@ pub fn spawn_local_player_multiplayer (
init.health,
Transform(Mat4::from_rotation_translation(init.direction, init.position)),
Camera::default(),
PlayerController::DEFAULT_FPS_CTL,
FlyController,
LookingAtBlock::default(),
PlayerHolding::default(),
),(