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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 std::f32::consts::PI;
use crate::{transform::Transform, input::Inputs, settings::GameSettings, delta_time::DeltaTime}; use crate::{transform::Transform, input::Inputs, settings::GameSettings, delta_time::DeltaTime};
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum PlayerControllerType {
FlyCam,
FpsCtl,
}
#[derive(Component)] #[derive(Component)]
pub struct PlayerController { pub struct FlyController;
pub control_type: PlayerControllerType,
pub speed: f32,
}
impl PlayerController { pub fn update_controllers() -> Workload {
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 {
( (
update_look, update_look,
update_movement update_movement
@ -37,7 +16,7 @@ pub fn update_player_controllers() -> Workload {
const MAX_PITCH: f32 = PI/2. - 0.05; const MAX_PITCH: f32 = PI/2. - 0.05;
fn update_look( fn update_look(
controllers: View<PlayerController>, controllers: View<FlyController>,
mut transforms: ViewMut<Transform, track::All>, mut transforms: ViewMut<Transform, track::All>,
inputs: UniqueView<Inputs>, inputs: UniqueView<Inputs>,
settings: UniqueView<GameSettings>, settings: UniqueView<GameSettings>,
@ -57,18 +36,18 @@ fn update_look(
} }
fn update_movement( fn update_movement(
controllers: View<PlayerController>, controllers: View<FlyController>,
mut transforms: ViewMut<Transform, track::All>, mut transforms: ViewMut<Transform, track::All>,
inputs: UniqueView<Inputs>, inputs: UniqueView<Inputs>,
dt: UniqueView<DeltaTime>, dt: UniqueView<DeltaTime>,
) { ) {
if inputs.movement == Vec2::ZERO { return } if inputs.movement == Vec2::ZERO { return }
let movement = inputs.movement * dt.0.as_secs_f32(); let movement = inputs.movement * 30. * dt.0.as_secs_f32();
for (ctl, mut transform) in (&controllers, &mut transforms).iter() { for (_, mut transform) in (&controllers, &mut transforms).iter() {
let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation(); let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
let rotation_norm = rotation.normalize(); let rotation_norm = rotation.normalize();
translation += (rotation_norm * Vec3::NEG_Z).normalize() * movement.y * ctl.speed; translation += (rotation_norm * Vec3::NEG_Z).normalize() * movement.y;
translation += (rotation_norm * Vec3::X).normalize() * movement.x * ctl.speed; translation += (rotation_norm * Vec3::X).normalize() * movement.x;
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation); 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 gilrs::{Gilrs, GamepadId, Button, Event, Axis};
use glam::{Vec2, DVec2, vec2, dvec2}; use glam::{Vec2, DVec2, vec2, dvec2};
use winit::{ use winit::{
keyboard::{KeyCode, PhysicalKey}, keyboard::{KeyCode, PhysicalKey},
event::{DeviceEvent, DeviceId, ElementState, TouchPhase} event::{DeviceEvent, DeviceId, ElementState, TouchPhase}
}; };
use hashbrown::HashMap; use hashbrown::HashMap;
use tinyset::{SetU32, SetU64}; use tinyset::{SetU32, SetU64};
use nohash_hasher::BuildNoHashHasher; use nohash_hasher::BuildNoHashHasher;
use shipyard::{AllStoragesView, Unique, View, IntoIter, UniqueViewMut, Workload, IntoWorkload, UniqueView, NonSendSync}; use shipyard::{AllStoragesView, Unique, View, IntoIter, UniqueViewMut, Workload, IntoWorkload, UniqueView, NonSendSync};
use crate::{ use crate::{
events::{InputDeviceEvent, TouchEvent}, events::{InputDeviceEvent, TouchEvent},
rendering::WindowSize rendering::WindowSize
}; };
#[derive(Unique, Clone, Copy, Default, Debug)] #[derive(Unique, Clone, Copy, Default, Debug)]
pub struct Inputs { pub struct Inputs {
pub movement: Vec2, pub movement: Vec2,
pub look: Vec2, pub look: Vec2,
pub action_a: bool, pub action_a: bool,
pub action_b: bool, pub action_b: bool,
pub jump: bool, }
}
#[derive(Unique, Clone, Copy, Default, Debug)]
#[derive(Unique, Clone, Copy, Default, Debug)] pub struct PrevInputs(pub Inputs);
pub struct PrevInputs(pub Inputs);
#[derive(Unique, Clone, Default, Debug)]
#[derive(Unique, Clone, Default, Debug)] pub struct RawKbmInputState {
pub struct RawKbmInputState { pub keyboard_state: SetU32,
pub keyboard_state: SetU32, pub button_state: [bool; 32],
pub button_state: [bool; 32], pub mouse_delta: DVec2
pub mouse_delta: DVec2 }
}
#[derive(Clone, Copy, Debug, Default)]
#[derive(Clone, Copy, Debug, Default)] pub enum FingerCheck {
pub enum FingerCheck { #[default]
#[default] Start,
Start, Current,
Current, StartOrCurrent,
StartOrCurrent, StartAndCurrent,
StartAndCurrent, NotMoved,
NotMoved, }
}
#[derive(Clone, Copy, Debug)]
#[derive(Clone, Copy, Debug)] pub struct Finger {
pub struct Finger { pub id: u64,
pub id: u64, pub device_id: DeviceId,
pub device_id: DeviceId, pub prev_position: DVec2,
pub prev_position: DVec2, pub start_position: DVec2,
pub start_position: DVec2, pub current_position: DVec2,
pub current_position: DVec2, pub has_moved: bool,
pub has_moved: bool, }
} impl Finger {
impl Finger { pub fn within_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> bool {
pub fn within_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> bool { let within_area = |pos: DVec2| -> bool {
let within_area = |pos: DVec2| -> bool { ((pos - area_pos).min_element() >= 0.) &&
((pos - area_pos).min_element() >= 0.) && ((pos - (area_pos + area_size)).max_element() <= 0.)
((pos - (area_pos + area_size)).max_element() <= 0.) };
}; let start = within_area(self.start_position);
let start = within_area(self.start_position); let current = within_area(self.current_position);
let current = within_area(self.current_position); match check {
match check { FingerCheck::Start => start,
FingerCheck::Start => start, FingerCheck::Current => current,
FingerCheck::Current => current, FingerCheck::StartOrCurrent => start || current,
FingerCheck::StartOrCurrent => start || current, FingerCheck::StartAndCurrent => start && current,
FingerCheck::StartAndCurrent => start && current, FingerCheck::NotMoved => current && !self.has_moved,
FingerCheck::NotMoved => current && !self.has_moved, }
} }
} }
}
#[derive(Unique, Clone, Default, Debug)]
#[derive(Unique, Clone, Default, Debug)] pub struct RawTouchState {
pub struct RawTouchState { //TODO: handle multiple touch devices somehow
//TODO: handle multiple touch devices somehow pub fingers: HashMap<u64, Finger, BuildNoHashHasher<u64>>
pub fingers: HashMap<u64, Finger, BuildNoHashHasher<u64>> }
}
impl RawTouchState {
impl RawTouchState { pub fn query_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> impl Iterator<Item = Finger> + '_ {
pub fn query_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> impl Iterator<Item = Finger> + '_ { self.fingers.iter().filter_map(move |(_, &finger)| {
self.fingers.iter().filter_map(move |(_, &finger)| { finger.within_area(area_pos, area_size, check).then_some(finger)
finger.within_area(area_pos, area_size, check).then_some(finger) })
}) }
} }
}
#[derive(Unique)]
#[derive(Unique)] pub struct GilrsWrapper(Option<Gilrs>);
pub struct GilrsWrapper(Option<Gilrs>);
#[derive(Unique, Default, Clone, Copy)]
#[derive(Unique, Default, Clone, Copy)] pub struct ActiveGamepad(Option<GamepadId>);
pub struct ActiveGamepad(Option<GamepadId>);
//maybe we should manage gamepad state ourselves just like keyboard?
//maybe we should manage gamepad state ourselves just like keyboard? //at least for the sake of consitency
//at least for the sake of consitency
fn process_events(
fn process_events( device_events: View<InputDeviceEvent>,
device_events: View<InputDeviceEvent>, mut input_state: UniqueViewMut<RawKbmInputState>,
mut input_state: UniqueViewMut<RawKbmInputState>, ) {
) { input_state.mouse_delta = DVec2::ZERO;
input_state.mouse_delta = DVec2::ZERO; for event in device_events.iter() {
for event in device_events.iter() { match &event.event {
match &event.event { DeviceEvent::MouseMotion { delta } => {
DeviceEvent::MouseMotion { delta } => { input_state.mouse_delta = DVec2::from(*delta);
input_state.mouse_delta = DVec2::from(*delta); },
}, DeviceEvent::Key(input) => {
DeviceEvent::Key(input) => { if let PhysicalKey::Code(code) = input.physical_key {
if let PhysicalKey::Code(code) = input.physical_key { match input.state {
match input.state { ElementState::Pressed => input_state.keyboard_state.insert(code as u32),
ElementState::Pressed => input_state.keyboard_state.insert(code as u32), ElementState::Released => input_state.keyboard_state.remove(code as u32),
ElementState::Released => input_state.keyboard_state.remove(code as u32), };
}; }
} },
}, DeviceEvent::Button { button, state } => {
DeviceEvent::Button { button, state } => { if *button < 32 {
if *button < 32 { input_state.button_state[*button as usize] = matches!(*state, ElementState::Pressed);
input_state.button_state[*button as usize] = matches!(*state, ElementState::Pressed); }
} },
}, _ => ()
_ => () }
} }
} }
}
fn process_touch_events(
fn process_touch_events( touch_events: View<TouchEvent>,
touch_events: View<TouchEvent>, mut touch_state: UniqueViewMut<RawTouchState>,
mut touch_state: UniqueViewMut<RawTouchState>, ) {
) { for (_, finger) in &mut touch_state.fingers {
for (_, finger) in &mut touch_state.fingers { finger.prev_position = finger.current_position;
finger.prev_position = finger.current_position; }
} for event in touch_events.iter() {
for event in touch_events.iter() { let position = dvec2(event.0.location.x, event.0.location.y);
let position = dvec2(event.0.location.x, event.0.location.y); match event.0.phase {
match event.0.phase { TouchPhase::Started => {
TouchPhase::Started => { //println!("touch started: finger {}", event.0.id);
//println!("touch started: finger {}", event.0.id); touch_state.fingers.insert(event.0.id, Finger {
touch_state.fingers.insert(event.0.id, Finger { id: event.0.id,
id: event.0.id, device_id: event.0.device_id,
device_id: event.0.device_id, start_position: position,
start_position: position, current_position: position,
current_position: position, prev_position: position,
prev_position: position, has_moved: false
has_moved: false });
}); },
}, TouchPhase::Moved => {
TouchPhase::Moved => { if let Some(finger) = touch_state.fingers.get_mut(&event.0.id) {
if let Some(finger) = touch_state.fingers.get_mut(&event.0.id) { finger.has_moved = true;
finger.has_moved = true; finger.current_position = position;
finger.current_position = position; }
} },
}, TouchPhase::Ended | TouchPhase::Cancelled => {
TouchPhase::Ended | TouchPhase::Cancelled => { //println!("touch ended: finger {}", event.0.id);
//println!("touch ended: finger {}", event.0.id); touch_state.fingers.remove(&event.0.id);
touch_state.fingers.remove(&event.0.id); },
}, }
} }
} }
}
fn process_gilrs_events(
fn process_gilrs_events( mut gilrs: NonSendSync<UniqueViewMut<GilrsWrapper>>,
mut gilrs: NonSendSync<UniqueViewMut<GilrsWrapper>>, mut active_gamepad: UniqueViewMut<ActiveGamepad>
mut active_gamepad: UniqueViewMut<ActiveGamepad> ) {
) { if let Some(gilrs) = &mut gilrs.0 {
if let Some(gilrs) = &mut gilrs.0 { while let Some(Event { id, event: _, time: _ }) = gilrs.next_event() {
while let Some(Event { id, event: _, time: _ }) = gilrs.next_event() { active_gamepad.0 = Some(id);
active_gamepad.0 = Some(id); }
} }
} }
}
fn input_start(
fn input_start( mut inputs: UniqueViewMut<Inputs>,
mut inputs: UniqueViewMut<Inputs>, mut prev_inputs: UniqueViewMut<PrevInputs>,
mut prev_inputs: UniqueViewMut<PrevInputs>, ) {
) { prev_inputs.0 = *inputs;
prev_inputs.0 = *inputs; *inputs = Inputs::default();
*inputs = Inputs::default(); }
}
fn update_input_state (
fn update_input_state ( raw_inputs: UniqueView<RawKbmInputState>,
raw_inputs: UniqueView<RawKbmInputState>, mut inputs: UniqueViewMut<Inputs>,
mut inputs: UniqueViewMut<Inputs>, ) {
) { inputs.movement += Vec2::new(
inputs.movement += Vec2::new( raw_inputs.keyboard_state.contains(KeyCode::KeyD as u32) as u32 as f32 -
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::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::KeyW as u32) as u32 as f32 - raw_inputs.keyboard_state.contains(KeyCode::KeyS 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.look += raw_inputs.mouse_delta.as_vec2(); inputs.action_a |= raw_inputs.button_state[0];
inputs.action_a |= raw_inputs.button_state[0]; inputs.action_b |= raw_inputs.button_state[1];
inputs.action_b |= raw_inputs.button_state[1]; }
inputs.jump |= raw_inputs.button_state[2];
} fn update_input_state_gamepad (
gilrs: NonSendSync<UniqueView<GilrsWrapper>>,
fn update_input_state_gamepad ( active_gamepad: UniqueView<ActiveGamepad>,
gilrs: NonSendSync<UniqueView<GilrsWrapper>>, mut inputs: UniqueViewMut<Inputs>,
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)) {
if let Some(gilrs) = &gilrs.0 { let left_stick = vec2(gamepad.value(Axis::LeftStickX), gamepad.value(Axis::LeftStickY));
if let Some(gamepad) = active_gamepad.0.map(|id| gilrs.gamepad(id)) { let right_stick = vec2(gamepad.value(Axis::RightStickX), -gamepad.value(Axis::RightStickY));
let left_stick = vec2(gamepad.value(Axis::LeftStickX), gamepad.value(Axis::LeftStickY)); inputs.movement += left_stick;
let right_stick = vec2(gamepad.value(Axis::RightStickX), -gamepad.value(Axis::RightStickY)); inputs.look += right_stick;
inputs.movement += left_stick; inputs.action_a |= gamepad.is_pressed(Button::South);
//HACK: for now, we multiply look by 2 to make it feel more responsive inputs.action_b |= gamepad.is_pressed(Button::East);
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>,
fn update_input_state_touch ( ) {
touch_state: UniqueView<RawTouchState>, let w = win_size.0.as_dvec2();
win_size: UniqueView<WindowSize>,
mut inputs: UniqueViewMut<Inputs>, //Movement
) { if let Some(finger) = touch_state.query_area(
let w = win_size.0.as_dvec2(); dvec2(0., 0.),
dvec2(w.x / 2., w.y),
//Movement FingerCheck::Start
if let Some(finger) = touch_state.query_area( ).next() {
dvec2(0., 0.), inputs.movement += (((finger.current_position - finger.start_position) / (w.x / 4.)) * dvec2(1., -1.)).as_vec2();
dvec2(w.x / 2., w.y), }
FingerCheck::Start
).next() { //Action buttons
inputs.movement += (((finger.current_position - finger.start_position) / (w.x / 4.)) * dvec2(1., -1.)).as_vec2(); let action_button_fingers = {
} let mut action_button_fingers = SetU64::new();
//Action buttons //Creates iterator of fingers that started within action button area
let action_button_fingers = { let action_finger_iter = || touch_state.query_area(
let mut action_button_fingers = SetU64::new(); dvec2(w.x * 0.75, w.y * 0.666),
dvec2(w.x * 0.25, w.y * 0.333),
//Creates iterator of fingers that started within action button area FingerCheck::Start
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), //Action button A
FingerCheck::Start 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),
//Action button A FingerCheck::StartOrCurrent
inputs.action_a |= action_finger_iter().filter(|finger| finger.within_area( )).map(|x| action_button_fingers.insert(x.id)).next().is_some();
dvec2(w.x * (0.75 + 0.125), w.y * 0.666),
dvec2(w.x * 0.125, w.y * 0.333), //Action button B
FingerCheck::StartOrCurrent inputs.action_b |= action_finger_iter().filter(|finger| finger.within_area(
)).map(|x| action_button_fingers.insert(x.id)).next().is_some(); dvec2(w.x * 0.75, w.y * 0.666),
dvec2(w.x * 0.125, w.y * 0.333),
//Action button B FingerCheck::StartOrCurrent
inputs.action_b |= action_finger_iter().filter(|finger| finger.within_area( )).map(|x| action_button_fingers.insert(x.id)).next().is_some();
dvec2(w.x * 0.75, w.y * 0.666),
dvec2(w.x * 0.125, w.y * 0.333), action_button_fingers
FingerCheck::StartOrCurrent };
)).map(|x| action_button_fingers.insert(x.id)).next().is_some();
//Camera controls
action_button_fingers if let Some(finger) = touch_state.query_area(
}; dvec2(w.x / 2., 0.),
dvec2(w.x / 2., w.y),
//Camera controls FingerCheck::Start
if let Some(finger) = touch_state.query_area( ).find(|x| !action_button_fingers.contains(x.id)) {
dvec2(w.x / 2., 0.), inputs.look += (((finger.current_position - finger.prev_position) / (w.x / 4.)) * 300.).as_vec2();
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. {
fn input_end( inputs.movement = inputs.movement.normalize();
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(
pub fn init_input ( Gilrs::new().map_err(|x| {
storages: AllStoragesView log::error!("Failed to initialize Gilrs");
) { x
storages.add_unique_non_send_sync(GilrsWrapper( }).ok()
Gilrs::new().map_err(|x| { ));
log::error!("Failed to initialize Gilrs"); storages.add_unique(ActiveGamepad::default());
x storages.add_unique(Inputs::default());
}).ok() storages.add_unique(PrevInputs::default());
)); storages.add_unique(RawKbmInputState::default());
storages.add_unique(ActiveGamepad::default()); storages.add_unique(RawTouchState::default());
storages.add_unique(Inputs::default()); }
storages.add_unique(PrevInputs::default());
storages.add_unique(RawKbmInputState::default()); pub fn process_inputs() -> Workload {
storages.add_unique(RawTouchState::default()); (
} process_events,
process_touch_events,
pub fn process_inputs() -> Workload { process_gilrs_events,
( input_start,
process_events, update_input_state,
process_touch_events, update_input_state_touch,
process_gilrs_events, update_input_state_gamepad,
input_start, input_end,
update_input_state, ).into_sequential_workload()
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 camera;
pub(crate) mod events; pub(crate) mod events;
pub(crate) mod input; pub(crate) mod input;
pub(crate) mod player_controller; pub(crate) mod fly_controller;
pub(crate) mod block_placement; pub(crate) mod block_placement;
pub(crate) mod delta_time; pub(crate) mod delta_time;
pub(crate) mod cursor_lock; pub(crate) mod cursor_lock;
@ -57,7 +57,7 @@ use events::{
player_actions::generate_move_events, player_actions::generate_move_events,
}; };
use input::{init_input, process_inputs}; use input::{init_input, process_inputs};
use player_controller::update_player_controllers; use fly_controller::update_controllers;
use rendering::{ use rendering::{
Renderer, Renderer,
RenderTarget, RenderTarget,
@ -133,7 +133,7 @@ fn update() -> Workload {
update_loaded_world_around_player, update_loaded_world_around_player,
).into_sequential_workload().run_if(is_ingame_or_loading), ).into_sequential_workload().run_if(is_ingame_or_loading),
( (
update_player_controllers, update_controllers,
update_client_physics_late, update_client_physics_late,
generate_move_events, generate_move_events,
update_raycasts, update_raycasts,

View file

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