643 lines
24 KiB
Rust
643 lines
24 KiB
Rust
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use ecs;
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use super::{
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Position,
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Velocity,
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Rotation,
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Gravity,
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Bounds,
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GameInfo,
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};
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use world;
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use render;
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use render::model;
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use types::Gamemode;
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use collision::{Aabb, Aabb3};
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use cgmath::{self, Point3, Vector3, Matrix4, Decomposed, Rotation3, Rad, Angle, Quaternion};
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use std::collections::HashMap;
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use std::hash::BuildHasherDefault;
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use types::hash::FNVHash;
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use sdl2::keyboard::Keycode;
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use shared::Position as BPosition;
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pub fn add_systems(m: &mut ecs::Manager) {
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// Not actually rendering related but the faster
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// we can handle input the better.
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let sys = MovementHandler::new(m);
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m.add_render_system(sys);
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let sys = PlayerRenderer::new(m);
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m.add_render_system(sys);
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}
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pub fn create_local(m: &mut ecs::Manager) -> ecs::Entity {
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let entity = m.create_entity();
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m.add_component_direct(entity, Position::new(0.0, 0.0, 0.0));
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m.add_component_direct(entity, Rotation::new(0.0, 0.0));
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m.add_component_direct(entity, Velocity::new(0.0, 0.0, 0.0));
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m.add_component_direct(entity, Gamemode::Survival);
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m.add_component_direct(entity, Gravity::new());
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m.add_component_direct(entity, PlayerMovement::new());
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m.add_component_direct(entity, Bounds::new(Aabb3::new(
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Point3::new(-0.3, 0.0, -0.3),
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Point3::new(0.3, 1.8, 0.3)
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)));
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m.add_component_direct(entity, PlayerModel::new(false, false, true));
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entity
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}
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pub struct PlayerModel {
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model: Option<model::ModelKey>,
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has_head: bool,
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has_name_tag: bool,
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first_person: bool,
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dir: i32,
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time: f64,
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still_time: f64,
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idle_time: f64,
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arm_time: f64,
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}
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impl PlayerModel {
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pub fn new(has_head: bool, has_name_tag: bool, first_person: bool) -> PlayerModel {
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PlayerModel {
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model: None,
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has_head: has_head,
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has_name_tag: has_name_tag,
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first_person: first_person,
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dir: 0,
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time: 0.0,
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still_time: 0.0,
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idle_time: 0.0,
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arm_time: 0.0,
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}
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}
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}
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struct PlayerRenderer {
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filter: ecs::Filter,
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player_model: ecs::Key<PlayerModel>,
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position: ecs::Key<Position>,
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rotation: ecs::Key<Rotation>,
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game_info: ecs::Key<GameInfo>,
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}
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impl PlayerRenderer {
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fn new(m: &mut ecs::Manager) -> PlayerRenderer {
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let player_model = m.get_key();
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let position = m.get_key();
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let rotation = m.get_key();
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PlayerRenderer {
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filter: ecs::Filter::new()
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.with(player_model)
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.with(position)
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.with(rotation),
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player_model: player_model,
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position: position,
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rotation: rotation,
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game_info: m.get_key(),
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}
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}
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}
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enum PlayerModelPart {
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Head = 0,
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Body = 1,
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LegLeft = 2,
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LegRight = 3,
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ArmLeft = 4,
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ArmRight = 5,
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Cape = 6,
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NameTag = 7
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}
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// TODO: Setup culling
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impl ecs::System for PlayerRenderer {
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fn filter(&self) -> &ecs::Filter {
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&self.filter
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}
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fn update(&mut self, m: &mut ecs::Manager, _: &mut world::World, renderer: &mut render::Renderer) {
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use std::f32::consts::PI;
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use std::f64::consts::PI as PI64;
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let world_entity = m.get_world();
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let delta = m.get_component_mut(world_entity, self.game_info).unwrap().delta;
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for e in m.find(&self.filter) {
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let player_model = m.get_component_mut(e, self.player_model).unwrap();
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let position = m.get_component_mut(e, self.position).unwrap();
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let rotation = m.get_component_mut(e, self.rotation).unwrap();
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if let Some(pmodel) = player_model.model {
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let mdl = renderer.model.get_model(pmodel).unwrap();
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let offset = if player_model.first_person {
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let ox = (rotation.yaw - PI64/2.0).cos() * 0.25;
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let oz = -(rotation.yaw - PI64/2.0).sin() * 0.25;
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Vector3::new(
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position.position.x as f32 - ox as f32,
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-position.position.y as f32,
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position.position.z as f32 - oz as f32,
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)
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} else {
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Vector3::new(
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position.position.x as f32,
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-position.position.y as f32,
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position.position.z as f32,
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)
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};
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let offset_matrix = Matrix4::from(Decomposed {
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scale: 1.0,
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rot: Quaternion::from_angle_y(Rad::new((PI + rotation.yaw as f32))),
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disp: offset,
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});
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mdl.matrix[PlayerModelPart::Head as usize] = offset_matrix * Matrix4::from(Decomposed {
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scale: 1.0,
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rot: Quaternion::from_angle_x(Rad::new(-rotation.pitch as f32)),
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disp: Vector3::new(0.0, -12.0/16.0 - 12.0/16.0, 0.0),
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});
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mdl.matrix[PlayerModelPart::Body as usize] = offset_matrix * Matrix4::from(Decomposed {
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scale: 1.0,
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rot: Quaternion::from_angle_x(Rad::new(0.0)),
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disp: Vector3::new(0.0, -12.0/16.0 - 6.0/16.0, 0.0),
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});
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let mut time = player_model.time;
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let mut dir = player_model.dir;
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if dir == 0 {
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dir = 1;
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time = 15.0;
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}
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let ang = ((time / 15.0) - 1.0) * (PI64 / 4.0);
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mdl.matrix[PlayerModelPart::LegRight as usize] = offset_matrix * Matrix4::from(Decomposed {
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scale: 1.0,
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rot: Quaternion::from_angle_x(Rad::new(ang as f32)),
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disp: Vector3::new(2.0/16.0, -12.0/16.0, 0.0),
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});
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mdl.matrix[PlayerModelPart::LegLeft as usize] = offset_matrix * Matrix4::from(Decomposed {
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scale: 1.0,
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rot: Quaternion::from_angle_x(Rad::new(-ang as f32)),
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disp: Vector3::new(-2.0/16.0, -12.0/16.0, 0.0),
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});
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let mut i_time = player_model.idle_time;
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i_time += delta * 0.02;
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if i_time > PI64 * 2.0 {
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i_time -= PI64 * 2.0;
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}
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player_model.idle_time = i_time;
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if player_model.arm_time <= 0.0 {
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player_model.arm_time = 0.0;
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} else {
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player_model.arm_time -= delta;
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}
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mdl.matrix[PlayerModelPart::ArmRight as usize] = offset_matrix * Matrix4::from_translation(
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Vector3::new(6.0/16.0, -12.0/16.0-12.0/16.0, 0.0)
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) * Matrix4::from(Quaternion::from_angle_x(Rad::new(-(ang * 0.75) as f32)))
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* Matrix4::from(Quaternion::from_angle_z(Rad::new((i_time.cos() * 0.06 - 0.06) as f32)))
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* Matrix4::from(Quaternion::from_angle_x(Rad::new((i_time.sin() * 0.06 - ((7.5 - (player_model.arm_time-7.5).abs()) / 7.5)) as f32)));
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mdl.matrix[PlayerModelPart::ArmLeft as usize] = offset_matrix * Matrix4::from_translation(
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Vector3::new(-6.0/16.0, -12.0/16.0-12.0/16.0, 0.0)
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) * Matrix4::from(Quaternion::from_angle_x(Rad::new((ang * 0.75) as f32)))
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* Matrix4::from(Quaternion::from_angle_z(Rad::new(-(i_time.cos() * 0.06 - 0.06) as f32)))
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* Matrix4::from(Quaternion::from_angle_x(Rad::new(-(i_time.sin() * 0.06) as f32)));
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let mut update = true;
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if position.moved {
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player_model.still_time = 0.0;
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} else if player_model.still_time > 5.0 {
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if (time - 15.0).abs() <= 1.5 * delta {
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time = 15.0;
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update = false;
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}
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dir = (15.0 - time).signum() as i32;
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} else {
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player_model.still_time += delta;
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}
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if update {
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time += delta * 1.5 * (dir as f64);
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if time > 30.0 {
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time = 30.0;
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dir = -1;
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} else if time < 0.0 {
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time = 0.0;
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dir = 1;
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}
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}
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player_model.time = time;
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player_model.dir = dir;
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}
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}
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}
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fn entity_added(&mut self, m: &mut ecs::Manager, e: ecs::Entity, _: &mut world::World, renderer: &mut render::Renderer) {
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let player_model = m.get_component_mut(e, self.player_model).unwrap();
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let skin = render::Renderer::get_texture(renderer.get_textures_ref(), "entity/steve");
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macro_rules! srel {
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($x:expr, $y:expr, $w:expr, $h:expr) => (
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Some(skin.relative(($x) / 64.0, ($y) / 64.0, ($w) / 64.0, ($h) / 64.0))
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);
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}
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let mut head_verts = vec![];
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if player_model.has_head {
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model::append_box(&mut head_verts, -4.0/16.0, 0.0, -4.0/16.0, 8.0/16.0, 8.0/16.0, 8.0/16.0, [
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srel!(8.0, 0.0, 8.0, 8.0), // Up
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srel!(16.0, 0.0, 8.0, 8.0), // Down
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srel!(8.0, 8.0, 8.0, 8.0), // North
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srel!(24.0, 8.0, 8.0, 8.0), // South
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srel!(16.0, 8.0, 8.0, 8.0), // West
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srel!(0.0, 8.0, 8.0, 8.0), // East
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]);
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model::append_box(&mut head_verts, -4.2/16.0, -0.2, -4.2/16.0, 8.4/16.0, 8.4/16.0, 8.4/16.0, [
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srel!((8.0 + 32.0), 0.0, 8.0, 8.0), // Up
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srel!((16.0 + 32.0), 0.0, 8.0, 8.0), // Down
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srel!((8.0 + 32.0), 8.0, 8.0, 8.0), // North
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srel!((24.0 + 32.0), 8.0, 8.0, 8.0), // South
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srel!((16.0 + 32.0), 8.0, 8.0, 8.0), // West
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srel!((0.0 + 32.0), 8.0, 8.0, 8.0), // East
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]);
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}
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// TODO: Cape
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let mut body_verts = vec![];
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model::append_box(&mut body_verts, -4.0/16.0, -6.0/16.0, -2.0/16.0, 8.0/16.0, 12.0/16.0, 4.0/16.0, [
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srel!(20.0, 16.0, 8.0, 4.0), // Up
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srel!(28.0, 16.0, 8.0, 4.0), // Down
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srel!(20.0, 20.0, 8.0, 12.0), // North
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srel!(32.0, 20.0, 8.0, 12.0), // South
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srel!(16.0, 20.0, 4.0, 12.0), // West
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srel!(28.0, 20.0, 4.0, 12.0), // East
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]);
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model::append_box(&mut body_verts, -4.2/16.0, -6.2/16.0, -2.2/16.0, 8.4/16.0, 12.4/16.0, 4.4/16.0, [
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srel!(20.0, 16.0 + 16.0, 8.0, 4.0), // Up
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srel!(28.0, 16.0 + 16.0, 8.0, 4.0), // Down
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srel!(20.0, 20.0 + 16.0, 8.0, 12.0), // North
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srel!(32.0, 20.0 + 16.0, 8.0, 12.0), // South
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srel!(16.0, 20.0 + 16.0, 4.0, 12.0), // West
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srel!(28.0, 20.0 + 16.0, 4.0, 12.0), // East
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]);
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let mut part_verts = vec![vec![]; 4];
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for (i, offsets) in [
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[16.0, 48.0, 0.0, 48.0],
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[0.0, 16.0, 0.0, 32.0],
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[40.0, 16.0, 40.0, 32.0],
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[32.0, 48.0, 48.0, 48.0],
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].into_iter().enumerate() {
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let (ox, oy) = (offsets[0], offsets[1]);
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model::append_box(&mut part_verts[i], -2.0/16.0, -12.0/16.0, -2.0/16.0, 4.0/16.0, 12.0/16.0, 4.0/16.0, [
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srel!(ox + 4.0, oy + 0.0, 4.0, 4.0), // Up
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srel!(ox + 8.0, oy + 0.0, 4.0, 4.0), // Down
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srel!(ox + 4.0, oy + 4.0, 4.0, 12.0), // North
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srel!(ox + 12.0, oy + 4.0, 4.0, 12.0), // South
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srel!(ox + 0.0, oy + 4.0, 4.0, 12.0), // West
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srel!(ox + 8.0, oy + 4.0, 4.0, 12.0), // East
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]);
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let (ox, oy) = (offsets[2], offsets[3]);
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model::append_box(&mut part_verts[i], -2.2/16.0, -12.2/16.0, -2.2/16.0, 4.4/16.0, 12.4/16.0, 4.4/16.0, [
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srel!(ox + 4.0, oy + 0.0, 4.0, 4.0), // Up
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srel!(ox + 8.0, oy + 0.0, 4.0, 4.0), // Down
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srel!(ox + 4.0, oy + 4.0, 4.0, 12.0), // North
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srel!(ox + 12.0, oy + 4.0, 4.0, 12.0), // South
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srel!(ox + 0.0, oy + 4.0, 4.0, 12.0), // West
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srel!(ox + 8.0, oy + 4.0, 4.0, 12.0), // East
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]);
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}
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player_model.model = Some(renderer.model.create_model(
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model::DEFAULT,
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vec![
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head_verts,
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body_verts,
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part_verts[0].clone(),
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part_verts[1].clone(),
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part_verts[2].clone(),
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part_verts[3].clone(),
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]
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));
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}
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fn entity_removed(&mut self, m: &mut ecs::Manager, e: ecs::Entity, _: &mut world::World, renderer: &mut render::Renderer) {
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let player_model = m.get_component_mut(e, self.player_model).unwrap();
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if let Some(model) = player_model.model.take() {
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renderer.model.remove_model(model);
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}
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}
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}
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pub struct PlayerMovement {
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pub flying: bool,
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pub did_touch_ground: bool,
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pub pressed_keys: HashMap<Keycode, bool, BuildHasherDefault<FNVHash>>,
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}
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impl PlayerMovement {
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pub fn new() -> PlayerMovement {
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PlayerMovement {
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flying: false,
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did_touch_ground: false,
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pressed_keys: HashMap::with_hasher(BuildHasherDefault::default()),
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}
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}
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fn calculate_movement(&self, player_yaw: f64) -> (f64, f64) {
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use std::f64::consts::PI;
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let mut forward = 0.0f64;
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let mut yaw = player_yaw - (PI/2.0);
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if self.is_key_pressed(Keycode::W) || self.is_key_pressed(Keycode::S) {
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forward = 1.0;
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if self.is_key_pressed(Keycode::S) {
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yaw += PI;
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}
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}
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let mut change = 0.0;
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if self.is_key_pressed(Keycode::A) {
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change = (PI / 2.0) / (forward.abs() + 1.0);
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}
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if self.is_key_pressed(Keycode::D) {
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change = -(PI / 2.0) / (forward.abs() + 1.0);
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}
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if self.is_key_pressed(Keycode::A) || self.is_key_pressed(Keycode::D) {
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forward = 1.0;
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}
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if self.is_key_pressed(Keycode::S) {
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yaw -= change;
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} else {
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yaw += change;
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}
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(forward, yaw)
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}
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fn is_key_pressed(&self, key: Keycode) -> bool {
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self.pressed_keys.get(&key).map_or(false, |v| *v)
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}
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}
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struct MovementHandler {
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filter: ecs::Filter,
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movement: ecs::Key<PlayerMovement>,
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gravity: ecs::Key<Gravity>,
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gamemode: ecs::Key<Gamemode>,
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position: ecs::Key<Position>,
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velocity: ecs::Key<Velocity>,
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game_info: ecs::Key<GameInfo>,
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bounds: ecs::Key<Bounds>,
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rotation: ecs::Key<Rotation>,
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}
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impl MovementHandler {
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pub fn new(m: &mut ecs::Manager) -> MovementHandler {
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let movement = m.get_key();
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let position = m.get_key();
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let velocity = m.get_key();
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let bounds = m.get_key();
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let rotation = m.get_key();
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MovementHandler {
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filter: ecs::Filter::new()
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.with(movement)
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.with(position)
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.with(velocity)
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.with(bounds)
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.with(rotation),
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movement: movement,
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gravity: m.get_key(),
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gamemode: m.get_key(),
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position: position,
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velocity: velocity,
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game_info: m.get_key(),
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bounds: bounds,
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rotation: rotation,
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}
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}
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}
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impl ecs::System for MovementHandler {
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fn filter(&self) -> &ecs::Filter {
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&self.filter
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}
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fn update(&mut self, m: &mut ecs::Manager, world: &mut world::World, _: &mut render::Renderer) {
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let world_entity = m.get_world();
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let delta = m.get_component(world_entity, self.game_info).unwrap().delta;
|
|
for e in m.find(&self.filter) {
|
|
let movement = m.get_component_mut(e, self.movement).unwrap();
|
|
if movement.flying && m.get_component(e, self.gravity).is_some() {
|
|
m.remove_component(e, self.gravity);
|
|
} else if !movement.flying && m.get_component(e, self.gravity).is_none() {
|
|
m.add_component(e, self.gravity, Gravity::new());
|
|
}
|
|
let gamemode = m.get_component(e, self.gamemode).unwrap();
|
|
movement.flying |= gamemode.always_fly();
|
|
|
|
let position = m.get_component_mut(e, self.position).unwrap();
|
|
let rotation = m.get_component(e, self.rotation).unwrap();
|
|
let velocity = m.get_component_mut(e, self.velocity).unwrap();
|
|
let gravity = m.get_component_mut(e, self.gravity);
|
|
|
|
let player_bounds = m.get_component(e, self.bounds).unwrap().bounds;
|
|
|
|
let prev_position = position.last_position;
|
|
|
|
if world.is_chunk_loaded((position.position.x as i32) >> 4, (position.position.z as i32) >> 4) {
|
|
let (forward, yaw) = movement.calculate_movement(rotation.yaw);
|
|
let mut speed = 4.317 / 60.0;
|
|
if movement.is_key_pressed(Keycode::LShift) {
|
|
speed = 5.612 / 60.0;
|
|
}
|
|
if movement.flying {
|
|
speed *= 2.5;
|
|
|
|
if movement.is_key_pressed(Keycode::Space) {
|
|
position.position.y += speed * delta;
|
|
}
|
|
if movement.is_key_pressed(Keycode::LCtrl) {
|
|
position.position.y -= speed * delta;
|
|
}
|
|
} else if gravity.as_ref().map_or(false, |v| v.on_ground) {
|
|
if movement.is_key_pressed(Keycode::Space) {
|
|
velocity.velocity.y = 0.15;
|
|
} else {
|
|
velocity.velocity.y = 0.0;
|
|
}
|
|
} else {
|
|
velocity.velocity.y -= 0.01 * delta;
|
|
if velocity.velocity.y < -0.3 {
|
|
velocity.velocity.y = -0.3;
|
|
}
|
|
}
|
|
position.position.x += forward * yaw.cos() * delta * speed;
|
|
position.position.z -= forward * yaw.sin() * delta * speed;
|
|
position.position.y += velocity.velocity.y * delta;
|
|
|
|
if !gamemode.noclip() {
|
|
let mut target = position.position;
|
|
position.position.y = position.last_position.y;
|
|
position.position.z = position.last_position.z;
|
|
|
|
// We handle each axis separately to allow for a sliding
|
|
// effect when pushing up against walls.
|
|
|
|
let (bounds, xhit) = check_collisions(world, position, player_bounds);
|
|
position.position.x = bounds.min.x + 0.3;
|
|
position.last_position.x = position.position.x;
|
|
|
|
position.position.z = target.z;
|
|
let (bounds, zhit) = check_collisions(world, position, player_bounds);
|
|
position.position.z = bounds.min.z + 0.3;
|
|
position.last_position.z = position.position.z;
|
|
|
|
// Half block jumps
|
|
// Minecraft lets you 'jump' up 0.5 blocks
|
|
// for slabs and stairs (or smaller blocks).
|
|
// Currently we implement this as a teleport to the
|
|
// top of the block if we could move there
|
|
// but this isn't smooth.
|
|
if (xhit || zhit) && gravity.as_ref().map_or(false, |v| v.on_ground) {
|
|
let mut ox = position.position.x;
|
|
let mut oz = position.position.z;
|
|
position.position.x = target.x;
|
|
position.position.z = target.z;
|
|
for offset in 1 .. 9 {
|
|
let mini = player_bounds.add_v(cgmath::Vector3::new(0.0, offset as f64 / 16.0, 0.0));
|
|
let (_, hit) = check_collisions(world, position, mini);
|
|
if !hit {
|
|
target.y += offset as f64 / 16.0;
|
|
ox = target.x;
|
|
oz = target.z;
|
|
break;
|
|
}
|
|
}
|
|
position.position.x = ox;
|
|
position.position.z = oz;
|
|
}
|
|
|
|
position.position.y = target.y;
|
|
let (bounds, yhit) = check_collisions(world, position, player_bounds);
|
|
position.position.y = bounds.min.y;
|
|
position.last_position.y = position.position.y;
|
|
if yhit {
|
|
velocity.velocity.y = 0.0;
|
|
}
|
|
|
|
if let Some(gravity) = gravity {
|
|
let ground = Aabb3::new(
|
|
Point3::new(-0.3, -0.05, -0.3),
|
|
Point3::new(0.3, 0.0, 0.3)
|
|
);
|
|
let prev = gravity.on_ground;
|
|
let (_, hit) = check_collisions(world, position, ground);
|
|
gravity.on_ground = hit;
|
|
if !prev && gravity.on_ground {
|
|
movement.did_touch_ground = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
position.moved = position.position != prev_position;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
fn check_collisions(world: &world::World, position: &mut Position, bounds: Aabb3<f64>) -> (Aabb3<f64>, bool) {
|
|
let mut bounds = bounds.add_v(position.position);
|
|
|
|
let dir = position.position - position.last_position;
|
|
|
|
let min_x = (bounds.min.x - 1.0) as i32;
|
|
let min_y = (bounds.min.y - 1.0) as i32;
|
|
let min_z = (bounds.min.z - 1.0) as i32;
|
|
let max_x = (bounds.max.x + 1.0) as i32;
|
|
let max_y = (bounds.max.y + 1.0) as i32;
|
|
let max_z = (bounds.max.z + 1.0) as i32;
|
|
|
|
let mut hit = false;
|
|
for y in min_y .. max_y {
|
|
for z in min_z .. max_z {
|
|
for x in min_x .. max_x {
|
|
let block = world.get_block(BPosition::new(x, y, z));
|
|
for bb in block.get_collision_boxes() {
|
|
let bb = bb.add_v(cgmath::Vector3::new(x as f64, y as f64, z as f64));
|
|
if bb.collides(&bounds) {
|
|
bounds = bounds.move_out_of(bb, dir);
|
|
hit = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
(bounds, hit)
|
|
}
|
|
|
|
trait Collidable<T> {
|
|
fn collides(&self, t: &T) -> bool;
|
|
fn move_out_of(self, other: Self, dir: cgmath::Vector3<f64>) -> Self;
|
|
}
|
|
|
|
impl Collidable<Aabb3<f64>> for Aabb3<f64> {
|
|
fn collides(&self, t: &Aabb3<f64>) -> bool {
|
|
!(
|
|
t.min.x >= self.max.x ||
|
|
t.max.x <= self.min.x ||
|
|
t.min.y >= self.max.y ||
|
|
t.max.y <= self.min.y ||
|
|
t.min.z >= self.max.z ||
|
|
t.max.z <= self.min.z
|
|
)
|
|
}
|
|
|
|
fn move_out_of(mut self, other: Self, dir: cgmath::Vector3<f64>) -> Self {
|
|
if dir.x != 0.0 {
|
|
if dir.x > 0.0 {
|
|
let ox = self.max.x;
|
|
self.max.x = other.min.x - 0.0001;
|
|
self.min.x += self.max.x - ox;
|
|
} else {
|
|
let ox = self.min.x;
|
|
self.min.x = other.max.x + 0.0001;
|
|
self.max.x += self.min.x - ox;
|
|
}
|
|
}
|
|
if dir.y != 0.0 {
|
|
if dir.y > 0.0 {
|
|
let oy = self.max.y;
|
|
self.max.y = other.min.y - 0.0001;
|
|
self.min.y += self.max.y - oy;
|
|
} else {
|
|
let oy = self.min.y;
|
|
self.min.y = other.max.y + 0.0001;
|
|
self.max.y += self.min.y - oy;
|
|
}
|
|
}
|
|
if dir.z != 0.0 {
|
|
if dir.z > 0.0 {
|
|
let oz = self.max.z;
|
|
self.max.z = other.min.z - 0.0001;
|
|
self.min.z += self.max.z - oz;
|
|
} else {
|
|
let oz = self.min.z;
|
|
self.min.z = other.max.z + 0.0001;
|
|
self.max.z += self.min.z - oz;
|
|
}
|
|
}
|
|
self
|
|
}
|
|
}
|