init_camera(window, prog);
- set_camera_position(client.player.pos);
- set_camera_angle(client.player.yaw, client.player.pitch);
+ set_camera_position((v3f) {0.0f, 0.0f, 0.0f});
+ set_camera_angle(0.0f, 0.0f);
set_window_size(width, height);
init_input(&client, window);
+ clientplayer_send_pos(&client.player);
+
struct timespec ts, ts_old;
clock_gettime(CLOCK_REALTIME, &ts_old);
client.name = NULL;
client.map = map_create();
client.scene = scene_create();
- client.player.client = &client;
- client.player.pos = (v3f) {0.0f, 0.0f, 0.0f};
- client.player.yaw = client.player.pitch = 0.0;
+ clientplayer_init(&client);
clientmap_init(&client);
pthread_t recv_thread;
+#include <stdio.h>
#include "camera.h"
#include "client.h"
#include "clientplayer.h"
-static void send_pos(ClientPlayer *player)
+void clientplayer_send_pos(ClientPlayer *player)
{
pthread_mutex_lock(&player->client->mtx);
(void) (write_u32(player->client->fd, SC_POS) && write_v3f32(player->client->fd, player->pos));
pthread_mutex_unlock(&player->client->mtx);
}
+void clientplayer_init(Client *client)
+{
+ client->player.client = client;
+ client->player.pos = (v3f) {0.0f, 25.0f, 0.0f};
+ client->player.velocity = (v3f) {0.0f, 25.0f, 0.0f};
+ client->player.box = (aabb3f) {{-0.3f, 0.0f, -0.3f}, {0.3f, 1.75f, 0.3f}};
+ client->player.yaw = client->player.pitch = 0.0f;
+ client->player.eye_height = 1.6f;
+}
+
+static bool collision(ClientPlayer *player)
+{
+ aabb3f box = {
+ {player->box.min.x + player->pos.x, player->box.min.y + player->pos.y, player->box.min.z + player->pos.z},
+ {player->box.max.x + player->pos.x, player->box.max.y + player->pos.y, player->box.max.z + player->pos.z},
+ };
+
+ for (s32 x = floor(box.min.x); x <= ceil(box.max.x - 0.01f) - 1; x++) {
+ for (s32 y = floor(box.min.y); y <= ceil(box.max.y - 0.01f) - 1; y++) {
+ for (s32 z = floor(box.min.z); z <= ceil(box.max.z - 0.01f) - 1; z++) {
+ Node node = map_get_node(player->client->map, (v3s32) {x, y, z}).type;
+
+ if (node == NODE_UNLOADED || node_definitions[node].solid)
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
void clientplayer_tick(ClientPlayer *player, f64 dtime)
{
v3f old_pos = player->pos;
- player->pos.x += player->velocity.x * dtime;
- player->pos.y += player->velocity.y * dtime;
- player->pos.z += player->velocity.z * dtime;
+#define CALC_PHYSICS(pos, velocity, old) \
+ pos += velocity * dtime; \
+ if (collision(player)) { \
+ pos = old; \
+ velocity = 0.0f; \
+ }
+
+ CALC_PHYSICS(player->pos.x, player->velocity.x, old_pos.x)
+ CALC_PHYSICS(player->pos.y, player->velocity.y, old_pos.y)
+ CALC_PHYSICS(player->pos.z, player->velocity.z, old_pos.z)
+
+#undef CALC_PHYSICS
+ // gravity
player->velocity.y -= 9.81f * dtime;
if (old_pos.x != player->pos.x || old_pos.y != player->pos.y || old_pos.z != player->pos.z) {
- send_pos(player);
- set_camera_position(player->pos);
+ clientplayer_send_pos(player);
+ set_camera_position((v3f) {player->pos.x, player->pos.y + player->eye_height, player->pos.z});
}
}