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https://github.com/MihailRis/voxelcore.git
synced 2026-10-05 19:11:50 +00:00
feat: third-person camera now checks solid entities
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parent
15bbf55e29
commit
fc57e98a96
3 changed files with 29 additions and 9 deletions
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@ -44,7 +44,9 @@ namespace {
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const float CROUCH_SHIFT_Y = -0.2f;
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}
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CameraControl::CameraControl(Player& player, const CameraSettings& settings)
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CameraControl::CameraControl(
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Player& player, const CameraSettings& settings
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)
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: player(player),
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camera(player.fpCamera),
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settings(settings),
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@ -195,18 +197,30 @@ void CameraControl::update(
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refreshPosition();
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auto castRay = [](Player& player, Camera& camera, const glm::vec3& front)
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-> glm::vec3 {
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auto blockEnd = player.chunks->rayCastToObstacle(camera.position, front, 3.0f);
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auto entityRay = player.getLevel().entities->rayCast(
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camera.position, front, 3.0f, player.getEntity(), true
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);
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if (entityRay.has_value() &&
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entityRay->distance < glm::distance(camera.position, blockEnd)) {
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return (camera.position + front * entityRay->distance);
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} else {
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return blockEnd;
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}
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};
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camera->updateVectors();
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if (player.currentCamera == spCamera) {
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spCamera->position =
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chunks.rayCastToObstacle(camera->position, camera->front, 3.0f) -
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0.4f * camera->front;
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castRay(player, *camera, camera->front) - 0.4f * camera->front;
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spCamera->dir = -camera->dir;
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spCamera->front = -camera->front;
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spCamera->right = -camera->right;
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} else if (player.currentCamera == tpCamera) {
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tpCamera->position =
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chunks.rayCastToObstacle(camera->position, -camera->front, 3.0f) +
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0.4f * camera->front;
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tpCamera->position = castRay(player, *camera, camera->front * -1.0f) +
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0.4f * camera->front;
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tpCamera->dir = camera->dir;
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tpCamera->front = camera->front;
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tpCamera->right = camera->right;
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@ -162,7 +162,11 @@ void Entities::loadEntity(const dv::value& map, Entity entity) {
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}
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std::optional<Entities::RaycastResult> Entities::rayCast(
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glm::vec3 start, glm::vec3 dir, float maxDistance, entityid_t ignore
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glm::vec3 start,
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glm::vec3 dir,
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float maxDistance,
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entityid_t ignore,
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bool solidOnly
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) {
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Ray ray(start, dir);
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auto view = registry->view<EntityId, Transform, Rigidbody>();
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@ -171,7 +175,7 @@ std::optional<Entities::RaycastResult> Entities::rayCast(
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glm::ivec3 foundNormal;
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for (auto [entity, eid, transform, body] : view.each()) {
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if (eid.uid == ignore || !body.enabled) {
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if (eid.uid == ignore || !body.enabled || (solidOnly && !eid.def.solid)) {
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continue;
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}
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auto& hitbox = body.hitbox;
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@ -88,12 +88,14 @@ public:
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/// @param dir Ray direction normalized vector
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/// @param maxDistance Max ray length
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/// @param ignore Ignored entity ID
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/// @param solidOnly If true, only entities with solid hitboxes will be checked
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/// @return An optional structure containing entity, normal and distance
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std::optional<RaycastResult> rayCast(
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glm::vec3 start,
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glm::vec3 dir,
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float maxDistance,
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entityid_t ignore = -1
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entityid_t ignore = -1,
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bool solidOnly = false
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);
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void loadEntities(dv::value map);
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