cleanup
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5ddc52405d
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5 changed files with 121 additions and 106 deletions
108
control.c
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108
control.c
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#include "cubes.h"
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#include "gen.h"
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#include "linmath.h"
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#include <GLFW/glfw3.h>
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int is_space;
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int collision(struct chunk chunk, vec3 pos, vec3 dir_temp, int col, int n) {
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vec3 closestVert = {floor(pos[0] + 0.5), floor(pos[1] + 0.5),
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floor(pos[2] + 0.5)};
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if (col) {
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double xd = dir_temp[0] / (closestVert[0] - (pos[0]));
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double yd = dir_temp[1] / (closestVert[1] - (pos[1]));
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double zd = dir_temp[2] / (closestVert[2] - (pos[2]));
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if (xd < 0 && n == 0) {
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dir_temp[0] = 0;
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pos[0] = closestVert[0];
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return 1;
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}
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if (yd < 0 && n == 1) {
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dir_temp[1] = 0;
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pos[1] = closestVert[1];
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return 1;
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}
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if (zd < 0 && n == 2) {
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dir_temp[2] = 0;
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pos[2] = closestVert[2];
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return 1;
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}
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}
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return 0;
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}
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struct v3f controlHandler(double cx, double cy, vec3 pos, vec3 dir_temp,
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GLFWwindow *window, struct chunk chunk) {
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vec3 direction = {cosf(cy) * sinf(cx) * 0.1, sinf(cy) * 0.1,
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cosf(cy) * cosf(cx) * 0.1};
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vec3 right = {sinf(cx - 3.14f / 2.0f) * 0.1, 0,
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cosf(cx - 3.14f / 2.0f) * 0.1};
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vec3 front = {sinf(cx) * 0.1, 0, cosf(cx) * 0.1};
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vec3 pos_temp = {0, 0, 0};
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vec3_dup(pos_temp, pos);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
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vec3_sub(dir_temp, dir_temp, front);
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}
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
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vec3_add(dir_temp, dir_temp, front);
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}
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
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vec3_sub(dir_temp, dir_temp, direction);
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}
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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vec3_add(dir_temp, dir_temp, direction);
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}
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
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vec3_add(dir_temp, dir_temp, right);
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}
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
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vec3_sub(dir_temp, dir_temp, right);
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}
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vec3_scale(dir_temp, dir_temp, 0.6);
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vec3 off = {0, 0, 0};
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int col = 0;
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for (int a = -2; a < 0; a++) {
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off[1] = a;
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col = col || cube_exists(pos[0] + off[0], pos[1] + off[1], pos[2] + off[2],
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chunk, 0);
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}
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vec3_add(pos, pos, dir_temp);
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dir_temp[1] -= 0.05;
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if (collision(chunk, pos, dir_temp, col, 1)) {
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col = 0;
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for (int a = -2; a < 0; a++) {
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off[1] = a;
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col = col || cube_exists(pos[0] + off[0], pos[1] + off[1],
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pos[2] + off[2], chunk, 0);
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}
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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is_space = 3;
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}
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}
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if (is_space > 0) {
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dir_temp[1] = 0.8;
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}
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is_space--;
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collision(chunk, pos, dir_temp, col, 0);
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collision(chunk, pos, dir_temp, col, 2);
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struct v3f dirOut;
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vec3_dup(dirOut.pos, direction);
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return dirOut;
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}
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