test bump-3dpd lib

This commit is contained in:
Lera Elvoé 2025-03-03 22:29:51 +03:00
parent 85df2fb243
commit 208204ae8a
Signed by: yagich
SSH Key Fingerprint: SHA256:6xjGb6uA7lAVcULa7byPEN//rQ0wPoG+UzYVMfZnbvc
5 changed files with 1069 additions and 104 deletions

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@ -1,6 +1,5 @@
local Vector3 = require("types.vector3")
local Signal = require("types.signal")
local AABB = require("types.aabb")
local Player = {
position = Vector3(0, 1, 0),
@ -13,80 +12,19 @@ local Player = {
yaw_speed = 0.05,
accel = 0.3,
aabb = nil,
test_intersect = nil,
world = nil,
ThrowPressed = Signal.new(),
}
local aabb_offset = Vector3(-0.25, -1, -0.25)
local CAMERA_OFFSET = Vector3(0, -1, 0)
---@param aabb AABB
---@param other AABB
---@param velocity Vector3
---@return Vector3, Vector3
local function resolve_collision(aabb, other, velocity)
local my_min = aabb.min
local my_max = aabb:get_max()
local other_min = other.min
local other_max = other:get_max()
local overlap_x = math.min(my_max.x - other_min.x, other_max.x - my_min.x)
local overlap_y = math.min(my_max.y - other_min.y, other_max.y - my_min.y)
local overlap_z = math.min(my_max.z - other_min.z, other_max.z - my_min.z)
local min_overlap = math.min(overlap_x, overlap_y, overlap_z)
local new_pos = my_min:copy()
local new_vel = velocity:copy()
if min_overlap == overlap_x then
if velocity.x > 0 then
new_pos.x = other_min.x - (my_max.x - my_min.x)
elseif velocity.x < 0 then
new_pos.x = other_max.x
else
if my_min.x < other_min.x then
new_pos.x = other_min.x - (my_max.x - my_min.x)
else
new_pos.x = other_max.x
end
end
new_vel.x = 0
elseif min_overlap == overlap_y then
if velocity.y > 0 then
new_pos.y = other_min.y - (my_max.y - my_min.y)
elseif velocity.y < 0 then
new_pos.y = other_max.y
else
if my_min.y < other_min.y then
new_pos.y = other_min.y - (my_max.y - my_min.y)
else
new_pos.y = other_max.y
end
end
new_vel.y = 0
elseif min_overlap == overlap_z then
if velocity.z > 0 then
new_pos.z = other_min.z - (my_max.z - my_min.z)
elseif velocity.z < 0 then
new_pos.z = other_max.z
else
if my_min.z < other_min.z then
new_pos.z = other_min.z - (my_max.z - my_min.z)
else
new_pos.z = other_max.z
end
end
new_vel.z = 0
end
return new_pos, new_vel
end
function Player:init()
self.aabb = AABB.new(Vector3(-0.25, 0, -0.25), Vector3(0.5, 1.1, 0.5))
function Player:init(world)
local x,y,z = ((self.position - Vector3(0.25, 1.0, 0.25)) * UNIT_SIZE):decomposed()
local w,h,d = (Vector3(0.25, 1.1, 0.25) * UNIT_SIZE):decomposed()
world:add(self, x,y,z,w,h,d)
self.world = world
end
function Player:tick(ctx)
@ -107,39 +45,22 @@ function Player:tick(ctx)
local direction = ((camera_forward * forward_input) + (camera_right * strafe_input)):normalized()
local target_vel = direction * self.speed
-- self.velocity = self.velocity:lerp(target_vel, self.accel)
self.velocity = target_vel:copy()
self.position = self.position + self.velocity
if self.aabb:intersects(self.test_intersect) then
local new_pos, new_vel = resolve_collision(self.aabb, self.test_intersect, self.velocity)
self.position:set(
new_pos.x - aabb_offset.x,
new_pos.y - aabb_offset.y,
new_pos.z - aabb_offset.z
)
self.aabb.min:set(
self.position.x + aabb_offset.x,
self.position.y + aabb_offset.y,
self.position.z + aabb_offset.z
)
self.velocity:sett(new_vel)
end
if input_action_just_pressed{name = "throw"} then
self.ThrowPressed:emit(self.position:copy(), camera_forward:copy())
end
-- self.aabb.min = self.position + aabb_offset
self.aabb.min:set(
self.position.x + aabb_offset.x,
self.position.y + aabb_offset.y,
self.position.z + aabb_offset.z
)
self.velocity = self.velocity:lerp(target_vel, self.accel)
local goal = ((self.position + CAMERA_OFFSET) + self.velocity) * UNIT_SIZE
local actual_x, actual_y, actual_z, cols, len = self.world:move(self, goal.x, goal.y, goal.z)
-- for i = 1, len do
-- print(util.printt(cols[i].other))
-- end
self.position = Vector3(actual_x / UNIT_SIZE, actual_y / UNIT_SIZE, actual_z / UNIT_SIZE) - CAMERA_OFFSET
if ctx.mouse_capture then
self.yaw = self.yaw + self.mouse_sensitivity * ctx.mouse_movement.x
end
self.aabb:draw()
draw_text{font = "fonts/Lunchtype21_Regular.ttf", position = {x = 0, y = 0}, string = table.concat(table.pack(self.world:getCube(self)), ";"), height = 14}
draw_text{font = "fonts/Lunchtype21_Regular.ttf", position = {x = 0, y = 14}, string = tostring(self.position), height = 14}
end
return Player

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@ -1,13 +1,12 @@
util = require "util"
UNIT_SIZE = 1
local player = require "classes.player"
local Vector3 = require "types.vector3"
local List = require "types.list"
local bump = require "lib.bump-3dpd"
local AABB = require "types.aabb"
local test_aabb = AABB.new(
Vector3(-1, 0, 3),
Vector3(1, 2, 1)
)
local world = bump.newWorld()
local Obj = require "classes.obj"
@ -46,13 +45,19 @@ local function duck_seek_feed(duck)
)
end
local test_aabb = AABB.new(Vector3(0, 0, 2), Vector3(1, 1, 1))
-- called every frame, with constant delta time
function game_tick()
-- ctx.initialization_needed is true first frame and every time dynamic reload is performed
if ctx.initialization_needed then
player:init()
player.test_intersect = test_aabb
-- audio_play{audio = "music/bg1.xm", loops = true, channel = "music"}
player:init(world)
local x,y,z = (Vector3(0, 0, 2) * UNIT_SIZE):decomposed()
local w,h,d = (Vector3(1, 1, 1) * UNIT_SIZE):decomposed()
world:add(test_aabb, x,y,z,w,h,d)
print(world:getCube(test_aabb))
print(world:getCube(player))
-- audio_play{audio = "music/bg1.xm", loops = true, channel = "music"}
player.ThrowPressed:connect(create_feed)
-- spawn some ducks
@ -64,7 +69,6 @@ function game_tick()
duck.index = i
end
end
-- ctx.udata persists on reload
if ctx.udata == nil then
ctx.udata = {

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@ -356,6 +356,15 @@ end
function Vector3:horizontal()
return Vector3(self.x, 0.0, self.z)
end
---Returns the components of the vector individually.
---@return number
---@return number
---@return number
function Vector3:decomposed()
return self.x, self.y, self.z
end
---- CONSTANTS
---@type Vector3

21
data/scripts/v3test.lua Normal file
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@ -0,0 +1,21 @@
local Vector3 = require "types.vector3"
local function pf(x, y, z)
print(x, y, z)
end
local v1 = Vector3(2, 1, 1)
local v2 = Vector3(3, 4, 4)
pf(v1:decomposed())
-- print(v1)
-- print(v2)
-- v1[1] = 383838
-- v1.y = 8858
-- print(v1)
-- print(v1:normalized())
-- print(v2)
-- for i, v in ipairs(v2) do
-- print(i, v)
-- end