From b25e41bd49a6b515f583c2e37827f8fad743c8eb Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lera=20Elvo=C3=A9?= Date: Mon, 3 Mar 2025 02:05:43 +0300 Subject: [PATCH] not working FUCK YOU MATH --- data/scripts/classes/player.lua | 101 +++++++++++++++++++++++++++++++- data/scripts/game.lua | 4 +- data/scripts/types/aabb.lua | 17 ++++++ data/scripts/types/vector3.lua | 32 ++++++++++ 4 files changed, 150 insertions(+), 4 deletions(-) diff --git a/data/scripts/classes/player.lua b/data/scripts/classes/player.lua index d3ce855..3f48691 100644 --- a/data/scripts/classes/player.lua +++ b/data/scripts/classes/player.lua @@ -1,5 +1,6 @@ local Vector3 = require("types.vector3") local Signal = require("types.signal") +local AABB = require("types.aabb") local Player = { position = Vector3(0, 1, 0), @@ -12,10 +13,82 @@ local Player = { yaw_speed = 0.05, accel = 0.3, + + aabb = nil, + test_intersect = nil, ThrowPressed = Signal.new(), } +local aabb_offset = Vector3(-0.25, -1, -0.25) + +---@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)) +end + function Player:tick(ctx) input_action{name = "left", control = "A"} input_action{name = "right", control = "D"} @@ -34,17 +107,39 @@ 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 = 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 + ) if ctx.mouse_capture then self.yaw = self.yaw + self.mouse_sensitivity * ctx.mouse_movement.x end - self.position = self.position + self.velocity + + self.aabb:draw() end return Player \ No newline at end of file diff --git a/data/scripts/game.lua b/data/scripts/game.lua index 85a67b8..f1eef2a 100644 --- a/data/scripts/game.lua +++ b/data/scripts/game.lua @@ -5,7 +5,7 @@ local List = require "types.list" local AABB = require "types.aabb" local test_aabb = AABB.new( - Vector3(), + Vector3(-1, 0, 3), Vector3(1, 2, 1) ) @@ -50,6 +50,8 @@ end 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.ThrowPressed:connect(create_feed) diff --git a/data/scripts/types/aabb.lua b/data/scripts/types/aabb.lua index 5887190..973f5c0 100644 --- a/data/scripts/types/aabb.lua +++ b/data/scripts/types/aabb.lua @@ -65,4 +65,21 @@ function AABB:draw() draw_line_3d{start = Vector3(self.min.x, self.min.y, max.z), finish = Vector3(self.min.x, max.y, self.min.z), color = RED} end +---returns true if the point is inside this aabb +---@param point Vector3 +---@return boolean +function AABB:has_point(point) + local max = self:get_max() + return point > self.min and point < max +end + +---returns true if `other` intersects this AABB +---@param other AABB +---@return boolean +function AABB:intersects(other) + local my_max = self:get_max() + local other_max = other:get_max() + return self.min <= other_max and my_max >= other.min +end + return AABB diff --git a/data/scripts/types/vector3.lua b/data/scripts/types/vector3.lua index 03a308b..f203501 100644 --- a/data/scripts/types/vector3.lua +++ b/data/scripts/types/vector3.lua @@ -155,6 +155,20 @@ function Vector3:__tostring() return "Vector3(" .. tostring(self.x) .. ", " .. tostring(self.y) .. ", " .. tostring(self.z) .. ")" end +-- note: the < and <= operators of this class are component-wise rather than lexicographic (that is, htey are useful for bounds checking but are not suitable for sorting.) + +function Vector3:__lt(b) + local err, other = coerce(b, true) + if err then return nil end + return self.x < other.x and self.y < other.y and self.z < other.z +end + +function Vector3:__le(b) + local err, other = coerce(b, true) + if err then return nil end + return self.x <= other.x and self.y <= other.y and self.z <= other.z +end + Vector3.__index = Vector3 --------API-------- @@ -246,6 +260,24 @@ function Vector3:rotate(axis, angle) return self end +---In place set. +---@param x number +---@param y number +---@param z number +---@return Vector3 +function Vector3:set(x, y, z) + self.x, self.y, self.z = x, y, z + return self +end + +---In place set. +---@param t vectorlike +---@return Vector3 +function Vector3:sett(t) + self.x, self.y, self.z = t.x, t.y, t.z + return self +end + ---Returns a copy of this vector. ---@return Vector3 function Vector3:copy()