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main
Author | SHA1 | Date | |
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b25e41bd49
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91c2e1bce1
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1433aa8e40
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e3f195cf71
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342c98e915
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1e2a162800
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3859c190d1
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@ -3,6 +3,7 @@
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---@field texture string
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---@field texture_size integer
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---@field position Vector3
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---@field rotation Vector3
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---@field triangles table
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local Obj = {}
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@ -50,7 +51,7 @@ function Obj.create(model, texture, position)
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texture = texture.file,
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texture_size = texture.size,
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position = pos:copy(),
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rotation = Vector3(),
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triangles = {}
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}
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obj.position = obj.position:copy()
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@ -112,12 +113,19 @@ function Obj.create(model, texture, position)
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return obj
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end
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local function rotate_vertex(obj, v)
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local vec = Vector3(v)
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--- YXZ (yaw pitch roll) minimizes gimbal lock
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-- return vec:rotate(Vector3.UP, obj.rotation.y):rotate(Vector3.LEFT, obj.rotation.x):rotate(Vector3.FORWARD, obj.rotation.z)
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return vec:rotate(Vector3.UP, obj.rotation.y):rotate(Vector3.LEFT, obj.rotation.x):rotate(Vector3.FORWARD, obj.rotation.z)
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end
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function Obj:draw()
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for _, triangle in ipairs(self.triangles) do
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local newt = util.shallow_copy(triangle)
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newt.v0 = Vector3(triangle.v0) + self.position
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newt.v1 = Vector3(triangle.v1) + self.position
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newt.v2 = Vector3(triangle.v2) + self.position
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newt.v0 = rotate_vertex(self, triangle.v0) + self.position
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newt.v1 = rotate_vertex(self, triangle.v1) + self.position
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newt.v2 = rotate_vertex(self, triangle.v2) + self.position
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draw_triangle(newt)
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end
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end
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@ -1,5 +1,6 @@
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local Vector3 = require("types.vector3")
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local Signal = require("types.signal")
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local AABB = require("types.aabb")
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local Player = {
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position = Vector3(0, 1, 0),
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@ -12,10 +13,82 @@ local Player = {
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yaw_speed = 0.05,
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accel = 0.3,
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aabb = nil,
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test_intersect = nil,
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ThrowPressed = Signal.new(),
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}
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local aabb_offset = Vector3(-0.25, -1, -0.25)
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---@param aabb AABB
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---@param other AABB
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---@param velocity Vector3
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---@return Vector3, Vector3
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local function resolve_collision(aabb, other, velocity)
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local my_min = aabb.min
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local my_max = aabb:get_max()
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local other_min = other.min
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local other_max = other:get_max()
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local overlap_x = math.min(my_max.x - other_min.x, other_max.x - my_min.x)
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local overlap_y = math.min(my_max.y - other_min.y, other_max.y - my_min.y)
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local overlap_z = math.min(my_max.z - other_min.z, other_max.z - my_min.z)
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local min_overlap = math.min(overlap_x, overlap_y, overlap_z)
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local new_pos = my_min:copy()
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local new_vel = velocity:copy()
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if min_overlap == overlap_x then
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if velocity.x > 0 then
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new_pos.x = other_min.x - (my_max.x - my_min.x)
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elseif velocity.x < 0 then
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new_pos.x = other_max.x
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else
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if my_min.x < other_min.x then
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new_pos.x = other_min.x - (my_max.x - my_min.x)
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else
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new_pos.x = other_max.x
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end
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end
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new_vel.x = 0
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elseif min_overlap == overlap_y then
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if velocity.y > 0 then
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new_pos.y = other_min.y - (my_max.y - my_min.y)
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elseif velocity.y < 0 then
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new_pos.y = other_max.y
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else
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if my_min.y < other_min.y then
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new_pos.y = other_min.y - (my_max.y - my_min.y)
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else
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new_pos.y = other_max.y
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end
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end
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new_vel.y = 0
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elseif min_overlap == overlap_z then
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if velocity.z > 0 then
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new_pos.z = other_min.z - (my_max.z - my_min.z)
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elseif velocity.z < 0 then
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new_pos.z = other_max.z
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else
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if my_min.z < other_min.z then
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new_pos.z = other_min.z - (my_max.z - my_min.z)
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else
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new_pos.z = other_max.z
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end
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end
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new_vel.z = 0
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end
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return new_pos, new_vel
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end
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function Player:init()
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self.aabb = AABB.new(Vector3(-0.25, 0, -0.25), Vector3(0.5, 1.1, 0.5))
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end
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function Player:tick(ctx)
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input_action{name = "left", control = "A"}
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input_action{name = "right", control = "D"}
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@ -34,17 +107,39 @@ function Player:tick(ctx)
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local direction = ((camera_forward * forward_input) + (camera_right * strafe_input)):normalized()
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local target_vel = direction * self.speed
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self.velocity = self.velocity:lerp(target_vel, self.accel)
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-- self.velocity = self.velocity:lerp(target_vel, self.accel)
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self.velocity = target_vel:copy()
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self.position = self.position + self.velocity
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if self.aabb:intersects(self.test_intersect) then
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local new_pos, new_vel = resolve_collision(self.aabb, self.test_intersect, self.velocity)
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self.position:set(
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new_pos.x - aabb_offset.x,
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new_pos.y - aabb_offset.y,
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new_pos.z - aabb_offset.z
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)
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self.aabb.min:set(
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self.position.x + aabb_offset.x,
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self.position.y + aabb_offset.y,
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self.position.z + aabb_offset.z
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)
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self.velocity:sett(new_vel)
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end
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if input_action_just_pressed{name = "throw"} then
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self.ThrowPressed:emit(self.position:copy(), camera_forward:copy())
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end
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-- self.aabb.min = self.position + aabb_offset
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self.aabb.min:set(
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self.position.x + aabb_offset.x,
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self.position.y + aabb_offset.y,
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self.position.z + aabb_offset.z
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)
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if ctx.mouse_capture then
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self.yaw = self.yaw + self.mouse_sensitivity * ctx.mouse_movement.x
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end
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self.position = self.position + self.velocity
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self.aabb:draw()
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end
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return Player
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@ -2,10 +2,16 @@ util = require "util"
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local player = require "classes.player"
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local Vector3 = require "types.vector3"
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local List = require "types.list"
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local AABB = require "types.aabb"
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local test_aabb = AABB.new(
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Vector3(-1, 0, 3),
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Vector3(1, 2, 1)
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)
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local Obj = require "classes.obj"
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local cube = Obj.create("models/unit_cube.obj", {file = "images/measure002a.png", size = 512}, Vector3(0, 1, 0))
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local cube = Obj.create("models/unit_cube.obj", {file = "images/measure002a.png", size = 512}, Vector3(0, 1, 1))
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local Feed = require "classes.feed"
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---@type List
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@ -44,7 +50,9 @@ end
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function game_tick()
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-- ctx.initialization_needed is true first frame and every time dynamic reload is performed
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if ctx.initialization_needed then
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audio_play{audio = "music/bg1.xm", loops = true, channel = "music"}
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player:init()
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player.test_intersect = test_aabb
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-- audio_play{audio = "music/bg1.xm", loops = true, channel = "music"}
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player.ThrowPressed:connect(create_feed)
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-- spawn some ducks
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@ -85,8 +93,12 @@ function game_tick()
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texture = "images/measure001a.png",
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texture_region = { x = 0, y = 0, w = 512, h = 512 },
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}
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draw_quad(util.merge(q, params))
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cube.position.x = math.sin(ctx.frame_number * 0.01)
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cube.position.z = math.cos(ctx.frame_number * 0.01)
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-- draw_quad(util.merge(q, params))
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cube.position.y = math.sin(ctx.frame_number * 0.05)
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-- cube.position.z = math.cos(ctx.frame_number * 0.01)
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cube.rotation.x = cube.rotation.x + 0.01
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cube.rotation.z = cube.rotation.z + 0.01
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cube:draw()
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test_aabb:draw()
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end
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85
data/scripts/types/aabb.lua
Normal file
85
data/scripts/types/aabb.lua
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@ -0,0 +1,85 @@
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local Vector3 = require "types.vector3"
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---@class AABB
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local AABB = {
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min = Vector3(),
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size = Vector3(),
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}
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local RED = {
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r = 255,
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g = 0,
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b = 0,
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a = 255,
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}
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setmetatable(AABB, AABB)
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AABB.__index = AABB
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---@param position Vector3
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---@param size Vector3
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---@return AABB
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function AABB.new(position, size)
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position = position or Vector3()
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size = size or Vector3(1, 1, 1)
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local aabb = {
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min = position,
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size = size,
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}
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return setmetatable(aabb, AABB)
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end
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function AABB:get_max()
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return self.min + self.size
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end
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function AABB:draw()
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local max = self:get_max()
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-- bottom rectangle
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draw_line_3d{start = self.min, finish = Vector3(max.x, self.min.y, self.min.z)}
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draw_line_3d{start = self.min, finish = Vector3(self.min.x, self.min.y, max.z)}
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draw_line_3d{start = Vector3(max.x, self.min.y, max.z), finish = Vector3(self.min.x, self.min.y, max.z)}
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draw_line_3d{start = Vector3(max.x, self.min.y, max.z), finish = Vector3(max.x, self.min.y, self.min.z)}
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-- bottom rectangle diagonal
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draw_line_3d{start = self.min, finish = Vector3(max.x, self.min.y, max.z), color = RED}
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-- top rectangle
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draw_line_3d{start = Vector3(self.min.x, max.y, self.min.z), finish = Vector3(max.x, max.y, self.min.z)}
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draw_line_3d{start = Vector3(self.min.x, max.y, self.min.z), finish = Vector3(self.min.x, max.y, max.z)}
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draw_line_3d{start = Vector3(max.x, max.y, max.z), finish = Vector3(self.min.x, max.y, max.z)}
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draw_line_3d{start = Vector3(max.x, max.y, max.z), finish = Vector3(max.x, max.y, self.min.z)}
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-- top rectangle diagonal
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draw_line_3d{start = Vector3(max.x, max.y, max.z), finish = Vector3(self.min.x, max.y, self.min.z), color = RED}
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-- hull
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draw_line_3d{start = self.min, finish = Vector3(self.min.x, max.y, self.min.z)}
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draw_line_3d{start = self.min, finish = Vector3(max.x, max.y, self.min.z), color = RED}
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draw_line_3d{start = Vector3(max.x, self.min.y, self.min.z), finish = Vector3(max.x, max.y, self.min.z)}
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draw_line_3d{start = Vector3(max.x, self.min.y, self.min.z), finish = Vector3(max.x, max.y, max.z), color = RED}
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draw_line_3d{start = Vector3(max.x, self.min.y, max.z), finish = Vector3(max.x, max.y, max.z)}
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draw_line_3d{start = Vector3(max.x, self.min.y, max.z), finish = Vector3(self.min.x, max.y, max.z), color = RED}
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draw_line_3d{start = Vector3(self.min.x, self.min.y, max.z), finish = Vector3(self.min.x, max.y, max.z)}
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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}
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end
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---returns true if the point is inside this aabb
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---@param point Vector3
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---@return boolean
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function AABB:has_point(point)
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local max = self:get_max()
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return point > self.min and point < max
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end
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---returns true if `other` intersects this AABB
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---@param other AABB
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---@return boolean
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function AABB:intersects(other)
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local my_max = self:get_max()
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local other_max = other:get_max()
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return self.min <= other_max and my_max >= other.min
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end
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return AABB
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@ -155,6 +155,20 @@ function Vector3:__tostring()
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return "Vector3(" .. tostring(self.x) .. ", " .. tostring(self.y) .. ", " .. tostring(self.z) .. ")"
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end
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-- 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.)
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function Vector3:__lt(b)
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local err, other = coerce(b, true)
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if err then return nil end
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return self.x < other.x and self.y < other.y and self.z < other.z
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end
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function Vector3:__le(b)
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local err, other = coerce(b, true)
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if err then return nil end
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return self.x <= other.x and self.y <= other.y and self.z <= other.z
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end
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Vector3.__index = Vector3
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--------API--------
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@ -220,14 +234,48 @@ function Vector3:rotated(axis, angle)
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return vaxis
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end
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---@diagnostic disable-next-line: undefined-field
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vaxis = vaxis:normalized()
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local cosa = math.cos(angle)
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local sina = math.sin(angle)
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-- __mul is only defined for the left operand (table), numbers don't get metatables.
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-- as such, the ordering of operations here is specific
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local v = (self * cosa) + (vaxis * ((1 - cosa) * self:dot(vaxis))) + (vaxis:cross(self) * sina)
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return Vector3(v)
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return (self * cosa) + (vaxis * ((1 - cosa) * self:dot(vaxis))) + (vaxis:cross(self) * sina)
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end
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---In-place version of rotated.
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---@param axis Vector3
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---@param angle number
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---@return Vector3
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function Vector3:rotate(axis, angle)
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local cosa = math.cos(angle)
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local sina = math.sin(angle)
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local dot = self:dot(axis)
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local cross = axis:cross(self)
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self.x = self.x * cosa + axis.x * ((1 - cosa) * dot) + cross.x * sina
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self.y = self.y * cosa + axis.y * ((1 - cosa) * dot) + cross.y * sina
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self.z = self.z * cosa + axis.z * ((1 - cosa) * dot) + cross.z * sina
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return self
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end
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---In place set.
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---@param x number
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---@param y number
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---@param z number
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---@return Vector3
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function Vector3:set(x, y, z)
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self.x, self.y, self.z = x, y, z
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return self
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end
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---In place set.
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---@param t vectorlike
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---@return Vector3
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function Vector3:sett(t)
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self.x, self.y, self.z = t.x, t.y, t.z
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return self
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end
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---Returns a copy of this vector.
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@ -293,12 +341,18 @@ function Vector3:horizontal()
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end
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---- CONSTANTS
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---@type Vector3
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Vector3.UP = Vector3(0, 1, 0)
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Vector3.DOWN = -Vector3.UP
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---@type Vector3
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Vector3.DOWN = Vector3(0, -1, 0)
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---@type Vector3
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Vector3.FORWARD = Vector3(0, 0, -1)
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Vector3.BACK = -Vector3.FORWARD
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---@type Vector3
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Vector3.BACK = Vector3(0, 0, 1)
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---@type Vector3
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Vector3.RIGHT = Vector3(1, 0, 0)
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Vector3.LEFT = -Vector3.RIGHT
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---@type Vector3
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Vector3.LEFT = Vector3(-1, 0, 0)
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-------------------
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return Vector3
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|
Reference in New Issue
Block a user