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3rdparty-b
Author | SHA1 | Date | |
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208204ae8a
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85df2fb243
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b25e41bd49
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91c2e1bce1
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1433aa8e40
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@ -13,9 +13,20 @@ local Player = {
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accel = 0.3,
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world = nil,
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ThrowPressed = Signal.new(),
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}
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local CAMERA_OFFSET = Vector3(0, -1, 0)
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function Player:init(world)
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local x,y,z = ((self.position - Vector3(0.25, 1.0, 0.25)) * UNIT_SIZE):decomposed()
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local w,h,d = (Vector3(0.25, 1.1, 0.25) * UNIT_SIZE):decomposed()
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world:add(self, x,y,z,w,h,d)
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self.world = world
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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 +45,22 @@ 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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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.velocity = self.velocity:lerp(target_vel, self.accel)
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local goal = ((self.position + CAMERA_OFFSET) + self.velocity) * UNIT_SIZE
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local actual_x, actual_y, actual_z, cols, len = self.world:move(self, goal.x, goal.y, goal.z)
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-- for i = 1, len do
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-- print(util.printt(cols[i].other))
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-- end
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self.position = Vector3(actual_x / UNIT_SIZE, actual_y / UNIT_SIZE, actual_z / UNIT_SIZE) - CAMERA_OFFSET
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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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draw_text{font = "fonts/Lunchtype21_Regular.ttf", position = {x = 0, y = 0}, string = table.concat(table.pack(self.world:getCube(self)), ";"), height = 14}
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draw_text{font = "fonts/Lunchtype21_Regular.ttf", position = {x = 0, y = 14}, string = tostring(self.position), height = 14}
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end
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return Player
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@ -1,13 +1,12 @@
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util = require "util"
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UNIT_SIZE = 1
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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 bump = require "lib.bump-3dpd"
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local AABB = require "types.aabb"
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-- local test_aabb = AABB.new(
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-- Vector3(-1, -1, -1),
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-- Vector3(1, 1, 1)
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-- )
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local world = bump.newWorld()
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local Obj = require "classes.obj"
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@ -46,10 +45,18 @@ local function duck_seek_feed(duck)
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)
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end
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local test_aabb = AABB.new(Vector3(0, 0, 2), Vector3(1, 1, 1))
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-- called every frame, with constant delta time
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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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player:init(world)
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local x,y,z = (Vector3(0, 0, 2) * UNIT_SIZE):decomposed()
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local w,h,d = (Vector3(1, 1, 1) * UNIT_SIZE):decomposed()
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world:add(test_aabb, x,y,z,w,h,d)
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print(world:getCube(test_aabb))
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print(world:getCube(player))
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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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@ -62,7 +69,6 @@ function game_tick()
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duck.index = i
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end
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end
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-- ctx.udata persists on reload
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if ctx.udata == nil then
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ctx.udata = {
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@ -91,12 +97,12 @@ 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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-- 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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test_aabb:draw()
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end
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1010
data/scripts/lib/bump-3dpd.lua
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1010
data/scripts/lib/bump-3dpd.lua
Normal file
File diff suppressed because it is too large
Load Diff
@ -3,36 +3,83 @@ 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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max = 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 min vectorlike
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---@param max vectorlike
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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(min, max)
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min = min or Vector3()
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max = max or Vector3()
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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 = min,
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max = max,
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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:draw()
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-- bottom rectangle
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draw_line_3d{start = self.min, finish = Vector3(self.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, self.max.z)}
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draw_line_3d{start = Vector3(self.max.x, self.min.y, self.max.z), finish = Vector3(self.min.x, self.min.y, self.max.z)}
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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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-- draw_line_3d{start = self.min, finish = Vector3(self.max.x, self.min.y, self.min.z)}
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-- draw_line_3d{start = self.min, finish = Vector3(self.min.x, self.max.y, self.min.z)}
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-- draw_line_3d{start = self.min, finish = Vector3(self.min.x, self.min.y, self.max.z)}
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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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@ -155,8 +155,39 @@ 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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Vector3.__index = Vector3
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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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local NUMK = {"x", "y", "z"}
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function Vector3:__index(key)
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-- this allows constructs like `for i, v in ipairs(Vector3(3, 2, 1))` to iterate over components
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if type(key) == "number" then
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return rawget(self, NUMK[key])
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end
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return rawget(Vector3, key)
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end
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function Vector3:__newindex(key, value)
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if NUMK[key] then
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rawset(self, NUMK[key], value)
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return
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end
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rawset(self, key, value)
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end
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--------API--------
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function Vector3:length_squared()
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@ -246,6 +277,24 @@ function Vector3:rotate(axis, angle)
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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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---@return Vector3
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function Vector3:copy()
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@ -307,6 +356,15 @@ end
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function Vector3:horizontal()
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return Vector3(self.x, 0.0, self.z)
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end
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---Returns the components of the vector individually.
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---@return number
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---@return number
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---@return number
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function Vector3:decomposed()
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return self.x, self.y, self.z
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end
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---- CONSTANTS
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---@type Vector3
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21
data/scripts/v3test.lua
Normal file
21
data/scripts/v3test.lua
Normal file
@ -0,0 +1,21 @@
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local Vector3 = require "types.vector3"
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local function pf(x, y, z)
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print(x, y, z)
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end
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local v1 = Vector3(2, 1, 1)
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local v2 = Vector3(3, 4, 4)
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pf(v1:decomposed())
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-- print(v1)
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-- print(v2)
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-- v1[1] = 383838
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-- v1.y = 8858
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-- print(v1)
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-- print(v1:normalized())
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-- print(v2)
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-- for i, v in ipairs(v2) do
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-- print(i, v)
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-- end
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Reference in New Issue
Block a user