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3 Commits

Author SHA1 Message Date
b25e41bd49
not working FUCK YOU MATH 2025-03-03 02:05:43 +03:00
91c2e1bce1
new aabb constructor 2025-03-03 00:44:54 +03:00
1433aa8e40
aabb drawing for debug 2025-03-03 00:30:34 +03:00
4 changed files with 202 additions and 26 deletions

View File

@ -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

View File

@ -2,12 +2,12 @@ util = require "util"
local player = require "classes.player"
local Vector3 = require "types.vector3"
local List = require "types.list"
-- local AABB = require "types.aabb"
local AABB = require "types.aabb"
-- local test_aabb = AABB.new(
-- Vector3(-1, -1, -1),
-- Vector3(1, 1, 1)
-- )
local test_aabb = AABB.new(
Vector3(-1, 0, 3),
Vector3(1, 2, 1)
)
local Obj = require "classes.obj"
@ -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)
@ -91,12 +93,12 @@ function game_tick()
texture = "images/measure001a.png",
texture_region = { x = 0, y = 0, w = 512, h = 512 },
}
draw_quad(util.merge(q, params))
-- draw_quad(util.merge(q, params))
cube.position.y = math.sin(ctx.frame_number * 0.05)
-- cube.position.z = math.cos(ctx.frame_number * 0.01)
cube.rotation.x = cube.rotation.x + 0.01
cube.rotation.z = cube.rotation.z + 0.01
cube:draw()
-- test_aabb:draw()
test_aabb:draw()
end

View File

@ -3,36 +3,83 @@ local Vector3 = require "types.vector3"
---@class AABB
local AABB = {
min = Vector3(),
max = Vector3(),
size = Vector3(),
}
local RED = {
r = 255,
g = 0,
b = 0,
a = 255,
}
setmetatable(AABB, AABB)
AABB.__index = AABB
---@param min vectorlike
---@param max vectorlike
---@param position Vector3
---@param size Vector3
---@return AABB
function AABB.new(min, max)
min = min or Vector3()
max = max or Vector3()
function AABB.new(position, size)
position = position or Vector3()
size = size or Vector3(1, 1, 1)
local aabb = {
min = min,
max = max,
min = position,
size = size,
}
return setmetatable(aabb, AABB)
end
function AABB:draw()
-- bottom rectangle
draw_line_3d{start = self.min, finish = Vector3(self.max.x, self.min.y, self.min.z)}
draw_line_3d{start = self.min, finish = Vector3(self.min.x, self.min.y, self.max.z)}
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)}
function AABB:get_max()
return self.min + self.size
end
-- draw_line_3d{start = self.min, finish = Vector3(self.max.x, self.min.y, self.min.z)}
-- draw_line_3d{start = self.min, finish = Vector3(self.min.x, self.max.y, self.min.z)}
-- draw_line_3d{start = self.min, finish = Vector3(self.min.x, self.min.y, self.max.z)}
function AABB:draw()
local max = self:get_max()
-- bottom rectangle
draw_line_3d{start = self.min, finish = Vector3(max.x, self.min.y, self.min.z)}
draw_line_3d{start = self.min, finish = Vector3(self.min.x, self.min.y, max.z)}
draw_line_3d{start = Vector3(max.x, self.min.y, max.z), finish = Vector3(self.min.x, self.min.y, max.z)}
draw_line_3d{start = Vector3(max.x, self.min.y, max.z), finish = Vector3(max.x, self.min.y, self.min.z)}
-- bottom rectangle diagonal
draw_line_3d{start = self.min, finish = Vector3(max.x, self.min.y, max.z), color = RED}
-- top rectangle
draw_line_3d{start = Vector3(self.min.x, max.y, self.min.z), finish = Vector3(max.x, max.y, self.min.z)}
draw_line_3d{start = Vector3(self.min.x, max.y, self.min.z), finish = Vector3(self.min.x, max.y, max.z)}
draw_line_3d{start = Vector3(max.x, max.y, max.z), finish = Vector3(self.min.x, max.y, max.z)}
draw_line_3d{start = Vector3(max.x, max.y, max.z), finish = Vector3(max.x, max.y, self.min.z)}
-- top rectangle diagonal
draw_line_3d{start = Vector3(max.x, max.y, max.z), finish = Vector3(self.min.x, max.y, self.min.z), color = RED}
-- hull
draw_line_3d{start = self.min, finish = Vector3(self.min.x, max.y, self.min.z)}
draw_line_3d{start = self.min, finish = Vector3(max.x, max.y, self.min.z), color = RED}
draw_line_3d{start = Vector3(max.x, self.min.y, self.min.z), finish = Vector3(max.x, max.y, self.min.z)}
draw_line_3d{start = Vector3(max.x, self.min.y, self.min.z), finish = Vector3(max.x, max.y, max.z), color = RED}
draw_line_3d{start = Vector3(max.x, self.min.y, max.z), finish = Vector3(max.x, max.y, max.z)}
draw_line_3d{start = Vector3(max.x, self.min.y, max.z), finish = Vector3(self.min.x, max.y, max.z), color = RED}
draw_line_3d{start = Vector3(self.min.x, self.min.y, max.z), finish = Vector3(self.min.x, max.y, max.z)}
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

View File

@ -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()