local Vector3 = require("types.vector3") local Signal = require("types.signal") local AABB = require("types.aabb") local Player = { position = Vector3(0, 1, 0), velocity = Vector3(), speed = 0.07, mouse_sensitivity = 0.01, yaw = 0, 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"} input_action{name = "forward", control = "W"} input_action{name = "back", control = "S"} input_action{name = "throw", control = "LCLICK"} local camera_forward = Vector3(draw_camera_from_principal_axes(self).direction) camera_forward.y = 0 camera_forward = camera_forward:normalized() local camera_right = camera_forward:cross(Vector3.UP) local forward_input = util.b2n(input_action_pressed{name = "forward"}) - util.b2n(input_action_pressed{name = "back"}) local strafe_input = util.b2n(input_action_pressed{name = "right"}) - util.b2n(input_action_pressed{name = "left"}) 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 ) if ctx.mouse_capture then self.yaw = self.yaw + self.mouse_sensitivity * ctx.mouse_movement.x end self.aabb:draw() end return Player