quack2/data/scripts/classes/player.lua

145 lines
4.1 KiB
Lua

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