145 lines
4.1 KiB
Lua
145 lines
4.1 KiB
Lua
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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velocity = Vector3(),
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speed = 0.07,
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mouse_sensitivity = 0.01,
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yaw = 0,
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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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input_action{name = "forward", control = "W"}
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input_action{name = "back", control = "S"}
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input_action{name = "throw", control = "LCLICK"}
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local camera_forward = Vector3(draw_camera_from_principal_axes(self).direction)
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camera_forward.y = 0
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camera_forward = camera_forward:normalized()
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local camera_right = camera_forward:cross(Vector3.UP)
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local forward_input = util.b2n(input_action_pressed{name = "forward"}) - util.b2n(input_action_pressed{name = "back"})
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local strafe_input = util.b2n(input_action_pressed{name = "right"}) - util.b2n(input_action_pressed{name = "left"})
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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 = 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.aabb:draw()
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end
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return Player |