Basic collision implementation; TODO: fix collision bug when touching lines outside of current sector(eg. touching an angle).

This commit is contained in:
Safariminer 2025-06-07 16:15:55 -04:00
parent 0f2a5f4e15
commit 5f6fb70475
2 changed files with 34 additions and 11 deletions

View File

@ -43,16 +43,19 @@ float gravity = 0;
void Morault::Gameplay::PlayerController::UpdatePlayerController(bool focus, Morault::Maps::Map* map, float renderScale) void Morault::Gameplay::PlayerController::UpdatePlayerController(bool focus, Morault::Maps::Map* map, float renderScale)
{ {
Vector3 futurePos = camera.position;
if (focus) { if (focus) {
rotation = Vector3RotateByAxisAngle(rotation, { 0,1,0 }, -GetMouseDelta().x * 0.05 * sensitivityMultiplier); rotation = Vector3RotateByAxisAngle(rotation, { 0,1,0 }, -GetMouseDelta().x * 0.05 * sensitivityMultiplier);
rotation.y = Clamp(rotation.y - GetMouseDelta().y * 0.3 * sensitivityMultiplier, -15, 15); rotation.y = Clamp(rotation.y - GetMouseDelta().y * 0.3 * sensitivityMultiplier, -15, 15);
if (IsKeyDown(KEY_W)) camera.position = Vector3Add(camera.position, Vector3Multiply({rotation.x, 0, rotation.z}, {GetFrameTime(), GetFrameTime(), GetFrameTime()})); if (IsKeyDown(KEY_W)) futurePos = Vector3Add(futurePos, Vector3Multiply({rotation.x, 0, rotation.z}, {GetFrameTime(), GetFrameTime(), GetFrameTime()}));
if (IsKeyDown(KEY_S)) camera.position = Vector3Subtract(camera.position, Vector3Multiply({ rotation.x, 0, rotation.z }, { GetFrameTime(), GetFrameTime(), GetFrameTime() })); if (IsKeyDown(KEY_S)) futurePos = Vector3Subtract(futurePos, Vector3Multiply({ rotation.x, 0, rotation.z }, { GetFrameTime(), GetFrameTime(), GetFrameTime() }));
if (IsKeyDown(KEY_A)) camera.position = Vector3Add(camera.position, Vector3Multiply(Vector3RotateByAxisAngle({ rotation.x, 0, rotation.z }, {0,1,0}, DEG2RAD*90), {GetFrameTime(), GetFrameTime(), GetFrameTime()})); if (IsKeyDown(KEY_A)) futurePos = Vector3Add(futurePos, Vector3Multiply(Vector3RotateByAxisAngle({ rotation.x, 0, rotation.z }, {0,1,0}, DEG2RAD*90), {GetFrameTime(), GetFrameTime(), GetFrameTime()}));
if (IsKeyDown(KEY_D)) camera.position = Vector3Add(camera.position, Vector3Multiply(Vector3RotateByAxisAngle({ rotation.x, 0, rotation.z }, { 0,1,0 }, DEG2RAD * -90), { GetFrameTime(), GetFrameTime(), GetFrameTime() })); if (IsKeyDown(KEY_D)) futurePos = Vector3Add(futurePos, Vector3Multiply(Vector3RotateByAxisAngle({ rotation.x, 0, rotation.z }, { 0,1,0 }, DEG2RAD * -90), { GetFrameTime(), GetFrameTime(), GetFrameTime() }));
if (IsKeyPressed(KEY_SPACE)) { if (IsKeyPressed(KEY_SPACE)) {
gravity -= 10; gravity -= 10;
} }
@ -63,25 +66,44 @@ void Morault::Gameplay::PlayerController::UpdatePlayerController(bool focus, Mor
rotation = { 0,0,0 }; rotation = { 0,0,0 };
} }
camera.target = Vector3Add(camera.position, rotation);
for (int i = 0; i < map->MapTriangles.size(); i++) { for (int i = 0; i < map->MapTriangles.size(); i++) {
if (CheckCollisionPointTriangle({ camera.position.x / renderScale, camera.position.z / renderScale }, map->MapTriangles[i].a, map->MapTriangles[i].b, map->MapTriangles[i].c)) { if (CheckCollisionPointTriangle({ futurePos.x / renderScale, futurePos.z / renderScale }, map->MapTriangles[i].a, map->MapTriangles[i].b, map->MapTriangles[i].c)) {
collfloor = map->MapTriangles[i].heightFloor * renderScale + 5; collfloor = map->MapTriangles[i].heightFloor * renderScale + 5;
collceiling = map->MapTriangles[i].heightCeiling * renderScale-2; collceiling = map->MapTriangles[i].heightCeiling * renderScale-2;
if (map->MapTriangles[i].wallAB != "pms:none") {
if (CheckCollisionCircleLine({ futurePos.x, futurePos.z }, obesity, Vector2Multiply(map->MapTriangles[i].a, { renderScale,renderScale }), Vector2Multiply(map->MapTriangles[i].b, { renderScale,renderScale }))) {
futurePos = camera.position;
}
}
if (map->MapTriangles[i].wallBC != "pms:none") {
if (CheckCollisionCircleLine({ futurePos.x, futurePos.z }, obesity, Vector2Multiply(map->MapTriangles[i].b, { renderScale,renderScale }), Vector2Multiply(map->MapTriangles[i].c, { renderScale,renderScale }))) {
futurePos = camera.position;
}
}
if (map->MapTriangles[i].wallCA != "pms:none") {
if (CheckCollisionCircleLine({ futurePos.x, futurePos.z }, obesity, Vector2Multiply(map->MapTriangles[i].c, { renderScale,renderScale }), Vector2Multiply(map->MapTriangles[i].a, { renderScale,renderScale }))) {
futurePos = camera.position;
}
}
} }
} }
camera.position.y -= gravity*GetFrameTime(); futurePos.y -= gravity*GetFrameTime();
gravity += 10*GetFrameTime(); gravity += 10*GetFrameTime();
if (camera.position.y < collfloor) { if (futurePos.y < collfloor) {
camera.position.y = collfloor; futurePos.y = collfloor;
gravity = 0; gravity = 0;
} }
if (camera.position.y > collceiling) { if (futurePos.y > collceiling) {
camera.position.y = collceiling; futurePos.y = collceiling;
gravity = 0; gravity = 0;
} }
camera.position = futurePos;
camera.target = Vector3Add(camera.position, rotation);
} }
Morault::Gameplay::PlayerController::~PlayerController() Morault::Gameplay::PlayerController::~PlayerController()

View File

@ -27,6 +27,7 @@ namespace Morault {
Vector3 rotation; Vector3 rotation;
Camera camera; Camera camera;
float sensitivityMultiplier = 0.5; float sensitivityMultiplier = 0.5;
float obesity = 2;
void UpdatePlayerController(bool focus, Maps::Map *map, float renderScale); void UpdatePlayerController(bool focus, Maps::Map *map, float renderScale);
~PlayerController(); ~PlayerController();
}; };