mirror of
https://github.com/bailwillharr/engine.git
synced 2024-09-21 04:51:18 +00:00
Improve floor collisions, disable wall collisions
This commit is contained in:
parent
e7b5781216
commit
ca02bf6084
@ -16,7 +16,7 @@ set(SRC_FILES
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"src/systems/transform.cpp"
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"src/systems/render.cpp"
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"src/systems/physics.cpp"
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"src/systems/collisions.cpp"
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"src/resources/shader.cpp"
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"src/resources/material.cpp"
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@ -44,7 +44,7 @@ set(INCLUDE_FILES
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"include/systems/transform.hpp"
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"include/systems/render.hpp"
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"include/systems/physics.hpp"
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"include/systems/collisions.hpp"
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"include/resources/shader.hpp"
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"include/resources/material.hpp"
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@ -28,6 +28,7 @@ namespace engine {
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auto getJustUncollided() { return m_justUncollided; }
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auto getLastEntityCollided() { return m_lastEntityCollided; }
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auto getLastCollisionNormal() { return m_lastCollisionNormal; }
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auto getLastCollisionPoint() { return m_lastCollisionPoint; }
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private:
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bool m_isColliding;
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@ -35,6 +36,7 @@ namespace engine {
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bool m_justUncollided;
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uint32_t m_lastEntityCollided;
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glm::vec3 m_lastCollisionNormal;
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glm::vec3 m_lastCollisionPoint;
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};
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}
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@ -5,7 +5,7 @@
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#include "components/collider.hpp"
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#include "systems/transform.hpp"
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#include "systems/render.hpp"
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#include "systems/physics.hpp"
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#include "systems/collisions.hpp"
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namespace engine {
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@ -1,4 +1,4 @@
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#include "systems/physics.hpp"
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#include "systems/collisions.hpp"
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#include "components/transform.hpp"
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#include "components/collider.hpp"
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@ -71,9 +71,11 @@ namespace engine {
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ec1->c->m_isColliding = true;
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ec1->c->m_lastEntityCollided = ec2->entity;
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ec1->c->m_lastCollisionNormal = glm::normalize(v);
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ec1->c->m_lastCollisionPoint = ec1->pos + (v * ec1->c->colliders.sphereCollider.r / glm::sqrt(distanceSquared));
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ec2->c->m_isColliding = true;
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ec2->c->m_lastEntityCollided = ec1->entity;
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ec2->c->m_lastCollisionNormal = -ec1->c->m_lastCollisionNormal;
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ec2->c->m_lastCollisionPoint = ec1->c->m_lastCollisionPoint;
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}
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} else if ( (ec1->c->colliderType == ColliderType::PLANE &&
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ec2->c->colliderType == ColliderType::SPHERE) ||
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@ -92,9 +94,12 @@ namespace engine {
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if (distance < sphere->c->colliders.sphereCollider.r) {
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plane->c->m_isColliding = true;
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plane->c->m_lastEntityCollided = sphere->entity;
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plane->c->m_lastCollisionNormal = {0.0f, -1.0f, 0.0f};
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plane->c->m_lastCollisionPoint = {sphere->pos.x, plane->pos.y, sphere->pos.z};
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sphere->c->m_isColliding = true;
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sphere->c->m_lastEntityCollided = plane->entity;
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sphere->c->m_lastCollisionNormal = {0.0f, 1.0f, 0.0f};
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sphere->c->m_lastCollisionPoint = plane->c->m_lastCollisionPoint;
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}
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} else {
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throw std::runtime_error("Collision combination not supported!");
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@ -43,39 +43,50 @@ void CameraControllerSystem::onUpdate(float ts)
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const float dt = ts;
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constexpr float G = 9.8f;
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constexpr float MAX_SLOPE_ANGLE = glm::radians(20.0f);
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// constexpr float MAX_SLOPE_ANGLE = glm::radians(20.0f);
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constexpr float MAX_SLOPE_ANGLE = glm::radians(1000.0f); // treat every collider as a floor, (TODO: get wall collisions working so this can be removed)
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constexpr float FLOOR_SINK_LEVEL = 0.05f; // how far into the floor to ground the player
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glm::vec3 norm = col->getLastCollisionNormal();
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norm.y = 0.0f;
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glm::vec3 dir = glm::normalize(glm::rotateY(glm::vec3{ 1.0f, 0.0f, 0.0f }, c->m_yaw) + glm::rotateY(glm::vec3{ 0.0f, 0.0f, 1.0f }, c->m_yaw));
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const float slope = glm::half_pi<float>() - glm::acos(glm::dot(dir, norm));
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const float slope = glm::length(glm::half_pi<float>() - glm::acos(glm::dot(dir, norm)));
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bool isSliding = false;
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if (col->getIsColliding()) {
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if (c->dy < 0.0f && slope <= MAX_SLOPE_ANGLE) {
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// in the ground, push up a bit
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t->position.y += dt;
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c->dy = 0.0f;
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} else {
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if (slope > MAX_SLOPE_ANGLE) {
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// slide across wall
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isSliding = true;
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} else {
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if (c->dy < 0.0f && c->isGrounded == false) {
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// in the ground, push up a bit
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float floorY = col->getLastCollisionPoint().y;
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t->position.y = floorY + col->colliders.sphereCollider.r - FLOOR_SINK_LEVEL;
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c->dy = 0.0f;
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c->isGrounded = true;
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}
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}
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}
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c->dy -= G * dt;
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if (col->getJustUncollided() && slope <= MAX_SLOPE_ANGLE) {
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// just stopped colliding with a floor collider
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c->isGrounded = false;
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}
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if (c->isGrounded == false)
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c->dy -= G * dt;
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// jumping
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constexpr float JUMPVEL = (float)2.82231110971133017648; //std::sqrt(2 * G * JUMPHEIGHT);
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if (m_scene->app()->inputManager()->getButton("jump") && c->isJumping == false) {
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if (col->getIsColliding())
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c->dy = JUMPVEL;
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if (m_scene->app()->inputManager()->getButton("jump") && c->isGrounded == true) {
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c->dy = JUMPVEL;
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}
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if (m_scene->app()->window()->getButton(engine::inputs::MouseButton::M_LEFT)) {
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c->dy += dt * c->thrust;
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c->isJumping = true;
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}
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// in metres per second
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@ -103,7 +114,7 @@ void CameraControllerSystem::onUpdate(float ts)
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const glm::vec3 d2zRotated = glm::rotateY(glm::vec3{ 0.0f, 0.0f, dz }, c->m_yaw);
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glm::vec3 hVel = (d2xRotated + d2zRotated);
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if (isSliding) {
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hVel = glm::vec3{norm.z, 0.0f, norm.x};
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hVel = glm::vec3{norm.z, 0.0f, -norm.x};
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}
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hVel *= SPEED;
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t->position += hVel * dt;
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@ -114,7 +125,6 @@ void CameraControllerSystem::onUpdate(float ts)
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if (glm::length(t->position) > MAX_DISTANCE_FROM_ORIGIN) {
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t->position = { 0.0f, 5.0f, 0.0f };
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c->dy = 0.0f;
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c->isJumping = true;
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}
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/* ROTATION STUFF */
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@ -10,7 +10,7 @@ struct CameraControllerComponent {
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const float walk_speed = 4.0f;
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bool isJumping = false;
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bool isGrounded = false;
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float dy = 0.0f;
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float standingHeight = 0.0f;
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const float thrust = 25.0f;
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@ -63,7 +63,7 @@ void playGame()
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myScene->getSystem<engine::RenderSystem>()->setCameraEntity(camera);
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engine::util::loadMeshFromFile(myScene, app.getResourcePath("models/van/van.dae"));
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// engine::util::loadMeshFromFile(myScene, app.getResourcePath("models/van/van.dae"));
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auto grassTexture = std::make_shared<engine::resources::Texture>(
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app.gfx(),
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@ -77,7 +77,7 @@ void playGame()
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auto enemyRenderable = myScene->addComponent<engine::RenderableComponent>(enemy);
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enemyRenderable->material = std::make_unique<engine::resources::Material>(app.getResource<engine::resources::Shader>("engine.textured"));
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enemyRenderable->material->m_texture = app.getResource<engine::resources::Texture>("engine.white");
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enemyRenderable->mesh = genSphereMesh(app.gfx(), 5.0f, 500, false);
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enemyRenderable->mesh = genSphereMesh(app.gfx(), 5.0f, 50, false);
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auto enemyT = myScene->getComponent<engine::TransformComponent>(enemy);
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enemyT->position.x += 10.0f;
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enemyT->position.y += 2.0f;
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@ -90,7 +90,7 @@ void playGame()
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auto sphereRenderable = myScene->addComponent<engine::RenderableComponent>(sphere);
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sphereRenderable->material = std::make_unique<engine::resources::Material>(app.getResource<engine::resources::Shader>("engine.textured"));
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sphereRenderable->material->m_texture = app.getResource<engine::resources::Texture>("engine.white");
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sphereRenderable->mesh = genSphereMesh(app.gfx(), 100.0f, 100, true);
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sphereRenderable->mesh = genSphereMesh(app.gfx(), 100.0f, 50, true);
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uint32_t light = myScene->createEntity("light");
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myScene->getComponent<engine::TransformComponent>(light)->position = glm::vec3{-10.0f, 10.0f, 10.0f};
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