get wall collisions kind of working

This commit is contained in:
Bailey Harrison 2023-01-26 23:52:25 +00:00
parent 165d2687a8
commit fce32b1320
4 changed files with 54 additions and 31 deletions

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@ -1,5 +1,8 @@
#pragma once #pragma once
#include <glm/vec3.hpp>
#include <cstdint>
namespace engine { namespace engine {
class PhysicsSystem; class PhysicsSystem;
@ -20,14 +23,18 @@ namespace engine {
} sphereCollider; } sphereCollider;
} colliders; } colliders;
bool getIsColliding() { return m_isColliding; } auto getIsColliding() { return m_isColliding; }
bool getJustCollided() { return m_justCollided; } auto getJustCollided() { return m_justCollided; }
bool getJustUncollided() { return m_justUncollided; } auto getJustUncollided() { return m_justUncollided; }
auto getLastEntityCollided() { return m_lastEntityCollided; }
auto getLastCollisionNormal() { return m_lastCollisionNormal; }
private: private:
bool m_isColliding; bool m_isColliding;
bool m_justCollided; bool m_justCollided;
bool m_justUncollided; bool m_justUncollided;
uint32_t m_lastEntityCollided;
glm::vec3 m_lastCollisionNormal;
}; };
} }

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@ -53,6 +53,7 @@ namespace engine {
i++; i++;
} }
// compares every entity to every other entity, but pairs are never repeated
for (size_t i = 0; i < entityColliders.size(); i++) { for (size_t i = 0; i < entityColliders.size(); i++) {
auto* ec1 = &entityColliders[i]; auto* ec1 = &entityColliders[i];
@ -62,15 +63,18 @@ namespace engine {
if ( ec1->c->colliderType == ColliderType::SPHERE && if ( ec1->c->colliderType == ColliderType::SPHERE &&
ec2->c->colliderType == ColliderType::SPHERE ) { ec2->c->colliderType == ColliderType::SPHERE ) {
const vec3 v = ec1->pos - ec2->pos; const vec3 v = ec2->pos - ec1->pos;
const float distanceSquared = v.x * v.x + v.y * v.y + v.z * v.z; const float distanceSquared = v.x * v.x + v.y * v.y + v.z * v.z;
const float sumOfRadii = ec1->c->colliders.sphereCollider.r + ec2->c->colliders.sphereCollider.r; const float sumOfRadii = ec1->c->colliders.sphereCollider.r + ec2->c->colliders.sphereCollider.r;
const float sumOfRadiiSquared = sumOfRadii * sumOfRadii; const float sumOfRadiiSquared = sumOfRadii * sumOfRadii;
if (distanceSquared < sumOfRadiiSquared) { if (distanceSquared < sumOfRadiiSquared) {
ec1->c->m_isColliding = true; ec1->c->m_isColliding = true;
ec1->c->m_lastEntityCollided = ec2->entity;
ec1->c->m_lastCollisionNormal = glm::normalize(v);
ec2->c->m_isColliding = true; ec2->c->m_isColliding = true;
ec2->c->m_lastEntityCollided = ec1->entity;
ec2->c->m_lastCollisionNormal = -ec1->c->m_lastCollisionNormal;
} }
} else if ( (ec1->c->colliderType == ColliderType::PLANE && } else if ( (ec1->c->colliderType == ColliderType::PLANE &&
ec2->c->colliderType == ColliderType::SPHERE) || ec2->c->colliderType == ColliderType::SPHERE) ||
(ec1->c->colliderType == ColliderType::SPHERE && (ec1->c->colliderType == ColliderType::SPHERE &&
@ -87,7 +91,10 @@ namespace engine {
if (distance < 0.0f) distance = -distance; // make positive if (distance < 0.0f) distance = -distance; // make positive
if (distance < sphere->c->colliders.sphereCollider.r) { if (distance < sphere->c->colliders.sphereCollider.r) {
plane->c->m_isColliding = true; plane->c->m_isColliding = true;
plane->c->m_lastEntityCollided = sphere->entity;
sphere->c->m_isColliding = true; sphere->c->m_isColliding = true;
sphere->c->m_lastEntityCollided = plane->entity;
sphere->c->m_lastCollisionNormal = {0.0f, 1.0f, 0.0f};
} }
} else { } else {
throw std::runtime_error("Collision combination not supported!"); throw std::runtime_error("Collision combination not supported!");

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@ -42,34 +42,37 @@ void CameraControllerSystem::onUpdate(float ts)
const float dt = ts; const float dt = ts;
// jumping
constexpr float G = 9.8f; constexpr float G = 9.8f;
// constexpr float JUMPHEIGHT = 16.0f * 25.4f / 1000.0f; // 16 inches constexpr float MAX_SLOPE_ANGLE = glm::radians(20.0f);
constexpr float JUMPVEL = (float)2.82231110971133017648; //std::sqrt(2 * G * JUMPHEIGHT);
//constexpr float JUMPDURATION = 0.5f;
//constexpr float JUMPVEL = G * JUMPDURATION / 2.0f;
if (m_scene->app()->inputManager()->getButton("jump") && c->isJumping == false) { glm::vec3 norm = col->getLastCollisionNormal();
c->isJumping = true;
c->dy = JUMPVEL;
}
if (c->isJumping) { norm.y = 0.0f;
c->dy -= G * dt;
if (col->getIsColliding()) { 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));
c->isJumping = false; const float slope = glm::half_pi<float>() - glm::acos(glm::dot(dir, norm));
bool isSliding = false;
if (col->getIsColliding()) {
if (c->dy != 0.0f && slope <= MAX_SLOPE_ANGLE) {
t->position.y = m_scene->getComponent<engine::TransformComponent>(col->getLastEntityCollided())->worldMatrix[3][1] + 1.8f;
c->dy = 0.0f; c->dy = 0.0f;
} else {
// slide across wall
isSliding = true;
} }
} else { } else {
if (col->getIsColliding()) { c->dy -= G * dt;
c->dy = -c->dy;
}
} }
if (col->getJustUncollided()) {
c->isJumping = true;
// jumping
constexpr float JUMPVEL = (float)2.82231110971133017648; //std::sqrt(2 * G * JUMPHEIGHT);
if (m_scene->app()->inputManager()->getButton("jump") && c->isJumping == false) {
if (col->getIsColliding())
c->dy = JUMPVEL;
} }
// c->dy -= c->dy * dt; // damp velocity
if (m_scene->app()->window()->getButton(engine::inputs::MouseButton::M_LEFT)) { if (m_scene->app()->window()->getButton(engine::inputs::MouseButton::M_LEFT)) {
c->dy += dt * c->thrust; c->dy += dt * c->thrust;
@ -81,8 +84,8 @@ void CameraControllerSystem::onUpdate(float ts)
float SPEED = c->walk_speed; float SPEED = c->walk_speed;
if (m_scene->app()->inputManager()->getButton("sprint")) SPEED *= 10.0f; if (m_scene->app()->inputManager()->getButton("sprint")) SPEED *= 10.0f;
const float dx = m_scene->app()->inputManager()->getAxis("movex") * SPEED; float dx = m_scene->app()->inputManager()->getAxis("movex");
const float dz = (-m_scene->app()->inputManager()->getAxis("movey")) * SPEED; float dz = (-m_scene->app()->inputManager()->getAxis("movey"));
// calculate new pitch and yaw // calculate new pitch and yaw
@ -99,7 +102,12 @@ void CameraControllerSystem::onUpdate(float ts)
// update position relative to camera direction in xz plane // update position relative to camera direction in xz plane
const glm::vec3 d2xRotated = glm::rotateY(glm::vec3{ dx, 0.0f, 0.0f }, c->m_yaw); const glm::vec3 d2xRotated = glm::rotateY(glm::vec3{ dx, 0.0f, 0.0f }, c->m_yaw);
const glm::vec3 d2zRotated = glm::rotateY(glm::vec3{ 0.0f, 0.0f, dz }, c->m_yaw); const glm::vec3 d2zRotated = glm::rotateY(glm::vec3{ 0.0f, 0.0f, dz }, c->m_yaw);
t->position += (d2xRotated + d2zRotated) * dt; glm::vec3 hVel = (d2xRotated + d2zRotated);
if (isSliding) {
hVel = glm::vec3{norm.z, 0.0f, norm.x};
}
hVel *= SPEED;
t->position += hVel * dt;
t->position.y += c->dy * dt; t->position.y += c->dy * dt;
constexpr float MAX_DISTANCE_FROM_ORIGIN = 1000.0f; constexpr float MAX_DISTANCE_FROM_ORIGIN = 1000.0f;
@ -141,7 +149,8 @@ void CameraControllerSystem::onUpdate(float ts)
" y: " + std::to_string(t->position.y) + " y: " + std::to_string(t->position.y) +
" z: " + std::to_string(t->position.z) " z: " + std::to_string(t->position.z)
}; };
m_scene->app()->window()->infoBox("POSITION", pos_string); // m_scene->app()->window()->infoBox("POSITION", pos_string);
m_scene->app()->window()->infoBox("POSITION", std::to_string(slope));
INFO("position: " + pos_string); INFO("position: " + pos_string);
} }

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@ -79,9 +79,9 @@ void playGame()
enemyRenderable->material->m_texture = app.getResource<engine::resources::Texture>("engine.white"); enemyRenderable->material->m_texture = app.getResource<engine::resources::Texture>("engine.white");
enemyRenderable->mesh = genSphereMesh(app.gfx(), 5.0f, 500, false); enemyRenderable->mesh = genSphereMesh(app.gfx(), 5.0f, 500, false);
auto enemyT = myScene->getComponent<engine::TransformComponent>(enemy); auto enemyT = myScene->getComponent<engine::TransformComponent>(enemy);
enemyT->position.x += 5.0f; enemyT->position.x += 10.0f;
enemyT->position.y += 2.0f; enemyT->position.y += 2.0f;
enemyT->position.z += 3.0f; enemyT->position.z += 14.0f;
auto enemyCollider = myScene->addComponent<engine::ColliderComponent>(enemy); auto enemyCollider = myScene->addComponent<engine::ColliderComponent>(enemy);
enemyCollider->colliderType = engine::ColliderType::SPHERE; enemyCollider->colliderType = engine::ColliderType::SPHERE;
enemyCollider->colliders.sphereCollider.r = 5.0f; enemyCollider->colliders.sphereCollider.r = 5.0f;