init dump

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2024-05-05 17:01:56 +10:00
commit 608cf45822
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import SDL2
import simd
import OpenGL.GL
import JolkEngine
class Colin: Actor
{
var position: Vec3f { _pos }
var transform: Mat4f
{
//.rotate(yaw: angle.x, pitch: angle.y, roll: sin(time)) *
//.scale(Vec3f(1.0 + 0.25 * cos(time), 1.0 + 0.25 * sin(time), 1.0)) *
.rotate(yawPitch: angle) * .translate(-position - Vec3f(0, 1, 0))
}
var angle: Vec2f { return Vec2f(ofsAngle.x + _angle, ofsAngle.y) }
var fov: Float { return _fov }
private var time: Float = 0.0
//private var jumpVel: Float = 0.0
private var velocity: Vec3f = .zero
private var _pos: Vec3f = .zero
private var _pos2D: Vec2f { get { Vec2f(_pos.x, _pos.z) } set(new) { _pos.x = new.x; _pos.z = new.y } }
private var _angle: Float = 0.0
private var ofsAngle: Vec2f = .zero
private var _fov: Float = 60.0
private var nutted = false
private var colinMode = false
private var backPressed = false
private let colinWidth: Float = 0.2
private func move2D(new: Vec2f, edges: [Collision.Edge])
{
let velocity = new - _pos2D
var lastPos = _pos2D
_pos2D = new
var collided = -1
jolk: while (collided != 0)
{
let scabidabadoo = 10
for edge in edges
{
let diff = _pos2D - lastPos
if simd_dot(edge.n, diff) > 0 && simd_dot(edge.n, velocity) > 0 { continue }
let deltaPos = _pos2D - edge.p
let something = deltaPos.cross(edge.n)
if abs(something) * 2.0 < edge.w
{
let dot = simd_dot(edge.n, deltaPos)
if dot > 0 && dot < colinWidth
{
lastPos = _pos2D
_pos2D += edge.n * (colinWidth - dot)
if collided < 0 { collided = scabidabadoo };
}
}
else
{
let vec = (deltaPos - Vec2f(edge.n.y, -edge.n.x) * Float(signOf: something, magnitudeOf: edge.w * 0.5))
let distance2 = vec.len2
let epsilon: Float = 0.001
if distance2 < (colinWidth - epsilon) * (colinWidth - epsilon)
{
let distance = distance2.squareRoot()
lastPos = _pos2D
_pos2D += (vec / distance) * (colinWidth - epsilon - distance)
if collided < 0 { collided = scabidabadoo };
}
}
}
collided -= 1;
if collided <= 0 { break jolk }
}
}
private func response3D(plainPos o: Vec3f, plainNorm n: Vec3f)
{
let height: Float = 1.12
//let diff = _pos - lastPos
//let p = n.y > 1.0 ? _pos : (_pos + 2.0)
let ofs: Vec3f = n.y.sign == .plus ? .zero : .up * height
//let p = if n.y.sign == .plus { _pos } else { _pos + 1.0 }
let p = _pos + ofs
let a = p.dot(n) - o.dot(n)
if a > height * -0.5 && a < 0.0
{
_pos -= n * a
velocity -= velocity.project(n)
}
}
private func move3D(_ deltaTime: Float, world: Collision)
{
var lastPos = _pos
_pos += velocity * deltaTime
for edge in world.edge3d
{
switch edge
{
case .aabbFloor(let normal, let origin, let width, let depth):
//let left = min(edge.v0.x, edge.v1.x, edge.v2.x)
//let right = max(edge.v0.x, edge.v1.x, edge.v2.x)
//let back = min(edge.v0.z, edge.v1.z, edge.v2.z)
//let forward = max(edge.v0.z, edge.v1.z, edge.v2.z)
let left = origin.x - width, right = origin.x + width
let back = origin.z - depth, forward = origin.z + depth
if _pos.x < left || _pos.x > right { continue }
if _pos.z < back || _pos.z > forward { continue }
response3D(plainPos: origin, plainNorm: normal)
case .triangle(let normal, let origin, let verts):
let p = (verts.1 - verts.0, verts.2 - verts.0, _pos - verts.0)
let invDenom = 1.0 / (p.0.x * p.1.z - p.1.x * p.0.z);
let v = invDenom * (p.2.x * p.1.z - p.1.x * p.2.z);
let w = invDenom * (p.0.x * p.2.z - p.2.x * p.0.z);
let x = 1.0 - v - w
//guard v >= 0.0 && w >= 0.0 && v + w <= 1.0 else { break }
guard v >= 0.0 && w >= 0.0 && 0 <= x && x <= 1.0 else { break }
response3D(plainPos: origin, plainNorm: normal)
case .quad(let verts, let winding):
let vn = (
(verts.1 - verts.0).cross(verts.3 - verts.0),
(verts.2 - verts.1).cross(verts.0 - verts.1),
(verts.3 - verts.2).cross(verts.1 - verts.2),
(verts.0 - verts.3).cross(verts.2 - verts.3)
)
let uv = Collision.quadSpaceFromCartesian(quad:
winding == .ccw ? (verts.3, verts.2, verts.1, verts.0) : (verts.0, verts.1, verts.2, verts.3)
, position: _pos)
if uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0
{
//var pp = p.0
//pp += (p.1 - p.0) * uv.x
//pp += (p.3 - p.0) * uv.y
//pp += (p.0 - p.1 + p.2 - p.3) * uv.x * uv.y
let p = verts.0.lerp(verts.1, uv.x).lerp(
verts.3.lerp(verts.2, uv.x), winding == .cw ? uv.y : 1.0 - uv.y)
let n = vn.0.lerp(vn.3, uv.x).lerp(
vn.2.lerp(vn.1, uv.x), winding == .cw ? uv.y : 1.0 - uv.y).normalised
response3D(plainPos: Vec3f(_pos.x, p.y, _pos.z), plainNorm: n)
}
/*
let p = (
verts.0 + (verts.1 - verts.0) * _pos.x,
verts.3 + (verts.2 - verts.3) * _pos.x,
verts.0 + (verts.3 - verts.0) * _pos.z,
verts.1 + (verts.2 - verts.1) * _pos.z)
let xdiff = Vec2f(p.0.x - p.1.x, p.2.x - p.3.x)
let ydiff = Vec2f(p.0.z - p.1.z, p.2.z - p.3.z)
let div = xdiff.cross(ydiff)
guard div != 0.0 else { break }
let d = Vec2f(
Vec2f(p.0.x, p.0.z).cross(Vec2f(p.1.x, p.1.z)),
Vec2f(p.2.x, p.2.z).cross(Vec2f(p.3.x, p.3.z)))
let pos = Vec2f(d.cross(xdiff), d.cross(ydiff)) / div
*/
default: break
}
}
}
func update(deltaTime: Float, world: Collision)
{
time += deltaTime
let axisRescale = 1.0 / Float(INT16_MAX)
let getAxis = { (axis: SDL_GameControllerAxis) in
Float(SDL_GameControllerGetAxis(sdlPad, axis)) * axisRescale }
let getButton = { (btn: SDL_GameControllerButton) in
SDL_GameControllerGetButton(sdlPad, btn) == SDL_PRESSED }
let stick = Vec2f(
getAxis(SDL_CONTROLLER_AXIS_LEFTX),
getAxis(SDL_CONTROLLER_AXIS_LEFTY))
.cardinalDeadzone(min: 0.1, max: 1)
let turnSpeed = Float.pi * 2 * 0.1
if Input.instance.keyDown(.left)
{
_angle -= turnSpeed * deltaTime
}
if Input.instance.keyDown(.right)
{
_angle += turnSpeed * deltaTime
}
if stick != .zero
{
_angle += stick.x * 2.0 * turnSpeed * deltaTime
}
var moveVec: Vec2f = .zero
let speed: Float = 2
let forward = Vec2f(sin(self._angle), -cos(self._angle))
if Input.instance.keyDown(.up)
{
moveVec += forward * speed
}
if Input.instance.keyDown(.down)
{
moveVec -= forward * speed
}
if stick != .zero
{
moveVec -= forward * stick.y * speed
}
if Input.instance.keyDown(.c)
{
colinMode = !colinMode
}
let lookCone = Float.pi / 2.0
let dst = Vec2f(
getAxis(SDL_CONTROLLER_AXIS_RIGHTX),
getAxis(SDL_CONTROLLER_AXIS_RIGHTY))
.radialDeadzone(min: 0.1, max: 1) * lookCone
ofsAngle = ofsAngle.lerp(dst, 16 * deltaTime)
let targetFov = Float.lerp(60, 20, getAxis(SDL_CONTROLLER_AXIS_TRIGGERRIGHT))
_fov = Float.lerp(_fov, targetFov, 20 * deltaTime)
let right = Vec2f(cos(self._angle), sin(self._angle))
if getButton(SDL_CONTROLLER_BUTTON_LEFTSHOULDER)
{
moveVec -= right * speed
}
if getButton(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)
{
moveVec += right * speed
}
let back = getButton(SDL_CONTROLLER_BUTTON_BACK)
if !backPressed && back { colinMode = !colinMode }
backPressed = back
if getButton(SDL_CONTROLLER_BUTTON_A) || Input.instance.keyDown(.n)
{
// play nut.wav
nutted = true
}
else { nutted = false }
//move2D(new: _pos2D + velocity, edges: edges)
if Input.instance.keyDown(.z) || getButton(SDL_CONTROLLER_BUTTON_B) { velocity.y = 2.0 }
//_pos.y += jumpVel * deltaTime
//if _pos.y > 0.0 { jumpVel -= 5.4 * deltaTime }
velocity.y -= 5.4 * deltaTime
velocity.x = moveVec.x
velocity.z = moveVec.y
move3D(deltaTime, world: world)
//else if _pos.y < 0.0
//{
// jumpVel = max(jumpVel, 0.0)
// _pos.y = 0.0
//}
}
}