Files
CavesOfSwift/Sources/Test/Objects/Colin.swift
2024-05-09 20:52:01 +10:00

251 lines
6.7 KiB
Swift

import SDL2
import simd
import OpenGL.GL
import JolkEngine
struct Colin: Actor
{
var position: Vec3f { _pos }
mutating func setPosition(_ new: Vec3f) { _pos = new }
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) }
mutating func setAngle(_ new: Vec2f) { _angle = new.x; ofsAngle = .init(0.0, new.y) }
var fov: Float { return _fov }
private var time: 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 colinMode = false
private let colinWidth: Float = 0.2
private mutating 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 mutating 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 mutating 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 triangle):
if triangle.inside(point: _pos)
{
response3D(plainPos: origin, plainNorm: normal)
}
case .flatQuad(let quad, let normal):
if quad.inside(point: _pos)
{
response3D(plainPos: quad.a, plainNorm: normal)
}
case .quad(let quad, let winding):
if !quad.inside(point: _pos) { continue }
let d = winding == .ccw ? quad.reverse : quad
let uv = d.project(point: _pos)
//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 = quad.a.lerp(quad.b, uv.x).lerp(
quad.d.lerp(quad.c, uv.x), winding == .cw ? uv.y : 1.0 - uv.y)
let vn = quad.normals
let n = vn.0.lerp(vn.1, uv.x).lerp(
vn.3.lerp(vn.2, 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
}
}
}
mutating func update(deltaTime: Float, world: Collision)
{
time += deltaTime
let pad = GamePad.current?.state
let stick = pad?.leftStick.cardinalDeadzone(min: 0.1, max: 1)
let turnSpeed = Float.pi * 2 * 0.2
if Input.instance.keyboard.keyDown(.left)
{
_angle -= turnSpeed * deltaTime
}
if Input.instance.keyboard.keyDown(.right)
{
_angle += turnSpeed * deltaTime
}
if let stick = stick
{
_angle += stick.x * 2.0 * turnSpeed * deltaTime
}
var moveVec: Vec2f = .zero
let speed: Float = 4
let forward = Vec2f(sin(self._angle), -cos(self._angle))
if Input.instance.keyboard.keyDown(.up)
{
moveVec += forward * speed
}
if Input.instance.keyboard.keyDown(.down)
{
moveVec -= forward * speed
}
if let stick = stick
{
moveVec -= forward * stick.y * speed
}
if Input.instance.keyboard.keyDown(.c)
{
colinMode = !colinMode
}
let lookCone = Float.pi / 2.0
let dst = pad?.rightStick.radialDeadzone(min: 0.1, max: 1) ?? .zero
ofsAngle = ofsAngle.lerp(dst * lookCone, 16 * deltaTime)
let targetFov = Float.lerp(60, 20, pad?.axis(.rightTrigger) ?? .zero)
_fov = Float.lerp(_fov, targetFov, 20 * deltaTime)
if let pad = pad
{
let right = Vec2f(cos(self._angle), sin(self._angle))
if pad.down(.leftBumper) { moveVec -= right * speed }
if pad.down(.rightBumper) { moveVec += right * speed }
if pad.pressed(.select) { colinMode = !colinMode }
}
if pad?.pressed(.south) ?? false || Input.instance.keyboard.keyDown(.n)
{
// play nut.wav
}
//move2D(new: _pos2D + velocity, edges: edges)
if Input.instance.keyboard.keyDown(.z) || pad?.down(.east) ?? false { 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
//}
}
}