player physics overhaul

This commit is contained in:
2024-08-20 02:17:39 +10:00
parent 2c0b83e671
commit 2e8f1de0a7
3 changed files with 49 additions and 41 deletions

View File

@ -8,3 +8,16 @@ public extension FloatingPoint {
@inline(__always) func clamp(_ a: Self, _ b: Self) -> Self { min(max(self, a), b) } @inline(__always) func clamp(_ a: Self, _ b: Self) -> Self { min(max(self, a), b) }
@inline(__always) var saturated: Self { self.clamp(0, 1) } @inline(__always) var saturated: Self { self.clamp(0, 1) }
} }
extension SIMD3 where Scalar: FloatingPoint {
@inline(__always) static var X: Self { Self(1, 0, 0) }
@inline(__always) static var Y: Self { Self(0, 1, 0) }
@inline(__always) static var Z: Self { Self(0, 0, 1) }
@inline(__always) static var up: Self { Y }
@inline(__always) static var down: Self { -Y }
@inline(__always) static var left: Self { -X }
@inline(__always) static var right: Self { X }
@inline(__always) static var forward: Self { -Z }
@inline(__always) static var back: Self { Z }
}

View File

@ -70,8 +70,9 @@ class Game: GameDelegate {
let deltaTime = min(Float(time.delta.asFloat), 1.0 / 15) let deltaTime = min(Float(time.delta.asFloat), 1.0 / 15)
if let pad = GameController.current?.state { if let pad = GameController.current?.state {
// Delete block underneath player
if pad.pressed(.south) { if pad.pressed(.south) {
chunk.setBlockInternally(at: SIMD3(player.position - SIMD3(0, 2, 0)), type: .air) chunk.setBlockInternally(at: SIMD3(player.position + .down * 0.2), type: .air)
} }
// Player reset // Player reset
if pad.pressed(.back) { if pad.pressed(.back) {
@ -95,9 +96,7 @@ class Game: GameDelegate {
player.update(deltaTime: deltaTime, boxes: boxes) player.update(deltaTime: deltaTime, boxes: boxes)
camera.position = player.eyePosition camera.position = player.eyePosition
camera.rotation = camera.rotation = player.eyeRotation
simd_quatf(angle: player.rotation.y, axis: .init(1, 0, 0)) *
simd_quatf(angle: player.rotation.x, axis: .init(0, 1, 0))
} }
func draw(_ renderer: Renderer, _ time: GameTime) { func draw(_ renderer: Renderer, _ time: GameTime) {

View File

@ -2,7 +2,7 @@ import simd
struct Player { struct Player {
static let height: Float = 1.8 static let height: Float = 1.8
static let radius: Float = 0.4 static let radius: Float = 0.22
static let bounds = AABB( static let bounds = AABB(
from: .init(-Self.radius, 0, -Self.radius), from: .init(-Self.radius, 0, -Self.radius),
to: .init(Self.radius, Self.height, Self.radius)) to: .init(Self.radius, Self.height, Self.radius))
@ -10,9 +10,12 @@ struct Player {
static let eyeLevel: Float = 1.4 static let eyeLevel: Float = 1.4
static let epsilon = Float.ulpOfOne * 10 static let epsilon = Float.ulpOfOne * 10
static let accelerationCoeff: Float = 7.5 static let accelerationCoeff: Float = 75
static let gravityCoeff: Float = 12 static let airAccelCoeff: Float = 3
static let jumpVelocity: Float = 9 static let gravityCoeff: Float = 20
static let frictionCoeff: Float = 22
static let jumpVelocity: Float = 7
static let maxVelocity: Float = 160
private var _position = SIMD3<Float>.zero private var _position = SIMD3<Float>.zero
private var _velocity = SIMD3<Float>.zero private var _velocity = SIMD3<Float>.zero
@ -24,11 +27,14 @@ struct Player {
public var velocity: SIMD3<Float> { get { self._velocity } set { self._velocity = newValue } } public var velocity: SIMD3<Float> { get { self._velocity } set { self._velocity = newValue } }
public var rotation: SIMD2<Float> { get { self._rotation } set { self._rotation = newValue } } public var rotation: SIMD2<Float> { get { self._rotation } set { self._rotation = newValue } }
public var eyePosition: SIMD3<Float> { self._position + .init(0, Self.eyeLevel, 0) } public var eyePosition: SIMD3<Float> { self._position + .up * Self.eyeLevel }
public var eyeRotation: simd_quatf {
.init(angle: self._rotation.y, axis: .right) *
.init(angle: self._rotation.x, axis: .up)
}
mutating func update(deltaTime: Float, boxes: [Box]) { mutating func update(deltaTime: Float, boxes: [Box]) {
if let pad = GameController.current?.state { if let pad = GameController.current?.state {
// Turning input // Turning input
let turning = pad.rightStick.radialDeadzone(min: 0.1, max: 1) let turning = pad.rightStick.radialDeadzone(min: 0.1, max: 1)
_rotation += turning * deltaTime * 3.0 _rotation += turning * deltaTime * 3.0
@ -39,25 +45,21 @@ struct Player {
} }
self._rotation.y = self._rotation.y.clamp(-.pi * 0.5, .pi * 0.5) self._rotation.y = self._rotation.y.clamp(-.pi * 0.5, .pi * 0.5)
// Movement (slower in air than on ground) // Jumping
let movement = pad.leftStick.cardinalDeadzone(min: 0.1, max: 1)
let rotc = cos(self._rotation.x), rots = sin(self._rotation.x)
let movementScale: Float = self._onGround ? 1.0 : 0.4
self._velocity.x = (
movement.x * rotc - movement.y * rots
) * Self.accelerationCoeff * movementScale
self._velocity.z = (
movement.y * rotc + movement.x * rots
) * Self.accelerationCoeff * movementScale
if self._onGround { if self._onGround {
// Jumping
if pad.pressed(.east) { if pad.pressed(.east) {
self._velocity.y = Self.jumpVelocity self._velocity.y = Self.jumpVelocity
self._onGround = false self._onGround = false
} }
} }
// Movement (slower in air than on ground)
let movement = pad.leftStick.cardinalDeadzone(min: 0.1, max: 1)
let rotc = cos(self._rotation.x), rots = sin(self._rotation.x)
let coeff = self._onGround ? Self.accelerationCoeff : Self.airAccelCoeff
self._velocity.x += (movement.x * rotc - movement.y * rots) * coeff * deltaTime
self._velocity.z += (movement.y * rotc + movement.x * rots) * coeff * deltaTime
// Flying and unflying // Flying and unflying
self._velocity.y += (pad.rightTrigger - pad.leftTrigger) * 36 * deltaTime self._velocity.y += (pad.rightTrigger - pad.leftTrigger) * 36 * deltaTime
} }
@ -75,27 +77,27 @@ struct Player {
} }
return nil return nil
} }
self._position.x += _velocity.x * deltaTime self._position.x += self._velocity.x * deltaTime
if let aabb = checkCollision(self._position) { if let aabb = checkCollision(self._position) {
if _velocity.x < 0 { if self._velocity.x < 0 {
self._position.x = aabb.right + Self.radius + Self.epsilon self._position.x = aabb.right + Self.radius + Self.epsilon
} else { } else {
self._position.x = aabb.left - Self.radius - Self.epsilon self._position.x = aabb.left - Self.radius - Self.epsilon
} }
self._velocity.x = 0 self._velocity.x = 0
} }
self._position.z += _velocity.z * deltaTime self._position.z += self._velocity.z * deltaTime
if let aabb = checkCollision(self._position) { if let aabb = checkCollision(self._position) {
if _velocity.z < 0 { if self._velocity.z < 0 {
self._position.z = aabb.near + Self.radius + Self.epsilon self._position.z = aabb.near + Self.radius + Self.epsilon
} else { } else {
self._position.z = aabb.far - Self.radius - Self.epsilon self._position.z = aabb.far - Self.radius - Self.epsilon
} }
self._velocity.z = 0 self._velocity.z = 0
} }
self._position.y += _velocity.y * deltaTime self._position.y += self._velocity.y * deltaTime
if let aabb = checkCollision(self._position) { if let aabb = checkCollision(self._velocity.y > 0 ? self._position + .down * Self.epsilon : self.position) {
if _velocity.y < 0 { if self._velocity.y < 0 {
self._position.y = aabb.top + Self.epsilon self._position.y = aabb.top + Self.epsilon
self._onGround = true self._onGround = true
} else { } else {
@ -109,20 +111,14 @@ struct Player {
// Ground friction // Ground friction
if self._onGround { if self._onGround {
self._velocity.x = 0 self._velocity.x /= 1.0 + Self.frictionCoeff * deltaTime
self._velocity.z = 0 self._velocity.z /= 1.0 + Self.frictionCoeff * deltaTime
} }
if self._velocity.x > 10 { // Limit maximum velocity
self._velocity.x = 10 let velocityLen = simd_length(self._velocity)
} if velocityLen > Self.maxVelocity {
self._velocity = self._velocity / velocityLen * Self.maxVelocity
if self._velocity.y > 10 {
self._velocity.y = 10
}
if abs(self._velocity.y) > 40 {
self._velocity.y = Float(signOf: self._velocity.y, magnitudeOf: 40.0)
} }
} }
} }