mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-02 13:00:53 +00:00
crude player physics & collision response
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60ced3691d
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58
Sources/Voxelotl/AABB.swift
Normal file
58
Sources/Voxelotl/AABB.swift
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@ -0,0 +1,58 @@
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import simd
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struct AABB {
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private var _bounds: simd_float2x3
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var lower: SIMD3<Float> {
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get { _bounds[0] }
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set(row) { self._bounds[0] = row }
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}
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var upper: SIMD3<Float> {
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get { _bounds[1] }
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set(row) { self._bounds[1] = row }
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}
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var center: SIMD3<Float> {
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get { (self._bounds[0] + self._bounds[1]) / 2 }
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}
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var size: SIMD3<Float> {
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get { self._bounds[1] - self._bounds[0] }
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}
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var left: Float { self._bounds[0].x }
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var bottom: Float { self._bounds[0].y }
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var far: Float { self._bounds[0].z }
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var right: Float { self._bounds[1].x }
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var top: Float { self._bounds[1].y }
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var near: Float { self._bounds[1].z }
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private init(bounds: simd_float2x3) {
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self._bounds = bounds
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}
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init(from: SIMD3<Float>, to: SIMD3<Float>) {
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self.init(bounds: .init(from, to))
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}
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static func fromUnitCube(position: SIMD3<Float> = .zero, scale: SIMD3<Float> = .one) -> Self {
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self.init(
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from: position - scale,
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to: position + scale)
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}
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func touching(_ other: Self) -> Bool{
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let distLower = other._bounds[0] - self._bounds[1] // x: left, y: bottom, z: far
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let distUpper = self._bounds[0] - other._bounds[1] // x: right, y: top, z: near
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if distLower.x > 0 || distUpper.x > 0 { return false }
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if distLower.y > 0 || distUpper.y > 0 { return false }
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if distLower.z > 0 || distUpper.z > 0 { return false }
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return true
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}
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}
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extension AABB {
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static func + (lhs: Self, rhs: SIMD3<Float>) -> Self {
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.init(bounds: lhs._bounds + .init(rhs, rhs))
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}
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}
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@ -9,6 +9,7 @@ add_executable(Voxelotl MACOSX_BUNDLE
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FloatExtensions.swift
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Matrix4x4.swift
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Rectangle.swift
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AABB.swift
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NSImageLoader.swift
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Renderer.swift
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@ -1,16 +1,39 @@
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import simd
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struct Instance {
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var position: SIMD3<Float> = .zero
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var scale: SIMD3<Float> = .one
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var rotation: simd_quatf = .identity
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var color: SIMD4<Float> = .one
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struct Box {
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var geometry: AABB
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var color: SIMD4<Float> = .one
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}
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struct Instance {
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let position: SIMD3<Float>
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let scale: SIMD3<Float>
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let rotation: simd_quatf
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let color: SIMD4<Float>
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init(
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position: SIMD3<Float> = .zero,
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scale: SIMD3<Float> = .one,
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rotation: simd_quatf = .identity,
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color: SIMD4<Float> = .one
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) {
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self.position = position
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self.scale = scale
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self.rotation = rotation
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self.color = color
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}
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}
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let boxes: [Box] = [
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Box(geometry: .fromUnitCube(position: .init(0, -1, 0) * 2, scale: .init(10, 0.1, 10) * 2)),
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Box(geometry: .fromUnitCube(position: .init(-2.5, 0, -3) * 2, scale: .init(repeating: 2)), color: .init(1, 0.5, 0.75, 1)),
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Box(geometry: .fromUnitCube(position: .init(-2.5, -0.5, -5) * 2, scale: .init(repeating: 2)), color: .init(0.75, 1, 1, 1))
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]
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class Game: GameDelegate {
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private var fpsCalculator = FPSCalculator()
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var camera = Camera(fov: 60, size: .one, range: 0.03...25)
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var camera = Camera(fov: 60, size: .one, range: 0.06...50)
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var player = Player()
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var projection: matrix_float4x4 = .identity
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@ -24,7 +47,7 @@ class Game: GameDelegate {
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print("FPS: \(fps)")
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}
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player.update(deltaTime: deltaTime)
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player.update(deltaTime: deltaTime, boxes: boxes)
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camera.position = player.position
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camera.rotation =
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simd_quatf(angle: player.rotation.y, axis: .init(1, 0, 0)) *
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@ -34,16 +57,18 @@ class Game: GameDelegate {
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func draw(_ renderer: Renderer, _ time: GameTime) {
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let totalTime = Float(time.total.asFloat)
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let instances: [Instance] = [
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var instances: [Instance] = boxes.map {
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Instance(
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position: .init(0, sin(totalTime * 1.5) * 0.5, -2),
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scale: .init(repeating: 0.25),
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position: $0.geometry.center,
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scale: $0.geometry.size * 0.5,
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color: $0.color)
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}
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instances.append(
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Instance(
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position: .init(0, sin(totalTime * 1.5) * 0.5, -2) * 2,
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scale: .init(repeating: 0.5),
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rotation: .init(angle: totalTime * 3.0, axis: .init(0, 1, 0)),
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color: .init(0.5, 0.5, 1, 1)),
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Instance(position: .init(0, -1, 0), scale: .init(10, 0.1, 10)),
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Instance(position: .init(-2.5, 0, -3), color: .init(1, 0.5, 0.75, 1)),
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Instance(position: .init(-2.5, -0.5, -5), color: .init(0.75, 1, 1, 1))
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]
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color: .init(0.5, 0.5, 1, 1)))
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renderer.batch(instances: instances, camera: self.camera)
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}
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@ -192,6 +192,8 @@ public extension GameController.Pad.State {
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var rightStick: SIMD2<Float> {
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.init(axis(.rightStickX), axis(.rightStickY))
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}
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var leftTrigger: Float { axis(.leftTrigger) }
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var rightTrigger: Float { axis(.rightTrigger) }
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}
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public extension FloatingPoint {
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@ -1,36 +1,122 @@
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import simd
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struct Player {
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static let height: Float = 1.8
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static let radius: Float = 0.4
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static let bounds = AABB(
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from: .init(-Self.radius, 0, -Self.radius),
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to: .init(Self.radius, Self.height, Self.radius))
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static let eyeLevel: Float = 1.4
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static let epsilon = Float.ulpOfOne * 10
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static let speedCoeff: Float = 720
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static let gravityCoeff: Float = 12
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static let jumpVelocity: Float = 9
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private var _position = SIMD3<Float>.zero
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private var _velocity = SIMD3<Float>.zero
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private var _rotation = SIMD2<Float>.zero
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public var position: SIMD3<Float> { self._position }
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private var _onGround: Bool = false
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public var position: SIMD3<Float> { self._position + .init(0, Self.eyeLevel, 0) }
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public var rotation: SIMD2<Float> { self._rotation }
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mutating func update(deltaTime: Float) {
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mutating func update(deltaTime: Float, boxes: [Box]) {
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if let pad = GameController.current?.state {
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// Turning input
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let turning = pad.rightStick.radialDeadzone(min: 0.1, max: 1)
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_rotation += turning * deltaTime * 3.0
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if _rotation.x < 0.0 {
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_rotation.x += .pi * 2
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if self._rotation.x < 0.0 {
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self._rotation.x += .pi * 2
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} else if _rotation.x > .pi * 2 {
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_rotation.x -= .pi * 2
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self._rotation.x -= .pi * 2
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}
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_rotation.y = _rotation.y.clamp(-.pi * 0.5, .pi * 0.5)
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self._rotation.y = self._rotation.y.clamp(-.pi * 0.5, .pi * 0.5)
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let movement = pad.leftStick.cardinalDeadzone(min: 0.1, max: 1)
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if self._onGround {
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// Movement on ground
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let movement = pad.leftStick.cardinalDeadzone(min: 0.1, max: 1)
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let rotc = cos(self._rotation.x), rots = sin(self._rotation.x)
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self._velocity.x += (movement.x * rotc - movement.y * rots) * Self.speedCoeff * deltaTime
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self._velocity.z += (movement.y * rotc + movement.x * rots) * Self.speedCoeff * deltaTime
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let rotc = cos(_rotation.x), rots = sin(_rotation.x)
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_position += .init(
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movement.x * rotc - movement.y * rots,
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0,
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movement.y * rotc + movement.x * rots
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) * deltaTime * 3.0
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// Jumping
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if pad.pressed(.east) {
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self._velocity.y = Self.jumpVelocity
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self._onGround = false
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}
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}
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// Flying
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self._velocity.y += pad.rightTrigger * 36 * deltaTime
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// Reset
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if pad.pressed(.back) {
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_position = .zero
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_rotation = .zero
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self._position = .zero
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self._velocity = .zero
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self._rotation = .zero
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self._onGround = false
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}
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}
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// Apply gravity
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self._velocity.y -= Self.gravityCoeff * deltaTime
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// Move & handle collision
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let checkCollision = { (position: SIMD3<Float>) -> Optional<AABB> in
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for box in boxes {
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let bounds = Self.bounds + position
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if bounds.touching(box.geometry) {
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return box.geometry
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}
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}
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return nil
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}
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self._position.x += _velocity.x * deltaTime
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if let aabb = checkCollision(self._position) {
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if _velocity.x < 0 {
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self._position.x = aabb.right + Self.radius + Self.epsilon
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printErr("-x")
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} else {
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self._position.x = aabb.left - Self.radius - Self.epsilon
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printErr("+x")
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}
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self._velocity.x = 0
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}
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self._position.z += _velocity.z * deltaTime
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if let aabb = checkCollision(self._position) {
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if _velocity.z < 0 {
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self._position.z = aabb.near + Self.radius + Self.epsilon
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printErr("-x")
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} else {
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self._position.z = aabb.far - Self.radius - Self.epsilon
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printErr("+x")
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}
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self._velocity.z = 0
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}
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self._position.y += _velocity.y * deltaTime
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if let aabb = checkCollision(self._position) {
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if _velocity.y < 0 {
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self._position.y = aabb.top + Self.epsilon
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if !self._onGround { printErr("-y") }
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self._onGround = true
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} else {
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self._position.y = aabb.bottom - Self.height - Self.epsilon
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self._onGround = false
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printErr("+y")
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}
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self._velocity.y = 0
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} else {
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self._onGround = false
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}
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// Ground friction
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if self._onGround {
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self._velocity.x *= 25 * deltaTime
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self._velocity.z *= 25 * deltaTime
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}
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}
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}
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@ -350,10 +350,10 @@ public class Renderer {
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matrix_float4x4(instance.rotation) *
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.scale(instance.scale),
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color: .init(
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UInt8(instance.color.x * 0xFF),
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UInt8(instance.color.y * 0xFF),
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UInt8(instance.color.z * 0xFF),
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UInt8(instance.color.w * 0xFF)))
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UInt8(truncating: NSNumber(value: instance.color.x * 0xFF)),
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UInt8(truncating: NSNumber(value: instance.color.y * 0xFF)),
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UInt8(truncating: NSNumber(value: instance.color.z * 0xFF)),
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UInt8(truncating: NSNumber(value: instance.color.w * 0xFF))))
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}
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// Ideal as long as our uniforms total 4 KB or less
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