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				https://github.com/GayPizzaSpecifications/voxelotl-engine.git
				synced 2025-11-04 02:59:37 +00:00 
			
		
		
		
	crude player physics & collision response
This commit is contained in:
		
							
								
								
									
										58
									
								
								Sources/Voxelotl/AABB.swift
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										58
									
								
								Sources/Voxelotl/AABB.swift
									
									
									
									
									
										Normal file
									
								
							@ -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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					  FloatExtensions.swift
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  Matrix4x4.swift
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					  Matrix4x4.swift
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  Rectangle.swift
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					  Rectangle.swift
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					  AABB.swift
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  NSImageLoader.swift
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					  NSImageLoader.swift
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  Renderer.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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					import simd
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struct Instance {
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					struct Box {
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  var position: SIMD3<Float> = .zero
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					  var geometry: AABB
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  var scale: SIMD3<Float>    = .one
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					  var color: SIMD4<Float> = .one
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  var rotation: simd_quatf   = .identity
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					 | 
				
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  var color: SIMD4<Float>    = .one
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					 | 
				
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}
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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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					class Game: GameDelegate {
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  private var fpsCalculator = FPSCalculator()
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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 player = Player()
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  var projection: matrix_float4x4 = .identity
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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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					      print("FPS: \(fps)")
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    }
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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.position = player.position
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    camera.rotation =
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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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					      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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					  func draw(_ renderer: Renderer, _ time: GameTime) {
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    let totalTime = Float(time.total.asFloat)
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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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					      Instance(
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        position: .init(0, sin(totalTime * 1.5) * 0.5, -2),
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					        position: $0.geometry.center,
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        scale: .init(repeating: 0.25),
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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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					        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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					        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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					 | 
				
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      Instance(position: .init(-2.5, 0, -3), color: .init(1, 0.5, 0.75, 1)),
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					 | 
				
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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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    ]
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    renderer.batch(instances: instances, camera: self.camera)
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					    renderer.batch(instances: instances, camera: self.camera)
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  }
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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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					  var rightStick: SIMD2<Float> {
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    .init(axis(.rightStickX), axis(.rightStickY))
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					    .init(axis(.rightStickX), axis(.rightStickY))
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  }
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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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					}
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public extension FloatingPoint {
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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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					import simd
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struct Player {
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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 _position = SIMD3<Float>.zero
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					  private var _velocity = SIMD3<Float>.zero
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  private var _rotation = SIMD2<Float>.zero
 | 
					  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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					  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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					    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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					      let turning = pad.rightStick.radialDeadzone(min: 0.1, max: 1)
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      _rotation += turning * deltaTime * 3.0
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					      _rotation += turning * deltaTime * 3.0
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      if _rotation.x < 0.0 {
 | 
					      if self._rotation.x < 0.0 {
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        _rotation.x += .pi * 2
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					        self._rotation.x += .pi * 2
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      } else if _rotation.x > .pi * 2 {
 | 
					      } 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)
 | 
					      self._rotation.y = self._rotation.y.clamp(-.pi * 0.5, .pi * 0.5)
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 | 
					
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      let movement = pad.leftStick.cardinalDeadzone(min: 0.1, max: 1)
 | 
					      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
 | 
				
			||||||
 | 
					        self._velocity.z += (movement.y * rotc + movement.x * rots) * Self.speedCoeff * deltaTime
 | 
				
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 | 
					
 | 
				
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      let rotc = cos(_rotation.x), rots = sin(_rotation.x)
 | 
					        // Jumping
 | 
				
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      _position += .init(
 | 
					        if pad.pressed(.east) {
 | 
				
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        movement.x * rotc - movement.y * rots,
 | 
					          self._velocity.y = Self.jumpVelocity
 | 
				
			||||||
        0,
 | 
					          self._onGround = false
 | 
				
			||||||
        movement.y * rotc + movement.x * rots
 | 
					        }
 | 
				
			||||||
      ) * deltaTime * 3.0
 | 
					      }
 | 
				
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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
 | 
				
			||||||
      if pad.pressed(.back) {
 | 
					      if pad.pressed(.back) {
 | 
				
			||||||
        _position = .zero
 | 
					        self._position = .zero
 | 
				
			||||||
        _rotation = .zero
 | 
					        self._velocity = .zero
 | 
				
			||||||
 | 
					        self._rotation = .zero
 | 
				
			||||||
 | 
					        self._onGround = false
 | 
				
			||||||
      }
 | 
					      }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Apply gravity
 | 
				
			||||||
 | 
					    self._velocity.y -= Self.gravityCoeff * deltaTime
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Move & handle collision
 | 
				
			||||||
 | 
					    let checkCollision = { (position: SIMD3<Float>) -> Optional<AABB> in
 | 
				
			||||||
 | 
					      for box in boxes {
 | 
				
			||||||
 | 
					        let bounds = Self.bounds + position
 | 
				
			||||||
 | 
					        if bounds.touching(box.geometry) {
 | 
				
			||||||
 | 
					          return box.geometry
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					      }
 | 
				
			||||||
 | 
					      return nil
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					    self._position.x += _velocity.x * deltaTime
 | 
				
			||||||
 | 
					    if let aabb = checkCollision(self._position) {
 | 
				
			||||||
 | 
					      if _velocity.x < 0 {
 | 
				
			||||||
 | 
					        self._position.x = aabb.right + Self.radius + Self.epsilon
 | 
				
			||||||
 | 
					        printErr("-x")
 | 
				
			||||||
 | 
					      } else {
 | 
				
			||||||
 | 
					        self._position.x = aabb.left - Self.radius - Self.epsilon
 | 
				
			||||||
 | 
					        printErr("+x")
 | 
				
			||||||
 | 
					      }
 | 
				
			||||||
 | 
					      self._velocity.x = 0
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					    self._position.z += _velocity.z * deltaTime
 | 
				
			||||||
 | 
					    if let aabb = checkCollision(self._position) {
 | 
				
			||||||
 | 
					      if _velocity.z < 0 {
 | 
				
			||||||
 | 
					        self._position.z = aabb.near + Self.radius + Self.epsilon
 | 
				
			||||||
 | 
					        printErr("-x")
 | 
				
			||||||
 | 
					      } else {
 | 
				
			||||||
 | 
					        self._position.z = aabb.far - Self.radius - Self.epsilon
 | 
				
			||||||
 | 
					        printErr("+x")
 | 
				
			||||||
 | 
					      }
 | 
				
			||||||
 | 
					      self._velocity.z = 0
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					    self._position.y += _velocity.y * deltaTime
 | 
				
			||||||
 | 
					    if let aabb = checkCollision(self._position) {
 | 
				
			||||||
 | 
					      if _velocity.y < 0 {
 | 
				
			||||||
 | 
					        self._position.y = aabb.top + Self.epsilon
 | 
				
			||||||
 | 
					        if !self._onGround { printErr("-y") }
 | 
				
			||||||
 | 
					        self._onGround = true
 | 
				
			||||||
 | 
					      } else {
 | 
				
			||||||
 | 
					        self._position.y = aabb.bottom - Self.height - Self.epsilon
 | 
				
			||||||
 | 
					        self._onGround = false
 | 
				
			||||||
 | 
					        printErr("+y")
 | 
				
			||||||
 | 
					      }
 | 
				
			||||||
 | 
					      self._velocity.y = 0
 | 
				
			||||||
 | 
					    } else {
 | 
				
			||||||
 | 
					      self._onGround = false
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Ground friction
 | 
				
			||||||
 | 
					    if self._onGround {
 | 
				
			||||||
 | 
					      self._velocity.x *= 25 * deltaTime
 | 
				
			||||||
 | 
					      self._velocity.z *= 25 * deltaTime
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
  }
 | 
					  }
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
				
			|||||||
@ -350,10 +350,10 @@ public class Renderer {
 | 
				
			|||||||
          matrix_float4x4(instance.rotation) *
 | 
					          matrix_float4x4(instance.rotation) *
 | 
				
			||||||
          .scale(instance.scale),
 | 
					          .scale(instance.scale),
 | 
				
			||||||
        color: .init(
 | 
					        color: .init(
 | 
				
			||||||
          UInt8(instance.color.x * 0xFF),
 | 
					          UInt8(truncating: NSNumber(value: instance.color.x * 0xFF)),
 | 
				
			||||||
          UInt8(instance.color.y * 0xFF),
 | 
					          UInt8(truncating: NSNumber(value: instance.color.y * 0xFF)),
 | 
				
			||||||
          UInt8(instance.color.z * 0xFF),
 | 
					          UInt8(truncating: NSNumber(value: instance.color.z * 0xFF)),
 | 
				
			||||||
          UInt8(instance.color.w * 0xFF)))
 | 
					          UInt8(truncating: NSNumber(value: instance.color.w * 0xFF))))
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Ideal as long as our uniforms total 4 KB or less
 | 
					    // Ideal as long as our uniforms total 4 KB or less
 | 
				
			||||||
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user