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diff --git a/lib/game.js b/lib/game.js | |
index fde1174..41cb563 100644 | |
--- a/lib/game.js | |
+++ b/lib/game.js | |
@@ -517,12 +517,67 @@ Game.prototype.calculateFreedom = function(cs, pos) { | |
return freedom | |
} | |
+var collisions = require('collide-3d') | |
+ , aabb = require('aabb-3d') | |
+ | |
Game.prototype.updatePlayerPhysics = function(controls) { | |
var self = this | |
- | |
+ | |
+ | |
var pos = controls.yawObject.position.clone() | |
+ , currentID = this.voxels.chunkAtPosition(this.controls.yawObject.position).join('|') | |
+ , chunk = this.voxels.chunks[currentID] | |
+ | |
+ if(!chunk) return | |
+ | |
+ var bbox = aabb( | |
+ [ pos.x - (chunk.position[0] * chunk.dims[0] * this.cubeSize) - (this.cubeSize / 8) | |
+ , pos.y - (chunk.position[1] * chunk.dims[1] * this.cubeSize) - this.cubeSize | |
+ , pos.z - (chunk.position[2] * chunk.dims[2] * this.cubeSize) - (this.cubeSize / 8)] | |
+ , [this.cubeSize / 4, this.cubeSize * 1.5, this.cubeSize / 4] | |
+ ) | |
+ , collide = chunk.collide || (chunk.collide = collisions(chunk.voxels, 25, chunk.dims)) | |
+ , base = [this.controls.yawObject.position.x, this.controls.yawObject.position.y, this.controls.yawObject.position.z] | |
+ , user_vec = [this.controls.velocity.x, this.controls.velocity.y, this.controls.velocity.z] | |
+ , world_vec | |
+ this.controls.yawObject.translateX(user_vec[0]) | |
+ this.controls.yawObject.translateY(user_vec[1]) | |
+ this.controls.yawObject.translateZ(user_vec[2]) | |
+ | |
+ world_vec = [this.controls.yawObject.position.x - base[0] | |
+ , this.controls.yawObject.position.y - base[1] | |
+ , this.controls.yawObject.position.z - base[2]] | |
+ | |
+ this.controls.yawObject.translateX(-user_vec[0]) | |
+ this.controls.yawObject.translateY(-user_vec[1]) | |
+ this.controls.yawObject.translateZ(-user_vec[2]) | |
+ | |
+ function sign(x) { | |
+ return x / Math.abs(x) | |
+ } | |
+ | |
+ self.controls.freedom['y-'] = true | |
+ collide(bbox, world_vec, function(axis, tile, coords, dir, edge_vector) { | |
+ if(tile) { | |
+ Math.abs(edge_vector) > 10 && console.log('HIT', ['x', 'y', 'z'][axis], edge_vector, world_vec[axis], JSON.stringify(coords)) | |
+ world_vec[axis] = edge_vector | |
+ if(axis === 1 && dir === -1) { | |
+ self.controls.freedom['y-'] = false | |
+ } | |
+ return true | |
+ } | |
+ }) | |
+ | |
+ this.controls.velocity.x = 0 | |
+ this.controls.velocity.y = 0 | |
+ this.controls.velocity.z = 0 | |
+ this.controls.yawObject.position.x = world_vec[0] + base[0] | |
+ this.controls.yawObject.position.y = world_vec[1] + base[1] | |
+ this.controls.yawObject.position.z = world_vec[2] + base[2] | |
+ | |
+ return | |
pos.y -= this.cubeSize | |
- | |
+ | |
var cs = this.getCollisions(pos, { | |
width: this.cubeSize / 2, | |
depth: this.cubeSize / 2, | |
@@ -533,24 +588,27 @@ Game.prototype.updatePlayerPhysics = function(controls) { | |
var degrees = 0 | |
Object.keys(freedom).forEach(function (key) { degrees += freedom[key] }) | |
controls.freedom = degrees === 0 ? controls.freedom : freedom | |
- | |
+ | |
+ return | |
var ry = this.controls.yawObject.rotation.y | |
var v = controls.velocity | |
var mag = 1 | |
- | |
+ , vec = [0, 0, 0] | |
+ | |
if (cs.left.length && !cs.right.length) { | |
- controls.yawObject.position.x += mag * Math.cos(ry - Math.PI / 2) | |
+ vec[0] = mag * Math.cos(ry - Math.PI / 2) | |
} | |
if (cs.right.length && !cs.left.length) { | |
- controls.yawObject.position.x += mag * Math.cos(ry + Math.PI / 2) | |
+ vec[0] = mag * Math.cos(ry + Math.PI / 2) | |
} | |
if (cs.forward.length && !cs.back.length) { | |
- controls.yawObject.position.z += mag * Math.sin(ry) | |
+ vec[1] = mag * Math.sin(ry) | |
} | |
if (cs.back.length && !cs.forward.length) { | |
- controls.yawObject.position.z += mag * Math.sin(ry - Math.PI) | |
+ vec[1] = mag * Math.sin(ry - Math.PI) | |
} | |
+ | |
} | |
Game.prototype.bindWASD = function (controls) { |
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