added player class real?

This commit is contained in:
JISAUAY 2025-11-21 12:54:29 -06:00
parent 5920376262
commit 15aba4f901

88
src/Player.h Normal file
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#ifndef PLAYER_H
#define PLAYER_H
#include <glm/glm.hpp>
#include "World.h"
const float PLAYER_HEIGHT = 1.8f;
const float GRAVITY = 18.6f; // Should be in m/s^2 but it doesn't really work out with 9.8 so we double it
class Player
{
public:
glm::vec3 position;
// Movement velocities
glm::vec3 horizontal_velocity;
glm::vec3 forward_velocity;
glm::vec3 vertical_velocity;
bool grounded;
float speed;
Player(float speed, glm::vec3 pos)
{
this->speed = speed;
this->position = pos;
this->horizontal_velocity = glm::vec3(0.0f);
this->forward_velocity = glm::vec3(0.0f);
this->vertical_velocity = glm::vec3(0.0f);
this->grounded = false;
}
void move(World* world, float time) // time passed in seconds since last move
{
glm::vec3 velocity = this->forward_velocity + this->horizontal_velocity + this->vertical_velocity;
glm::vec3 position_delta = (velocity * time);
// AABB Algorithm
glm::vec3 aabb_dims = glm::vec3(0.8f, 1.8f, 0.8f);
glm::vec3 aabb_half_dims = aabb_dims / 2.0f;
glm::vec3 aabb_center_offset = glm::vec3(0.0f, aabb_dims.y / 2.0f, 0.0f);
bool y_axis_collided = false;
for (int axis = 0; axis < 3; axis++) {
glm::vec3 target_position = this->position;
target_position[axis] += position_delta[axis];
glm::vec3 aabb_center = target_position + aabb_center_offset;
glm::vec3 adjusted_center = aabb_center + glm::vec3(0.5f, 0.5f, 0.5f);
glm::vec3 min = glm::floor(adjusted_center - aabb_half_dims);
glm::vec3 max = glm::ceil(adjusted_center + aabb_half_dims);
bool collided = false;
for (int x = min.x; x < max.x && !collided; x++) {
for (int y = min.y; y < max.y && !collided; y++) {
for (int z = min.z; z < max.z && !collided; z++) {
glm::ivec3 calculated_position = glm::ivec3(x, y, z);
if (world->get_voxel(calculated_position) != VoxelKind::Air) {
collided = true;
}
}
}
}
if (!collided) {
this->position[axis] = target_position[axis];
} else if (axis == 1) {
y_axis_collided = true;
grounded = true;
this->vertical_velocity.y = 0.0f;
}
}
if (!y_axis_collided) {
this->vertical_velocity.y -= GRAVITY * time;
grounded = false;
}
}
glm::vec3 getEyePosition() const {
return position + glm::vec3(0.0f, PLAYER_HEIGHT, 0.0f);
}
};
#endif