fixed collision

This commit is contained in:
0x01FE 2025-11-18 19:51:09 -06:00
parent 111c8f1f6e
commit 2d30ce1cb9
3 changed files with 15 additions and 6 deletions

View File

@ -6,7 +6,7 @@
#include "World.h"
const float CAMERA_HEIGHT = 0.0f;
const float CAMERA_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 Camera
@ -22,6 +22,8 @@ class Camera
glm::vec3 forward_velocity;
glm::vec3 vertical_velocity;
bool grounded;
float speed;
glm::vec3 worldUp;
@ -42,6 +44,8 @@ class Camera
glm::vec3 right = glm::normalize(glm::cross(up, this->direction));
this->up = glm::cross(this->direction, right);
this->grounded = false;
}
Camera(glm::vec3 pos, glm::vec3 target, float speed)
@ -60,6 +64,8 @@ class Camera
glm::vec3 right = glm::normalize(glm::cross(up, this->direction));
this->up = glm::cross(this->direction, right);
this->grounded = false;
}
glm::mat4 getView()
@ -100,8 +106,9 @@ class Camera
target_position[axis] += position_delta[axis];
glm::vec3 aabb_center = target_position + aabb_center_offset;
glm::vec3 min = glm::floor(aabb_center - aabb_half_dims);
glm::vec3 max = glm::ceil(aabb_center + aabb_half_dims);
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++) {
@ -120,12 +127,14 @@ class Camera
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;
}

View File

@ -17,7 +17,7 @@ const int EDIT_RANGE = 5;
// Jump
const float JUMP_COOLDOWN = 0.0f;
const float JUMP_POWER = 10.0f; // Initial Jump Speed
const float JUMP_POWER = 7.5f; // Initial Jump Speed
float last_jump = 0.0f;
// Camera
@ -193,7 +193,7 @@ void processInput(GLFWwindow *window)
if(glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
// camera.velocity -= glm::normalize(glm::cross(camera.target, glm::normalize(glm::cross(camera.target, camera.worldUp)))) * camera.speed * 0.5f;
{
if (current_time - last_jump > JUMP_COOLDOWN && camera.position.y == 0)
if (current_time - last_jump > JUMP_COOLDOWN && camera.grounded)
{
camera.vertical_velocity.y = JUMP_POWER;
last_jump = current_time;