765 lines
28 KiB
C#
765 lines
28 KiB
C#
#if false
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using System.Collections.Generic;
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using FlaxEngine;
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using Cabrito;
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using System.Diagnostics;
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using System.Threading.Tasks;
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using FlaxEngine.Assertions;
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namespace Game
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{
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public struct TraceInfo_NK
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{
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public RayCastHit[] hitInfos;
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public bool startSolid;
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// closest hit
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public float fraction;
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public Float3 endPosition;
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public Float3 hitNormal;
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public Float3 hitPosition;
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// furthest hit
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//public float maxFraction;
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//public Float3 maxHitNormal;
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//public Float3 maxEndPosition;
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}
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public class PlayerMovement_NK : Script
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{
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[Limit(0, 9000), Tooltip("Base Movement speed")]
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public float MoveSpeed { get; set; } = 320;
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private float viewPitch;
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private float viewYaw;
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private float viewRoll;
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private InputEvent onExit = new InputEvent("Exit");
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private const float collisionMargin = 0.031f * 1.666f;
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Actor rootActor;
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public override void OnAwake()
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{
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base.OnAwake();
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onExit.Triggered += () =>
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{
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if (Console.IsSafeToQuit)
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Engine.RequestExit();
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};
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rootActor = Actor.GetChild(0);
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RigidBody rigidBody = Actor.As<RigidBody>();
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rigidBody.CollisionEnter += OnCollisionEnter;
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rigidBody.CollisionExit += OnCollisionLeave;
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rigidBody.TriggerEnter += OnTriggerEnter;
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//rigidBody.SetSolverIterationCounts(40, 10);
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Console.Print("playermovement init: " + rigidBody.MaxDepenetrationVelocity.ToString());
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}
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private void OnTriggerEnter(PhysicsColliderActor colliderActor)
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{
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Console.Print("trogger: ");
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}
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private void OnCollisionEnter(Collision collision)
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{
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//Console.Print("collision: " + collision.Contacts[0].Normal);
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}
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private void OnCollisionLeave(Collision collision)
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{
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//Console.Print("collision leave: " + collision.Contacts[0].Normal);
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}
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public override void OnDestroy()
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{
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base.OnDestroy();
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onExit.Dispose();
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}
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public override void OnStart()
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{
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var initialEulerAngles = Actor.Orientation.EulerAngles;
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viewPitch = initialEulerAngles.X;
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viewYaw = initialEulerAngles.Y;
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viewRoll = initialEulerAngles.Z;
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}
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/// <summary>
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/// Checks for overlapping colliders in place using the player's rigidbody.
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/// </summary>
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/// <param name="position">Position</param>
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/// <returns></returns>
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private Collider[] TracePlayer(Float3 position, float tolerance = 0.0f)
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{
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Collider[] colliders = null;
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bool collided = false;
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var capsuleCollider = Actor.GetChild<CapsuleCollider>();
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var boxCollider = Actor.GetChild<BoxCollider>();
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var meshCollider = Actor.GetChild<MeshCollider>();
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PhysicsColliderActor colliderActor = null;
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if (capsuleCollider && capsuleCollider.IsActive)
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{
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colliderActor = capsuleCollider;
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collided = Physics.OverlapCapsule(position,
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capsuleCollider.Radius + tolerance, capsuleCollider.Height + tolerance,
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out colliders, capsuleCollider.Orientation,
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uint.MaxValue,
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false);
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}
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else if (meshCollider && meshCollider.IsActive)
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{
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colliderActor = meshCollider;
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collided = Physics.OverlapConvex(position,
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meshCollider.CollisionData, meshCollider.Scale + tolerance,
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out colliders, meshCollider.Orientation,
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uint.MaxValue,
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false);
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}
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else if (boxCollider && boxCollider.IsActive)
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{
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colliderActor = boxCollider;
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collided = Physics.OverlapBox(position,
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boxCollider.OrientedBox.Extents + tolerance,
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out colliders, boxCollider.Orientation,
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uint.MaxValue,
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false);
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}
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else
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Assert.Fail("No supported colliders found for rigidbody");
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if (!collided)
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return colliders;
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List<Collider> collidersFiltered = new List<Collider>();
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foreach (var collider in colliders)
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{
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if (collider == colliderActor)
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continue;
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collidersFiltered.Add(collider);
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}
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if (collidersFiltered.Count == 0)
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return colliders; // self-collision?
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return collidersFiltered.ToArray();
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}
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/// <summary>
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/// Sweeps the player rigidbody in world and returns geometry which was hit during the trace.
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/// </summary>
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/// <param name="start">Start position</param>
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/// <param name="end">End position</param>
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/// <returns></returns>
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private TraceInfo TracePlayer(Float3 start, Float3 end, float tolerance = 0.0f)
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{
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TraceInfo traceInfo = new TraceInfo();
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Float3 delta = end - start;
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float maxDistance = delta.Length;
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Float3 direction = delta.Normalized;
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bool collided = false;
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var capsuleCollider = Actor.GetChild<CapsuleCollider>();
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var boxCollider = Actor.GetChild<BoxCollider>();
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var meshCollider = Actor.GetChild<MeshCollider>();
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PhysicsColliderActor colliderActor = null;
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if (capsuleCollider && capsuleCollider.IsActive)
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{
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colliderActor = capsuleCollider;
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collided = Physics.CapsuleCastAll(start,
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capsuleCollider.Radius + tolerance, capsuleCollider.Height,
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direction, out traceInfo.hitInfos, capsuleCollider.Orientation, maxDistance,
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uint.MaxValue,
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false);
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}
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else if (meshCollider && meshCollider.IsActive)
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{
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colliderActor = meshCollider;
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collided = Physics.ConvexCastAll(start,
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meshCollider.CollisionData, meshCollider.Scale + tolerance,
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direction, out traceInfo.hitInfos, meshCollider.Orientation, maxDistance,
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uint.MaxValue,
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false);
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}
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else if (boxCollider && boxCollider.IsActive)
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{
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colliderActor = boxCollider;
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collided = Physics.BoxCastAll(start,
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boxCollider.OrientedBox.Extents + tolerance,
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direction, out traceInfo.hitInfos, boxCollider.Orientation, maxDistance, uint.MaxValue,
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false);
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}
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if (collided)
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{
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List<RayCastHit> hitInfosFiltered = new List<RayCastHit>();
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RayCastHit closest = new RayCastHit();
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closest.Distance = float.MaxValue;
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foreach (var hitInfo in traceInfo.hitInfos)
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{
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if (hitInfo.Collider == colliderActor)
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continue;
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hitInfosFiltered.Add(hitInfo);
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if (hitInfo.Distance < closest.Distance && hitInfo.Distance != 0.0f)
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closest = hitInfo;
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}
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if (hitInfosFiltered.Count == 0)
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collided = false; // self-collision?
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else //if (closest.Distance > 0f)
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{
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if (closest.Distance == float.MaxValue)
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{
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foreach (var hitInfo in hitInfosFiltered)
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{
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if (hitInfo.Distance < closest.Distance)
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closest = hitInfo;
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}
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}
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traceInfo.hitInfos = hitInfosFiltered.ToArray();
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traceInfo.fraction = closest.Distance / maxDistance;
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traceInfo.hitNormal = closest.Normal;
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traceInfo.hitPosition = closest.Point;
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traceInfo.endPosition = start + (delta * traceInfo.fraction);
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if (traceInfo.fraction == 0f && maxDistance > 0f)
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traceInfo.startSolid = true;
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}
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/*else
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{
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traceInfo.startSolid = true;
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traceInfo.fraction = 0f;
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}*/
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}
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if (!collided)
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{
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traceInfo.hitInfos = new RayCastHit[0];
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traceInfo.fraction = 1f;
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traceInfo.endPosition = end;
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}
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return traceInfo;
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}
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public override void OnDebugDraw()
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{
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base.OnDebugDraw();
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var capsuleCollider = Actor.GetChild<CapsuleCollider>();
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var boxCollider = Actor.GetChild<BoxCollider>();
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var meshCollider = Actor.GetChild<MeshCollider>();
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if (capsuleCollider && capsuleCollider.IsActive)
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{
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Quaternion rotation = capsuleCollider.LocalOrientation * Quaternion.Euler(0f, 90f, 0f);
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DebugDraw.DrawWireTube(capsuleCollider.Position, rotation, capsuleCollider.Radius, capsuleCollider.Height, Color.GreenYellow * 0.8f);
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}
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else if (meshCollider && meshCollider.IsActive)
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{
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//Quaternion rotation = meshCollider.LocalOrientation * Quaternion.Euler(0f, 90f, 0f);
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DebugDraw.DrawWireCylinder(meshCollider.Position, meshCollider.Orientation, capsuleCollider.Radius, capsuleCollider.Height + capsuleCollider.Radius * 2, Color.GreenYellow * 0.8f);
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//DebugDraw.DrawWireTube(meshCollider.Position, rotation, meshCollider.Radius, meshCollider.Height, Color.GreenYellow * 0.8f);
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}
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else if (boxCollider && boxCollider.IsActive)
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{
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DebugDraw.DrawWireBox(boxCollider.OrientedBox.GetBoundingBox(), Color.GreenYellow * 0.8f);
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}
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}
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private void SlideMove(ref Vector3 position, bool stepUp, ref Vector3 velocity, bool asdf = false)
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{
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if (velocity.IsZero)
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return;
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Vector3 originalPosition = position;
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Vector3 originalVelocity = velocity;
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float timeleft = Time.DeltaTime;
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List<Float3> hitNormals = new List<Float3>();
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for (int bump = 0; bump < 4; bump++)
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{
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Vector3 startPos = position;
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Vector3 endPos = position + (velocity * timeleft);
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TraceInfo trace = TracePlayer(startPos, endPos);
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// TODO: handle portals here
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float fraction = trace.fraction;
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Vector3 hitNormal = trace.hitNormal;
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if (trace.startSolid)
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{
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velocity = Float3.Zero;
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break;
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}
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if (physicsInteractions)
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{
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RigidBody rigidBody = Actor.As<RigidBody>();
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foreach (var hit in trace.hitInfos)
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{
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if (hit.Collider.AttachedRigidBody == null || hit.Collider.AttachedRigidBody.IsKinematic)
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continue;
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Vector3 force = -hit.Normal * velocity.Length * rigidBody.Mass;
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//Console.Print("move force: " + (force.Length / timeleft));
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hit.Collider.AttachedRigidBody.AddForce(force, ForceMode.Force);
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}
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}
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if (fraction > 0f)
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{
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position = trace.endPosition;
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hitNormals.Clear(); // this is present in some forks, not in Q3
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}
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if (fraction >= 1f)
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break;
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timeleft *= 1.0f - fraction;
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// this doesn't seem to do anything, we never have any hitNormals stored here
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bool hitPreviousNormal = false;
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foreach (Float3 normal in hitNormals)
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{
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if (Float3.Dot(hitNormal, normal) > 0.99)
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{
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// nudge away from the same wall we hit earlier and try again
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velocity += hitNormal;
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hitPreviousNormal = true;
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break;
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}
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}
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if (hitPreviousNormal)
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continue;
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hitNormals.Add(hitNormal);
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if (hitNormals.Count != 1)
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Console.Print("hitNormals: " + hitNormals.Count);
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int plane;
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Vector3 normalMargin = Float3.Zero;
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for (plane = 0; plane < hitNormals.Count; plane++)
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{
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Vector3 normal = hitNormals[plane];
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// clip velocity
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velocity -= normal * Float3.Dot(velocity, normal);
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//velocity = Float3.ProjectOnPlane(velocity, normal);
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//traceOffset = normal * 1f;
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normalMargin += normal;
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//position += normal * 0.031f;
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int plane2;
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for (plane2 = 0; plane2 < hitNormals.Count; plane2++)
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{
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if (plane == plane2)
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continue;
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if (Float3.Dot(velocity, hitNormals[plane2]) < 0f)
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break;
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}
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if (plane2 == hitNormals.Count)
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break;
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}
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// push off slightly away from the walls to not get stuck
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position += normalMargin.Normalized * collisionMargin;
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if (plane == hitNormals.Count)
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{
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if (hitNormals.Count == 2)
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{
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Vector3 dir = Float3.Cross(hitNormals[0], hitNormals[1]);
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//dir.Normalize();
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float dist = Float3.Dot(dir, velocity);
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velocity = dist * dir;
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}
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else
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{
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velocity = Float3.Zero;
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break;
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}
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}
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else
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{
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// nudge very slightly away from the wall to avoid getting stuck
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//position += trace.hitNormal * 0.01f;
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//velocity += trace.hitNormal * 0.01f;
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}
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// prevents bouncing against the wall
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if (/*velocity.Length > 0f && */Float3.Dot(velocity, originalVelocity) <= 0f)
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{
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velocity = Float3.Zero;
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break;
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}
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}
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}
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//Vector3 wishVelocity = Float3.Zero;
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//Vector3 gravityVelocity = Float3.Zero;
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//Vector3 currentVelocity = Float3.Zero;
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private bool onGround = false;
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private const float friction = 4f;
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private const float stopspeed = 100f;
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private const float accelerationGround = 10f;
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private const float jumpVelocity = 270f;
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private const float maxAirSpeed = 320f;
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private const float maxAirStrafeSpeed = 30f; //Q2+
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private const float airAcceleration = 0.4f * 0f; //Q2+
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private const float airStopAcceleration = 2.5f * 0f; //Q2+
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private const float airStrafeAcceleration = 70f * 0f; //CPM?
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private const float strafeAcceleration = 10f; //QW
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private const float airControl = 0f; //CPM
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private bool physicsInteractions = false;
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private bool jumped = false;
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private Vector3 safePosition;
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private Vector3 currentVelocity;
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public override void OnFixedUpdate()
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{
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RigidBody rigidBody = Actor.As<RigidBody>();
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Transform rootTrans = rootActor.Transform;
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Vector3 inputDirection =
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new Float3(InputManager.GetAxis("Horizontal"), 0.0f, InputManager.GetAxis("Vertical"));
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Vector3 moveDirection = rootTrans.TransformDirection(inputDirection);
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//Vector3 position = rigidBody.Position;
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Vector3 velocity = rigidBody.LinearVelocity;//currentVelocity;
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Vector3 wishVelocity = Float3.Zero;
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if (!inputDirection.IsZero)
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wishVelocity = moveDirection.Normalized * MoveSpeed;
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// categorize position
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onGround = true;
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Vector3 groundDelta = Physics.Gravity.Normalized * collisionMargin*2;
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Vector3 traceGroundStart = rigidBody.Position - groundDelta;
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Vector3 traceGroundEnd = rigidBody.Position + groundDelta;
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TraceInfo traceGround = TracePlayer(traceGroundStart, traceGroundEnd, -0.1f);
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float groundDistance = 0.1f;
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if (traceGround.fraction < 1f/* && !traceGround.startSolid*//*&& ddot < 0.7f*/)
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{
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/*
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// slope
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// clip velocity
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Vector3 bounce = -groundDelta;
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Vector3 bounceDir = -groundDelta.Normalized;//traceGround.hitNormal;
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//Vector3 velocityProjected = Float3.ProjectOnPlane(velocity, normal);
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float backoff = Float3.Dot(bounce, bounceDir) * 2f;
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bounce -= bounceDir * backoff;
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//velocity = velocityProjected;
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Vector3 point = (rigidBody.Position + groundDelta) +
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(1f - traceGround.fraction) * bounce;
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//Vector3 point = rigidBody.Position - ((1f - traceGround.fraction) * groundDelta);
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//rigidBody.Position = point;
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// retrace
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//traceGround = TracePlayer(traceGround.endPosition, point);
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*/
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}
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/*if (!traceGround.startSolid && traceGround.fraction < 1f &&
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-Float3.Dot(Physics.Gravity.Normalized, traceGround.hitNormal) < 0.7f)
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{
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// slope
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// clip velocity
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Vector3 bounce = groundDelta;
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//Vector3 velocityProjected = Float3.ProjectOnPlane(velocity, normal);
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float backoff = Float3.Dot(bounce, traceGround.hitNormal) * 2f;
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bounce -= traceGround.hitNormal * backoff;
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//velocity = velocityProjected;
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Vector3 point = (rigidBody.Position + groundDelta) +
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(1f - traceGround.fraction) * bounce;
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// retrace
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traceGround = TracePlayer(rigidBody.Position, rigidBody.Position + point);
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}*/
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//if (!traceGround.startSolid && (traceGround.fraction >= 1f ||
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// -Float3.Dot(Physics.Gravity.Normalized, traceGround.hitNormal) < 0.7f))
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float rampDot = -Float3.Dot(Physics.Gravity.Normalized, traceGround.hitNormal);
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if (traceGround.fraction >= 1f)
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rampDot = 1f;
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else if (traceGround.hitNormal.IsZero)
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rampDot = 99f;
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if (traceGround.fraction >= 1f || rampDot < 0.7f)
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{
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//Console.Print("air: " + (-Float3.Dot(Physics.Gravity.Normalized, traceGround.hitNormal)).ToString());
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// falling or sliding down a slope
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onGround = false;
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}
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else
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{
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float closestDist = float.MaxValue;
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foreach (var hit in traceGround.hitInfos)
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{
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if (hit.Distance < closestDist && hit.Distance != 0f)
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closestDist = hit.Distance;
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}
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if (traceGround.fraction == 0f && closestDist != 0f)
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Console.Print("minteresting");
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//Console.Print("grund: "+ (-Float3.Dot(Physics.Gravity.Normalized, traceGround.hitNormal)).ToString());
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onGround = true;//!traceGround.startSolid;
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//velocity.Y = 0f;
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// move slightly above the ground
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// maintain distance off the ground
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float dist = ((traceGroundEnd - rigidBody.Position) * (traceGround.fraction - 0.5f)).Length;
|
|
|
|
if (dist < groundDistance)
|
|
{
|
|
var newPos = rigidBody.Position;
|
|
newPos.Y += groundDistance - dist;
|
|
//rigidBody.Position = newPos;
|
|
//velocity.Y = 0f;
|
|
}
|
|
//velocity.Y = 0f;
|
|
}
|
|
|
|
onGround = true;
|
|
//Console.Print("frac: " + traceGround.fraction + "norm: " + rampDot);
|
|
|
|
|
|
|
|
|
|
//onGround |= overlaps.Length > 0;
|
|
|
|
/*if (onGround && physicsInteractions && traceGround.hitInfos.Length > 0)
|
|
{
|
|
// apply resting force to rigid bodies under the player
|
|
//bool collided = false;
|
|
foreach (var hit in traceGround.hitInfos)
|
|
{
|
|
if (hit.Collider.AttachedRigidBody == null || hit.Collider.AttachedRigidBody.IsKinematic)
|
|
continue;
|
|
|
|
if (hit.Distance <= 0f)
|
|
continue;
|
|
|
|
//Console.Print(Physics.Gravity.Length.ToString());
|
|
Vector3 force = -hit.Normal * (Physics.Gravity.Length) * rigidBody.Mass * Time.DeltaTime;
|
|
hit.Collider.AttachedRigidBody.AddForceAtPosition(force, hit.Point, ForceMode.Impulse);
|
|
//collided = true;
|
|
//Console.Print("downforce: " + force.Length / Time.DeltaTime);
|
|
}
|
|
|
|
//if (collided)
|
|
// fraction = 1.0f; // finish movement and stop
|
|
}*/
|
|
|
|
/*if (!onGround)
|
|
Console.Print("air");
|
|
else
|
|
Console.Print("ground");*/
|
|
|
|
|
|
/*if (onGround)
|
|
{
|
|
// snap to ground
|
|
if (!traceGround.startSolid)
|
|
{
|
|
Vector3 newPos = rigidBody.Position;
|
|
|
|
if (traceGround.fraction < 1f)
|
|
{
|
|
//newPos += -Physics.Gravity.Normalized * traceGround.fraction;
|
|
}
|
|
rigidBody.Position = newPos;
|
|
}
|
|
}*/
|
|
/*if (traceGround.startSolid)
|
|
{
|
|
Console.Print("stuk: ");
|
|
|
|
rigidBody.Position = safePosition;
|
|
|
|
traceGround = TracePlayer(rigidBody.Position, rigidBody.Position + Physics.Gravity.Normalized,
|
|
false);
|
|
|
|
//onGround = true;
|
|
|
|
//currentVelocity.Y = 0f;
|
|
}
|
|
|
|
if (!traceGround.startSolid)
|
|
{
|
|
foreach (var hitInfo in traceGround.hitInfos)
|
|
{
|
|
var dot = Float3.Dot(Physics.Gravity.Normalized, hitInfo.Normal);
|
|
if (-dot >= 0.7) //~45deg slope
|
|
{
|
|
//Console.Print("d: " + hitInfo.Distance);
|
|
Vector3 newPos = rigidBody.Position;
|
|
|
|
if (hitInfo.Distance > 0f)
|
|
newPos += Physics.Gravity.Normalized * (hitInfo.Distance - 0.01f);
|
|
else
|
|
newPos += hitInfo.Normal * 0.1f;
|
|
|
|
rigidBody.Position = newPos;
|
|
|
|
onGround = true;
|
|
currentVelocity.Y = 0f;
|
|
break;
|
|
|
|
//if (currentVelocity.Length > 0.01f)
|
|
// Console.Print("groundvel: " + currentVelocity.ToString());
|
|
//currentVelocity.Y = 0.0f;
|
|
}
|
|
}
|
|
}*/
|
|
|
|
// jump
|
|
if (onGround)
|
|
{
|
|
if (!jumped && InputManager.GetAction("Jump"))
|
|
{
|
|
jumped = true;
|
|
|
|
velocity += Float3.Up * jumpVelocity;
|
|
onGround = false;
|
|
}
|
|
}
|
|
if (jumped && !InputManager.GetAction("Jump")) // jump released
|
|
jumped = false;
|
|
|
|
|
|
// ground friction
|
|
if (onGround)
|
|
{
|
|
float currentSpeed = velocity.Length;
|
|
|
|
float control = currentSpeed < stopspeed ? stopspeed : currentSpeed;
|
|
var drop = control * friction * Time.DeltaTime;
|
|
|
|
float newspeed = currentSpeed - drop;
|
|
if (newspeed < 0)
|
|
newspeed = 0;
|
|
|
|
if (currentSpeed < 0.0001f)
|
|
velocity *= 0;
|
|
else
|
|
velocity *= newspeed / currentSpeed;
|
|
}
|
|
|
|
//bool stepUp = false;
|
|
|
|
if (onGround) // ground acceleration
|
|
{
|
|
ApplyAcceleration(ref velocity, wishVelocity.Normalized, wishVelocity.Length, float.MaxValue, accelerationGround);
|
|
}
|
|
else // air acceleration
|
|
{
|
|
var wishspeed = wishVelocity.Length;
|
|
if (wishspeed > maxAirSpeed)
|
|
wishspeed = maxAirSpeed;
|
|
|
|
if (strafeAcceleration != 0f)
|
|
ApplyAcceleration(ref velocity, wishVelocity.Normalized, wishspeed, maxAirStrafeSpeed, strafeAcceleration);
|
|
|
|
//stepUp = true;
|
|
}
|
|
|
|
if (!onGround)
|
|
{
|
|
velocity += Physics.Gravity * Time.DeltaTime;
|
|
//Console.Print("grav");
|
|
}
|
|
//else
|
|
// Console.Print("Yv: " + currentVelocity.Y);
|
|
|
|
//SlideMove(ref position, false, ref velocity);
|
|
|
|
safePosition = rigidBody.Position;
|
|
if (rigidBody.EnableSimulation)
|
|
{
|
|
//rigidBody.Position = position;
|
|
//Vector3 force = velocity - rigidBody.LinearVelocity;
|
|
rigidBody.LinearVelocity = velocity;
|
|
//rigidBody.AddForce(force, ForceMode.Impulse);
|
|
}
|
|
else
|
|
{
|
|
//rigidBody.Position = position;
|
|
rigidBody.LinearVelocity = velocity;
|
|
}
|
|
|
|
//rigidBody.LinearVelocity = velocity;
|
|
|
|
//if (currentVelocity.Length > 0.01f)
|
|
// Console.Print("vel: " + currentVelocity.ToString());
|
|
}
|
|
|
|
void ApplyAcceleration(ref Vector3 velocity, Vector3 wishDir, float wishspeed, float maxWishspeed, float acceleration)
|
|
{
|
|
float wishspeedOrig = wishspeed;
|
|
if (wishspeed > maxWishspeed)
|
|
wishspeed = maxWishspeed;
|
|
|
|
float currentSpeed = Float3.Dot(velocity, wishDir);
|
|
float addSpeed = wishspeed - currentSpeed;
|
|
if (addSpeed <= 0f)
|
|
return;
|
|
|
|
float accelSpeed = acceleration * wishspeedOrig * Time.DeltaTime;
|
|
if (accelSpeed > addSpeed)
|
|
accelSpeed = addSpeed;
|
|
|
|
velocity += accelSpeed * wishDir;
|
|
}
|
|
|
|
public override void OnUpdate()
|
|
{
|
|
float xAxis = InputManager.GetAxisRaw("Mouse X");
|
|
float yAxis = InputManager.GetAxisRaw("Mouse Y");
|
|
if (xAxis != 0.0f || yAxis != 0.0f)
|
|
{
|
|
var camera = rootActor.GetChild<Camera>();
|
|
|
|
viewPitch += yAxis;
|
|
viewYaw += xAxis;
|
|
|
|
viewPitch = Mathf.Clamp(viewPitch, -90.0f, 90.0f);
|
|
|
|
// root orientation must be set first
|
|
rootActor.Orientation = Quaternion.Euler(0, viewYaw, 0);
|
|
camera.Orientation = Quaternion.Euler(viewPitch, viewYaw, viewRoll);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif |