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https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
bring back pre-0.30 player controls
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0ddd8cff4f
commit
1d2c8cf4b6
4 changed files with 18 additions and 23 deletions
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@ -18,8 +18,8 @@ local function def_prop(name, def_value)
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end
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def_prop("jump_force", 0.0)
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def_prop("air_damping", 1.0)
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def_prop("ground_damping", 1.0)
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def_prop("air_damping", 10.0)
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def_prop("ground_damping", 10.0)
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def_prop("movement_speed", 3.0)
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def_prop("run_speed_mul", 1.5)
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def_prop("crouch_speed_mul", 0.35)
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@ -61,19 +61,10 @@ local function move_horizontal(speed, dir, vel)
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if vec2.length(dir) > 0.0 then
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vec2.normalize(dir, dir)
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local magnitude = vec2.length({vel[1], vel[3]})
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if magnitude <= 1e-4 or (magnitude < speed or vec2.dot(
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{vel[1] / magnitude, vel[3] / magnitude}, dir) < 0.9)
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then
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vel[1] = vel[1] * 0.2 + dir[1] * speed * 0.8
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vel[3] = vel[3] * 0.2 + dir[2] * speed * 0.8
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end
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magnitude = vec3.length({vel[1], 0, vel[3]})
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if vec2.dot({vel[1] / magnitude, vel[3] / magnitude}, dir) > 0.5 then
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vel[1] = vel[1] / magnitude * speed
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vel[3] = vel[3] / magnitude * speed
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end
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local delta = time.delta()
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local damping = body:get_linear_damping()
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vel[1] = vel[1] + dir[1] * speed * delta * damping
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vel[3] = vel[3] + dir[2] * speed * delta * damping
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end
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body:set_vel(vel)
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end
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@ -107,7 +107,7 @@ glm::vec3 CameraControl::updateCameraShaking(
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glm::vec3 offset {};
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const float k = CAM_SHAKE_DELTA_K;
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const float ov = CAM_SHAKE_OFFSET_Y;
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const glm::vec3& vel = hitbox.velocity;
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auto vel = hitbox.getSurfaceVelocity();
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if (settings.shaking.get()) {
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shake = shake * (1.0f - delta * k);
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@ -252,7 +252,7 @@ void PlayerController::updateFootsteps(float delta) {
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constexpr float GLM_PI = glm::pi<float>();
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auto hitbox = player.getHitbox();
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if (hitbox && hitbox->grounded) {
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const glm::vec3& vel = hitbox->velocity;
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glm::vec3 vel = hitbox->getSurfaceVelocity();
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float f = glm::length(glm::vec2(vel.x, vel.z));
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stepsTimer += delta * f * STEPS_SPEED;
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if (stepsTimer >= GLM_PI) {
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@ -58,7 +58,6 @@ struct Hitbox {
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glm::vec3 velocity;
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glm::vec3 scale {1.0f, 1.0f, 1.0f};
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float linearDamping = 0.5;
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float friction = 1.0f;
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float verticalDamping = 1.0f;
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bool grounded = false;
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float gravityScale = 1.0f;
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@ -68,7 +67,10 @@ struct Hitbox {
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float elasticity = 0.0f;
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std::string material;
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std::string groundMaterial;
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// FIXME: only one must survive
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glm::vec3 groundVelocity {};
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glm::vec3 actualGroundVelocity {};
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glm::vec3 prevPosition {};
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glm::vec3 prevVelocity {};
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@ -94,4 +96,8 @@ struct Hitbox {
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prevPosition = vec;
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}
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}
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glm::vec3 getSurfaceVelocity() const {
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return velocity - actualGroundVelocity;
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}
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};
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@ -396,10 +396,11 @@ void PhysicsSolver::step(
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}
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for (auto hitbox : hitboxes) {
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float linearDamping = hitbox->linearDamping * hitbox->friction;
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float linearDamping = hitbox->linearDamping;
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glm::vec3& vel = hitbox->velocity;
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auto diff = hitbox->groundVelocity / dt - vel;
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hitbox->actualGroundVelocity = hitbox->groundVelocity / dt;
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auto diff = hitbox->actualGroundVelocity - vel;
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vel.x += diff.x * delta * linearDamping;
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vel.z += diff.z * delta * linearDamping;
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@ -411,9 +412,6 @@ void PhysicsSolver::step(
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}
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updateSensors(*hitbox);
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hitbox->friction = glm::abs(hitbox->gravityScale <= 1e-7f)
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? 8.0f
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: (!hitbox->prevGrounded ? 2.0f : 10.0f);
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}
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}
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