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ControlWalk.h
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ControlWalk.h
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#pragma once
#include "Environment.h"
#include "RenderHelpers.h"
void Draw(Environment& environment)
{
glm::vec3 plannedstep = glm::vec3(environment.InputWASD.x, 0, environment.InputWASD.y);
if(!environment.MovementPhysicsLocked)
PhysicsStep(environment, plannedstep);
DrawMesh(environment, environment.CurrentScene.limits);
for (uint i = 0; i < environment.CurrentScene.Objects.size(); i++)
{
DrawMesh(environment, environment.CurrentScene.Objects[i]);
}
}
glm::vec3 newpos;
void PhysicsStep(Environment& environment, glm::vec3 input)
{
if (environment.MovementInputLocked)
input = glm::vec3(0, 0, 0);
glm::vec3 move = input * environment.playerSpeed;
glm::vec3 maxmove = move;
newpos = environment.PlayerPos + move;
for (uint i = 0; i < environment.CurrentScene.Objects.size(); i++)
{
while(AABBIntersectsPlayer(environment, environment.CurrentScene.Objects[i], newpos))
{
move -= maxmove * 0.1f;
newpos = environment.PlayerPos + move;
}
}
//keep within level bounds
if (newpos.y > environment.CurrentScene.limits.up)
newpos.y = environment.CurrentScene.limits.up;
else if (newpos.y < environment.CurrentScene.limits.down)
newpos.y = environment.CurrentScene.limits.down;
if (newpos.x > environment.CurrentScene.limits.right)
newpos.x = environment.CurrentScene.limits.right;
else if (newpos.x < environment.CurrentScene.limits.left)
newpos.x = environment.CurrentScene.limits.left;
environment.PlayerPos = newpos;
}
bool AABBIntersectsPlayer(Environment& environment, Bounds b, glm::vec3 pos)
{
if (b.type == "passable")
return;
glm::vec3 dist = glm::vec3(pos.x - b.centre.x, 0, pos.y - b.centre.y);
if (dist.x > (b.width / 2 + environment.playerCollisionRadius))
return false;
if (dist.y > (b.height / 2 + environment.playerCollisionRadius))
return false;
if (dist.x <= (b.width / 2))
return true;
if (dist.y <= (b.height / 2))
return true;
float cornerDistance_sq = pow((dist.x - b.width / 2),2) + pow((dist.y - b.height / 2), 2);
return (cornerDistance_sq <= pow(environment.playerCollisionRadius, 2));
}