TOUT FONCTIONNE!
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		| @@ -2,7 +2,6 @@ | ||||
|  | ||||
| Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) { | ||||
| 	m_velocity = Vector3f(0, 0, 0); | ||||
| 	m_dbljump = 0; | ||||
| 	m_airborne = true; | ||||
| } | ||||
|  | ||||
| @@ -20,186 +19,51 @@ void Player::TurnTopBottom(float value) { | ||||
|  | ||||
|  | ||||
| Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) { | ||||
| 	static float yrotrad = 0; | ||||
| 	static float xrotrad = 0; | ||||
| 	static float dashtimeout = 0; | ||||
|  | ||||
| 	Vector3f delta = Vector3f(0, 0, 0); | ||||
|  | ||||
| 	m_direction = Vector3f(cos(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f), | ||||
| 						  -sin(m_rotX / 57.2957795056f), | ||||
| 						   sin(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f)); | ||||
| 	float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295... | ||||
| 	float xrotrad = (m_rotX / 57.2957795056f); | ||||
|  | ||||
| 	if ((jump || dash) && !m_airborne) { | ||||
| 		delta.y += jump ? m_jumpforce : 0.1f; | ||||
| 	m_direction = Vector3f(cos(yrotrad) * cos(xrotrad), | ||||
| 		-sin(xrotrad), | ||||
| 		sin(yrotrad) * cos(xrotrad)); | ||||
|  | ||||
| 	if (front) { | ||||
| 		delta.x += float(sin(yrotrad)) * elapsedTime * 10.f; | ||||
| 		delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f; | ||||
| 	} | ||||
| 	else if (back) { | ||||
| 		delta.x -= float(-sin(yrotrad)) * elapsedTime * -10.f; | ||||
| 		delta.z -= float(cos(yrotrad)) * elapsedTime * -10.f; | ||||
| 	} | ||||
|  | ||||
| 	if (left) { | ||||
| 		delta.x += float(-cos(yrotrad)) * elapsedTime * 10.f; | ||||
| 		delta.z += float(-sin(yrotrad)) * elapsedTime * 10.f; | ||||
| 	} | ||||
| 	else if (right) { | ||||
| 		delta.x -= float(cos(yrotrad)) * elapsedTime * -10.f; | ||||
| 		delta.z -= float(sin(yrotrad)) * elapsedTime * -10.f; | ||||
| 	} | ||||
|  | ||||
| 	delta.Normalize(); | ||||
| 	delta.x *= .6f; | ||||
| 	delta.z *= .6f; | ||||
|  | ||||
| 	if (jump && !m_airborne) { | ||||
| 		delta.y += .32f; | ||||
| 		m_airborne = true; | ||||
| 	} | ||||
|  | ||||
| 	if (dashtimeout > 0.f) { // Gestion du timeout de dash pour ne pas pouvoir spammer le dash. | ||||
| 		dash = false; | ||||
| 		dashtimeout -= elapsedTime; | ||||
| 	} | ||||
| 	else dashtimeout = 0; | ||||
| 	if (dash) dashtimeout = 2; | ||||
|  | ||||
| 	if ((!m_airborne && (left || right || front || back)) || | ||||
| 		(dash && !(left || right || front || back))) { | ||||
| 		yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295... | ||||
| 		xrotrad = (m_rotX / 57.2957795056f); | ||||
| 		if (dash) { | ||||
| 			delta.x += float(sin(yrotrad)) * elapsedTime * 20.f; | ||||
| 			delta.z += float(-cos(yrotrad)) * elapsedTime * 20.f; | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	if (!m_airborne) { | ||||
| 		if (front) { | ||||
| 			delta.x += float(sin(yrotrad)) * elapsedTime * 10.f; | ||||
| 			delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f; | ||||
| 		} | ||||
| 		else if (back) { | ||||
| 			delta.x -= float(-sin(yrotrad)) * elapsedTime * -10.f; | ||||
| 			delta.z -= float(cos(yrotrad)) * elapsedTime * -10.f; | ||||
| 		} | ||||
|  | ||||
| 		if (left) { | ||||
| 			delta.x += float(-cos(yrotrad)) * elapsedTime * 10.f; | ||||
| 			delta.z += float(-sin(yrotrad)) * elapsedTime * 10.f; | ||||
| 		} | ||||
| 		else if (right) { | ||||
| 			delta.x -= float(cos(yrotrad)) * elapsedTime * -10.f; | ||||
| 			delta.z -= float(sin(yrotrad)) * elapsedTime * -10.f; | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	return delta; | ||||
| } | ||||
|  | ||||
| // | ||||
| //Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) { | ||||
| //	static float accWS = 0; | ||||
| //	static float accAD = 0; | ||||
| //	static float yrotrad = 0; | ||||
| //	static float xrotrad = 0; | ||||
| //	static float dashtimeout = 0; | ||||
| // | ||||
| //	Vector3f movepos = m_velocity; | ||||
| // | ||||
| //	m_direction = Vector3f(cos(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f), | ||||
| //						   -sin(m_rotX / 57.2957795056f), | ||||
| //						   sin(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f)); | ||||
| // | ||||
| //	if (dashtimeout > 0.f) { // Gestion du timeout de dash pour ne pas pouvoir spammer le dash. | ||||
| //		dash = false; | ||||
| //		dashtimeout -= elapsedTime; | ||||
| //	} | ||||
| //	else dashtimeout = 0; | ||||
| //	if (dash) dashtimeout = 2; | ||||
| // | ||||
| //	if (m_airborne && !jump) m_airborne = false; // Anti-rebondissement du saut, pour pouvoir rebondir. | ||||
| // | ||||
| //	if (m_dbljump >= 2) jump = false; | ||||
| // | ||||
| //	if ((jump || dash)  && !m_airborne ) { | ||||
| //		m_velocity.y += jump? m_jumpforce: 0.1f; | ||||
| //		movepos.y += m_velocity.y; | ||||
| //		m_airborne = true; | ||||
| //		m_dbljump++; | ||||
| //	} | ||||
| // | ||||
| //	if ((m_dbljump < 1 && ( left || right || front || back)) ||  | ||||
| //		(dash && !(left || right || front || back)) ) { | ||||
| //		yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295... | ||||
| //		xrotrad = (m_rotX / 57.2957795056f); | ||||
| //		if (dash) accWS = m_topspeed; // Pour avoir un boost de vitesse vers l'avant si le dash est appuy<75> seul. | ||||
| //	} | ||||
| // | ||||
| //	if (front) { | ||||
| //		if (m_dbljump == 0) | ||||
| //			if (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed; | ||||
| //		if (dash) accWS *= accWS > 0.f ? 3.f : -1.f; | ||||
| //		m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS; | ||||
| //		movepos.x += m_velocity.x; | ||||
| //		m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS; | ||||
| //		movepos.z += m_velocity.z; | ||||
| //	} | ||||
| //	else if (back) { | ||||
| //		if (m_dbljump == 0) | ||||
| //			if (accWS > -m_topspeed) accWS -= elapsedTime * 30; else accWS = -m_topspeed; | ||||
| //		if (dash) accWS *= accWS < 0.f? 3.f: -1.f; | ||||
| //		m_velocity.x = float(-sin(yrotrad)) * elapsedTime * -accWS; | ||||
| //		movepos.x += m_velocity.x; | ||||
| //		m_velocity.z = float(cos(yrotrad)) * elapsedTime * -accWS; | ||||
| //		movepos.z += m_velocity.z; | ||||
| //	} | ||||
| //	else if (accWS != 0) { | ||||
| //		accWS = accWS > 0 ? accWS - elapsedTime * (m_position.y > 0.1f ? 10 : 120)  | ||||
| //			  : accWS + elapsedTime * (m_position.y > 0.1f ? 10 : 120); | ||||
| // | ||||
| //		m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS; | ||||
| //		movepos.x += m_velocity.x; | ||||
| //		m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS; | ||||
| //		movepos.z += m_velocity.z; | ||||
| //		if (accWS < 1 && accWS > -1) accWS = 0; | ||||
| //	} | ||||
| // | ||||
| //	if (left) { | ||||
| //		if (m_dbljump == 0) | ||||
| //			if (accAD < m_topspeed) accAD += elapsedTime * 30; else accAD = m_topspeed; | ||||
| //		if (dash) accAD *= accAD > 0.f? 3.f: -1.f; | ||||
| //		m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD; | ||||
| //		movepos.x += m_velocity.x; | ||||
| //		m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD; | ||||
| //		movepos.z += m_velocity.z; | ||||
| //	} | ||||
| //	else if (right) { | ||||
| //		if (m_dbljump == 0) | ||||
| //			if (accAD > -m_topspeed) accAD -= elapsedTime * 30; else accAD = -m_topspeed; | ||||
| //		if (dash) accAD *= accAD < 0.f ? 3.f : -1.f; | ||||
| //		m_velocity.x = float(cos(yrotrad)) * elapsedTime * -accAD; | ||||
| //		movepos.x += m_velocity.x; | ||||
| //		m_velocity.z = float(sin(yrotrad)) * elapsedTime * -accAD; | ||||
| //		movepos.z += m_velocity.z; | ||||
| //	} | ||||
| //	else if (accAD != 0) { | ||||
| //		accAD = accAD > 0 ? accAD - elapsedTime * (m_position.y > 0.1f ? 10 : 120)  | ||||
| //			  : accAD + elapsedTime * (m_position.y > 0.1f ? 10 : 120); | ||||
| // | ||||
| //		m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD; | ||||
| //		movepos.x += m_velocity.x; | ||||
| //		m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD; | ||||
| //		movepos.z += m_velocity.z; | ||||
| //		if (accAD < 1.f && accAD > -1.f) accAD = 0; | ||||
| //	} | ||||
| // | ||||
| //	// Gestion de si le personnage va en diagonale, qu'il n'aille pas plus vite que s'il allait en ligne droite. | ||||
| //	if (abs(accAD) + abs(accWS) > sqrtf(exp2f(m_topspeed) * 2)) { | ||||
| //		accWS *= 0.8f; | ||||
| //		accAD *= 0.8f; | ||||
| //	} | ||||
| // | ||||
| //	return movepos; | ||||
| //} | ||||
|  | ||||
| void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) { | ||||
| 	/* Gestion de collisions */ | ||||
|  | ||||
| 	/* Gestion de collisions */ | ||||
| 	BlockType bt1, bt2, bt3; | ||||
|  | ||||
| 	if (m_velocity.x * m_velocity.x + m_velocity.z * m_velocity.z >= .005f) { | ||||
| 		m_velocity.x *= 0.9f; | ||||
| 		m_velocity.z *= 0.9f; | ||||
| 	} | ||||
|  | ||||
| 	if (!m_airborne) { | ||||
| 		m_velocity.x = input.x ? m_velocity.x + input.x * 4.f * elapsedTime : -.1f * m_velocity.x * elapsedTime; | ||||
| 		m_velocity.z = input.z ? m_velocity.z + input.z * 4.f * elapsedTime : -.1f * m_velocity.z * elapsedTime; | ||||
| 	} | ||||
| 	else { | ||||
| 		m_velocity.x += -.1f * m_velocity.x * elapsedTime; | ||||
| 		m_velocity.z += -.1f * m_velocity.x * elapsedTime; | ||||
| 	} | ||||
| 	 | ||||
| 	bt1 = world.BlockAt(m_position.x, m_position.y + input.y, m_position.z); | ||||
| 	bt2 = world.BlockAt(m_position.x, m_position.y + input.y - 0.9f, m_position.z); | ||||
| 	bt3 = world.BlockAt(m_position.x, m_position.y + input.y - 1.7f, m_position.z); | ||||
| @@ -212,54 +76,80 @@ void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) { | ||||
| 	else { | ||||
| 		if (abs(m_velocity.y) < 1.1f) m_velocity.y += input.y - 1.1f * elapsedTime; | ||||
| 		bt3 = world.BlockAt(m_position.x, m_position.y + m_velocity.y - 1.7f, m_position.z); | ||||
| 		bt1 = world.BlockAt(m_position.x, m_position.y + .3f, m_position.z); | ||||
| 		if (bt3 != BTYPE_AIR) { | ||||
| 			m_velocity.y = 0; | ||||
| 			m_airborne = false; | ||||
| 		} | ||||
| 		else if (bt1 != BTYPE_AIR) { | ||||
| 			m_velocity.y = -.1f; | ||||
| 		} | ||||
| 		else m_airborne = true; | ||||
| 	} | ||||
| 	 | ||||
|  | ||||
| 	bt1 = world.BlockAt(m_position.x + input.x, m_position.y, m_position.z); | ||||
| 	bt2 = world.BlockAt(m_position.x + input.x, m_position.y - 0.9f, m_position.z); | ||||
| 	bt3 = world.BlockAt(m_position.x + input.x, m_position.y - 1.7f, m_position.z); | ||||
| 	if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) { | ||||
| 		input.x = 0; | ||||
| 		m_velocity.x = 0; | ||||
| 		input.x = m_velocity.x = 0; | ||||
| 		m_velocity.z *= .5f; | ||||
| 	} | ||||
|  | ||||
| 	bt1 = world.BlockAt(m_position.x, m_position.y, m_position.z + input.z); | ||||
| 	bt2 = world.BlockAt(m_position.x, m_position.y - 0.9f, m_position.z + input.z); | ||||
| 	bt3 = world.BlockAt(m_position.x, m_position.y - 1.7f, m_position.z + input.z); | ||||
| 	if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) { | ||||
| 		input.z = 0; | ||||
| 		m_velocity.z = 0; | ||||
| 		input.z = m_velocity.z = 0; | ||||
| 		m_velocity.x *= .5f; | ||||
| 	} | ||||
|  | ||||
| 	/* Fin gestion de collisions */ | ||||
| 	/* Gestion de la friction */ | ||||
|  | ||||
| 	if (!m_airborne) { | ||||
| 		m_velocity.x += input.x * 2.f * elapsedTime; | ||||
| 		m_velocity.z += input.z * 2.f * elapsedTime; | ||||
|  | ||||
| 		if (input.x == 0.f)  | ||||
| 			m_velocity.x *= .6f; | ||||
| 		 | ||||
| 		if (input.z == 0.f)  | ||||
| 			m_velocity.z *= .6f; | ||||
| 	} | ||||
| 	else { | ||||
| 		m_velocity.x += input.x * .4f * elapsedTime; // Techniquement contre les lois de la physique, mais c'est beaucoup moins chiant pour grimper sur les blocs. | ||||
| 		m_velocity.z += input.z * .4f * elapsedTime; | ||||
| 		m_velocity.x *= .99f; | ||||
| 		m_velocity.z *= .99f; | ||||
| 	} | ||||
|  | ||||
| 	/* Fin gestion de la friction */ | ||||
|  | ||||
| 	float vy = m_velocity.y; | ||||
| 	m_velocity.y = 1.f; // Padding pour limiter le x et z lors du Normalize(). | ||||
| 	if (m_velocity.Length() >= 1.f) m_velocity.Normalize(); // Limiteur de vitesse en x/z. | ||||
| 	m_velocity.y = 0; | ||||
| 	if (m_velocity.Length() < .005f) m_velocity.Zero(); // Threshold en x/z. | ||||
| 	m_velocity.y = vy; | ||||
|  | ||||
| 	m_position += m_velocity; | ||||
|  | ||||
| 	static float bobbingtime = 0; // Gestion de la cam<61>ra | ||||
| 	if (bobbingtime <= 360.f) bobbingtime += elapsedTime * m_topspeed / 2; else bobbingtime = 0; | ||||
| 	m_POV.x = m_position.x; | ||||
| 	m_POV.z = m_position.z; | ||||
| 	m_POV.y = m_position.y - 1.7f + m_airborne ? 0 : ((sin(bobbingtime) - 0.5f) * (abs(m_velocity.x * 40) + abs(m_velocity.z * 40)) / (10.f * m_topspeed)); | ||||
| 	if (bobbingtime <= 360.f) bobbingtime += elapsedTime * 20.f; else bobbingtime = 0; | ||||
| 	m_POV = m_position.y; | ||||
| 	m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f; | ||||
| } | ||||
|  | ||||
| void Player::ApplyTransformation(Transformation& transformation, bool rel) const { | ||||
| 	transformation.ApplyRotation(-m_rotX, 1, 0, 0); | ||||
| 	transformation.ApplyRotation(-m_rotY, 0, 1, 0); | ||||
| 	if (rel) transformation.ApplyTranslation(-m_position); | ||||
| 	if (rel) transformation.ApplyTranslation(-m_position.x,-m_POV,-m_position.z); | ||||
| } | ||||
|  | ||||
| Vector3f Player::GetPosition() const { return m_position; } | ||||
|  | ||||
| Vector3f Player::GetVelocity() const { return m_velocity; } | ||||
|  | ||||
| Vector3f Player::GetPOV() const | ||||
| { | ||||
| 	return m_POV; | ||||
| } | ||||
| Vector3f Player::GetPOV() const { return Vector3f(m_position.x, m_POV, m_position.z); } | ||||
|  | ||||
| Vector3f Player::GetDirection() const { return m_direction; } | ||||
|   | ||||
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