Modifications dans Player
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		| @@ -1,4 +1,5 @@ | ||||
| #include "player.h" | ||||
| #include "world.h" | ||||
|  | ||||
| Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) { | ||||
| 	m_velocity = Vector3f(0, 0, 0); | ||||
| @@ -66,19 +67,19 @@ void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) { | ||||
| 	/* Gestion de collisions */ | ||||
| 	BlockType bt1, bt2, bt3; | ||||
|  | ||||
| 	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); | ||||
| 	bt1 = world.BlockAt(GetPosition().x, GetPosition().y + input.y, GetPosition().z); | ||||
| 	bt2 = world.BlockAt(GetPosition().x, GetPosition().y + input.y - 0.9f, GetPosition().z); | ||||
| 	bt3 = world.BlockAt(GetPosition().x, GetPosition().y + input.y - 1.7f, GetPosition().z); | ||||
| 	if ((bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) && m_position.y < 129.7f) { | ||||
| 		bt1 = world.BlockAt(m_position.x, m_position.y + .3f, m_position.z); | ||||
| 		bt1 = world.BlockAt(GetPosition().x, GetPosition().y + .3f, GetPosition().z); | ||||
| 		if (bt1 == BTYPE_AIR) m_position.y = (int)m_position.y + .7f; | ||||
| 		m_velocity.y = input.y = 0; | ||||
| 		m_airborne = false; | ||||
| 	} | ||||
| 	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); | ||||
| 		bt3 = world.BlockAt(GetPosition().x, GetPosition().y + m_velocity.y - 1.7f, GetPosition().z); | ||||
| 		bt1 = world.BlockAt(GetPosition().x, GetPosition().y + .3f, GetPosition().z); | ||||
| 		if (bt3 != BTYPE_AIR) { | ||||
| 			m_velocity.y = 0; | ||||
| 			m_airborne = false; | ||||
| @@ -89,17 +90,17 @@ void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) { | ||||
| 		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); | ||||
| 	bt1 = world.BlockAt(GetPosition().x + input.x, GetPosition().y, GetPosition().z); | ||||
| 	bt2 = world.BlockAt(GetPosition().x + input.x, GetPosition().y - 0.9f, GetPosition().z); | ||||
| 	bt3 = world.BlockAt(GetPosition().x + input.x, GetPosition().y - 1.7f, GetPosition().z); | ||||
| 	if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) { | ||||
| 		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); | ||||
| 	bt1 = world.BlockAt(GetPosition().x, GetPosition().y, GetPosition().z + input.z); | ||||
| 	bt2 = world.BlockAt(GetPosition().x, GetPosition().y - 0.9f, GetPosition().z + input.z); | ||||
| 	bt3 = world.BlockAt(GetPosition().x, GetPosition().y - 1.7f, GetPosition().z + input.z); | ||||
| 	if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) { | ||||
| 		input.z = m_velocity.z = 0; | ||||
| 		m_velocity.x *= .5f; | ||||
| @@ -145,13 +146,20 @@ void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) { | ||||
| 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.x,-m_POV,-m_position.z); | ||||
| 	if (rel) transformation.ApplyTranslation(-GetPOV()); | ||||
| } | ||||
|  | ||||
| Vector3f Player::GetPosition() const { return m_position; } | ||||
| Vector3f Player::GetPosition() const { return Vector3f(m_position.x + CHUNK_SIZE_X * WORLD_SIZE_X / 2, m_position.y, m_position.z + CHUNK_SIZE_Z * WORLD_SIZE_Y / 2); | ||||
| } | ||||
|  | ||||
| Vector3f Player::GetVelocity() const { return m_velocity; } | ||||
|  | ||||
| Vector3f Player::GetPOV() const { return Vector3f(m_position.x, m_POV, m_position.z); } | ||||
| Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); } | ||||
|  | ||||
| Vector3f Player::GetDirection() const { return m_direction; } | ||||
|  | ||||
| void Player::Transpose(int& x, int& z) { | ||||
| 	m_position.x -= x * CHUNK_SIZE_X; | ||||
| 	m_position.z -= z * CHUNK_SIZE_Z; | ||||
| } | ||||
|  | ||||
|   | ||||
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