2021-09-27 13:15:57 -04:00
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#include "player.h"
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2021-11-15 20:58:13 -05:00
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Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) {
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m_velocity = Vector3f(0, 0, 0);
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m_dbljump = 0;
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m_airborne = true;
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}
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2021-11-15 20:58:13 -05:00
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void Player::TurnLeftRight(float value) {
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m_rotY += value;
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2021-10-04 12:29:10 -04:00
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if (m_rotY > 360) m_rotY = 0;
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else if (m_rotY < -360) m_rotY = 0;
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}
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void Player::TurnTopBottom(float value) {
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m_rotX += value;
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2021-10-01 10:52:33 -04:00
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if (m_rotX > 45) m_rotX = 45;
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else if (m_rotX < -45) m_rotX = -45;
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}
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2021-11-15 20:58:13 -05:00
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Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) {
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static float yrotrad = 0;
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static float xrotrad = 0;
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static float dashtimeout = 0;
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Vector3f delta = Vector3f(0, 0, 0);
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2021-10-31 00:31:08 -04:00
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m_direction = Vector3f(cos(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f),
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-sin(m_rotX / 57.2957795056f),
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sin(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f));
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2021-11-15 20:58:13 -05:00
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if (m_airborne && !jump) m_airborne = false; // Anti-rebondissement du saut, pour pouvoir rebondir.
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if ((jump || dash) && !m_airborne) {
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delta.y += jump ? m_jumpforce : 0.01f;
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m_airborne = true;
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m_dbljump++;
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}
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if (dashtimeout > 0.f) { // Gestion du timeout de dash pour ne pas pouvoir spammer le dash.
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dash = false;
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dashtimeout -= elapsedTime;
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}
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else dashtimeout = 0;
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if (dash) dashtimeout = 2;
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2021-11-15 20:58:13 -05:00
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if ((m_dbljump < 1 && (left || right || front || back)) ||
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(dash && !(left || right || front || back))) {
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yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
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xrotrad = (m_rotX / 57.2957795056f);
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if (dash) {
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delta.x += float(sin(yrotrad)) * elapsedTime;
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delta.z += float(-cos(yrotrad)) * elapsedTime;
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2021-10-01 10:52:33 -04:00
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}
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2021-10-02 15:00:48 -04:00
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}
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if (!m_airborne) {
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if (front) {
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delta.x += float(sin(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f;
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}
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else if (back) {
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delta.x -= float(-sin(yrotrad)) * elapsedTime * -10.f;
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delta.z -= float(cos(yrotrad)) * elapsedTime * -10.f;
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}
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if (left) {
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delta.x += float(-cos(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(-sin(yrotrad)) * elapsedTime * 10.f;
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}
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else if (right) {
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delta.x -= float(cos(yrotrad)) * elapsedTime * -10.f;
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delta.z -= float(sin(yrotrad)) * elapsedTime * -10.f;
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}
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}
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return delta;
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}
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2021-10-26 17:28:37 -04:00
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2021-11-15 20:58:13 -05:00
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//
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//Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) {
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// static float accWS = 0;
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// static float accAD = 0;
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// static float yrotrad = 0;
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// static float xrotrad = 0;
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// static float dashtimeout = 0;
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//
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// Vector3f movepos = m_velocity;
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//
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// m_direction = Vector3f(cos(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f),
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// -sin(m_rotX / 57.2957795056f),
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// sin(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f));
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//
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// if (dashtimeout > 0.f) { // Gestion du timeout de dash pour ne pas pouvoir spammer le dash.
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// dash = false;
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// dashtimeout -= elapsedTime;
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// }
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// else dashtimeout = 0;
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// if (dash) dashtimeout = 2;
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//
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// if (m_airborne && !jump) m_airborne = false; // Anti-rebondissement du saut, pour pouvoir rebondir.
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//
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// if (m_dbljump >= 2) jump = false;
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//
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// if ((jump || dash) && !m_airborne ) {
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// m_velocity.y += jump? m_jumpforce: 0.1f;
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// movepos.y += m_velocity.y;
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// m_airborne = true;
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// m_dbljump++;
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// }
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//
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// if ((m_dbljump < 1 && ( left || right || front || back)) ||
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// (dash && !(left || right || front || back)) ) {
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// yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
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// xrotrad = (m_rotX / 57.2957795056f);
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// if (dash) accWS = m_topspeed; // Pour avoir un boost de vitesse vers l'avant si le dash est appuy<75> seul.
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// }
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//
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// if (front) {
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// if (m_dbljump == 0)
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// if (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed;
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// if (dash) accWS *= accWS > 0.f ? 3.f : -1.f;
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// m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS;
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// movepos.x += m_velocity.x;
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// m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS;
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// movepos.z += m_velocity.z;
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// }
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// else if (back) {
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// if (m_dbljump == 0)
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// if (accWS > -m_topspeed) accWS -= elapsedTime * 30; else accWS = -m_topspeed;
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// if (dash) accWS *= accWS < 0.f? 3.f: -1.f;
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// m_velocity.x = float(-sin(yrotrad)) * elapsedTime * -accWS;
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// movepos.x += m_velocity.x;
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// m_velocity.z = float(cos(yrotrad)) * elapsedTime * -accWS;
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// movepos.z += m_velocity.z;
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// }
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// else if (accWS != 0) {
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// accWS = accWS > 0 ? accWS - elapsedTime * (m_position.y > 0.1f ? 10 : 120)
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// : accWS + elapsedTime * (m_position.y > 0.1f ? 10 : 120);
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//
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// m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS;
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// movepos.x += m_velocity.x;
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// m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS;
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// movepos.z += m_velocity.z;
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// if (accWS < 1 && accWS > -1) accWS = 0;
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// }
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//
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// if (left) {
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// if (m_dbljump == 0)
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// if (accAD < m_topspeed) accAD += elapsedTime * 30; else accAD = m_topspeed;
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// if (dash) accAD *= accAD > 0.f? 3.f: -1.f;
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// m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD;
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// movepos.x += m_velocity.x;
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// m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD;
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// movepos.z += m_velocity.z;
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// }
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// else if (right) {
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// if (m_dbljump == 0)
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// if (accAD > -m_topspeed) accAD -= elapsedTime * 30; else accAD = -m_topspeed;
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// if (dash) accAD *= accAD < 0.f ? 3.f : -1.f;
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// m_velocity.x = float(cos(yrotrad)) * elapsedTime * -accAD;
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// movepos.x += m_velocity.x;
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// m_velocity.z = float(sin(yrotrad)) * elapsedTime * -accAD;
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// movepos.z += m_velocity.z;
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// }
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// else if (accAD != 0) {
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// accAD = accAD > 0 ? accAD - elapsedTime * (m_position.y > 0.1f ? 10 : 120)
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// : accAD + elapsedTime * (m_position.y > 0.1f ? 10 : 120);
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//
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// m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD;
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// movepos.x += m_velocity.x;
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// m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD;
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// movepos.z += m_velocity.z;
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// if (accAD < 1.f && accAD > -1.f) accAD = 0;
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// }
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//
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// // Gestion de si le personnage va en diagonale, qu'il n'aille pas plus vite que s'il allait en ligne droite.
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// if (abs(accAD) + abs(accWS) > sqrtf(exp2f(m_topspeed) * 2)) {
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// accWS *= 0.8f;
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// accAD *= 0.8f;
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// }
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//
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// return movepos;
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//}
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void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) {
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/* Gestion de collisions */
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BlockType bt1, bt2, bt3;
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bt1 = world.BlockAt(m_position.x, m_position.y + input.y, m_position.z);
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bt2 = world.BlockAt(m_position.x, m_position.y + input.y - 0.9f, m_position.z);
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bt3 = world.BlockAt(m_position.x, m_position.y + input.y - 1.7f, m_position.z);
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if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
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m_dbljump = 0;
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if (input.y < 0.f) {
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input.y = 0;
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}
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m_velocity.y = input.y;
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if (!m_airborne) m_position.y = (int)m_position.y + .7f;
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m_airborne = false;
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}
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else {
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if (abs(m_velocity.y) < 1.1f) m_velocity.y += input.y - 1.1f * elapsedTime;
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m_airborne = true;
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}
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bt1 = world.BlockAt(m_position.x + input.x, m_position.y, m_position.z);
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bt2 = world.BlockAt(m_position.x + input.x, m_position.y - 0.9f, m_position.z);
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bt3 = world.BlockAt(m_position.x + input.x, m_position.y - 1.7f, m_position.z);
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if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
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input.x = 0;
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}
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bt1 = world.BlockAt(m_position.x, m_position.y, m_position.z + input.z);
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bt2 = world.BlockAt(m_position.x, m_position.y - 0.9f, m_position.z + input.z);
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bt3 = world.BlockAt(m_position.x, m_position.y - 1.7f, m_position.z + input.z);
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if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
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input.z = 0;
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}
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/* Fin gestion de collisions */
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m_position += input;
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m_POV = input;
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m_position.y += m_velocity.y;
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//static float bobbingtime = 0; // Gestion de la cam<61>ra
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//if (bobbingtime <= 360.f) bobbingtime += elapsedTime * m_topspeed / 2; else bobbingtime = 0;
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//m_POV.x = m_position.x;
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//m_POV.z = m_position.z;
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//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));
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}
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2021-09-27 13:56:29 -04:00
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void Player::ApplyTransformation(Transformation& transformation, bool rel) const {
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transformation.ApplyRotation(-m_rotX, 1, 0, 0);
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transformation.ApplyRotation(-m_rotY, 0, 1, 0);
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if (rel) transformation.ApplyTranslation(-m_position);
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}
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Vector3f Player::GetPosition() const { return m_position; }
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2021-10-26 17:28:37 -04:00
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Vector3f Player::GetVelocity() const { return m_velocity; }
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2021-11-15 20:58:13 -05:00
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Vector3f Player::GetPOV() const
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{
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return m_POV;
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}
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2021-10-31 00:31:08 -04:00
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Vector3f Player::GetDirection() const { return m_direction; }
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