introduces ios support? still needs metal

This commit is contained in:
2025-06-29 01:21:55 +03:00
parent af4f0c3cad
commit cdeaac7c0c
79 changed files with 2176 additions and 1349 deletions

View File

@@ -1,14 +1,20 @@
#include "baseentity.h"
#include "baseplayer.h"
#include "cglm/mat4.h"
#include "cglm/util.h"
#include "cglm/io.h"
#include "cglm/vec2.h"
#include "cglm/vec3.h"
#include "console.h"
#include "engine.h"
#include "input.h"
#include "math3d.h"
#include "physics.h"
#include "physics_gen.h"
#define STEP_SIZE 0.3f
#define PLAYER_WIDTH 0.5f
#define PLAYER_HEIGHT 1.8f
#define EPSILON 0.0005f
class CMOBAPlayer: public CBasePlayer
{
public:
@@ -18,9 +24,15 @@ public:
virtual void ReadParameter( const char *szName, const char *szValue ) override;
virtual void Think( float fDelta ) override;
void AirAccelerate();
void Accelerate( float fDelta, vec2 wishDir, float fWishSpeed, float fAcceleration );
void Move( float fDelta );
void Accelerate( void );
void AirAccelerate( void );
int ClipVelocity( vec3 in, vec3 normal, vec3 &out, float fOverbounce );
void FlyMove( void );
void GroundMove( void );
void AirMove( void );
void CategorizePosition( void );
void Friction( void );
void PlayerMove( void );
bool bIsForward = 0;
@@ -33,14 +45,25 @@ public:
bool bIsProning = 0;
bool bIsFiring = 0;
bool bIsFiring2 = 0;
float fStamina;
float m_fDelta = 0;
float fPitch = 0;
float fYaw = 0;
vec3 m_velocity;
enum {
PLAYER_GROUNDED,
PLAYER_FLYING,
} m_playerState;
vec3 m_velocity = {0,0,0};
vec3 m_prevVelocity = {0,0,0};
vec2 forward = {};
vec2 right = {};
CPxBoxMesh mesh;
CPxRigidBody rigidbody;
CPxRigidKinematicPosition rigidbody;
};
void CMOBAPlayer::Precache()
@@ -50,26 +73,7 @@ void CMOBAPlayer::Precache()
void CMOBAPlayer::Spawn()
{
mesh.m_fRadius[0] = 0.3;
mesh.m_fRadius[1] = 0.3;
mesh.m_fRadius[2] = 0.8;
mesh.Spawn();
px_matrix m = {};
m.m[0] = 1;
m.m[5] = 1;
m.m[10] = 1;
m.m[15] = 1;
m.m[12] = m_position[0];
m.m[13] = m_position[1];
m.m[14] = m_position[2];
rigidbody.Spawn(&mesh, m, {
.gravity_scale = 1,
.continous = true,
.lockrotx = 1,
.lockroty = 1,
.lockrotz = 1,
.dominance = 127,
});
};
@@ -83,68 +87,84 @@ void CMOBAPlayer::Destroy()
}
void CMOBAPlayer::AirAccelerate()
void CMOBAPlayer::AirAccelerate( void )
{
m_velocity[2] -= 9.8 * m_fDelta;
}
void CMOBAPlayer::Accelerate( void )
{
vec2 wishdir = {(float)bIsForward-bIsBack, (float)bIsLeft-bIsRight};
vec3 velocityDifference;
vec3 acceleration;
glm_vec2_rotate(wishdir, fYaw, wishdir);
glm_vec2_normalize(wishdir);
for ( int i = 0; i < 2; i++ )
m_velocity[i] += (wishdir[i]*6 - m_velocity[i]) * m_fDelta/0.25;
}
void CMOBAPlayer::Friction( void )
{
};
void CMOBAPlayer::FlyMove( void )
{
}
void CMOBAPlayer::Accelerate( float fDelta, vec2 wishDir, float fWishSpeed, float fAcceleration )
void CMOBAPlayer::GroundMove( void )
{
float fCurrentSpeed = glm_vec2_dot(wishDir, m_velocity);
float fAddSpeed = fWishSpeed - fCurrentSpeed;
if ( fAddSpeed < 0 )
return;
float fAccelSpeed = fAcceleration*fDelta*fWishSpeed;
if ( fAccelSpeed > fAddSpeed )
fAccelSpeed = fAddSpeed;
glm_vec2_scale(wishDir, fAccelSpeed, m_velocity);
m_velocity[2] = 0;
Accelerate();
}
void CMOBAPlayer::Move( float fDelta )
void CMOBAPlayer::CategorizePosition( void )
{
vec2 forward = {(float)bIsForward-(float)bIsBack,0};
vec2 right = {0,(float)bIsLeft-(float)bIsRight};
vec2 wishDir;
float fWishSpeed;
px_vec3 p;
px_cast_result r;
p.m[0] = m_position[0];
p.m[1] = m_position[1];
p.m[2] = m_position[2];
r = px_box_cast(px, PLAYER_WIDTH/2, PLAYER_WIDTH/2, PLAYER_HEIGHT/2, p, (px_vec3){}, (px_vec3){0,0,-0.01}, 1);
glm_vec2_rotate(forward, fYaw, forward);
glm_vec2_rotate(forward, fYaw, forward);
glm_vec2_add(forward, right, wishDir);
fWishSpeed = glm_vec2_distance(wishDir, (vec3){0,0,0});
if (fWishSpeed != 0)
if (r.hit)
{
glm_vec2_divs(wishDir, fWishSpeed, wishDir);
fWishSpeed = 10;
m_playerState = PLAYER_GROUNDED;
} else {
glm_vec2_zero(wishDir);
m_playerState = PLAYER_FLYING;
}
Accelerate(fDelta, wishDir, fWishSpeed, 5.5);
}
void CMOBAPlayer::PlayerMove( void )
{
CategorizePosition();
GroundMove();
vec3 velocity;
for ( int i = 0; i < 3; i++ )
velocity[i] = (m_prevVelocity[i] + m_velocity[i]) * 0.5;
for ( int i = 0; i < 3; i++ )
m_position[i] += velocity[i] * m_fDelta;
for ( int i = 0; i < 3; i++ )
m_prevVelocity[i] = m_velocity[i];
CategorizePosition();
}
void CMOBAPlayer::Think( float fDelta )
{
m_position[0] = rigidbody.GetPosition().m[0];
m_position[1] = rigidbody.GetPosition().m[1];
m_position[2] = rigidbody.GetPosition().m[2];
px_vec3 v = rigidbody.GetVelocity();
px_vec3 p = rigidbody.GetPosition();
float x = g_fAxisValues[AXIS_MOUSE_X];
float y = g_fAxisValues[AXIS_MOUSE_Y];
fPitch = glm_rad(x);
fYaw = glm_rad(y);
for (int i = 0; i < 3; i++)
m_velocity[i] = v.m[i];
m_fDelta = fDelta;
px_cast_result r = px_box_cast(px, 0.3,0.3,0.01, {p.m[0],p.m[1],p.m[2]-0.79f}, {0,0,0}, {0,0,-1}, 1);
if (r.hit)
{
Move(fDelta);
}
for (int i = 0; i < 3; i++)
v.m[i] = m_velocity[i];
rigidbody.SetVelocity(v);
PlayerMove();
};
void PlayerForward(int argc, char **argv) {if (g_localClient.pBasePlayer) ((CMOBAPlayer*)g_localClient.pBasePlayer)->bIsForward = true;};