I am working on a game for PSM and I am using BEPU Physics. Everything's been going well so far. The player is affected by gravity, but I am able to walk through walls. How would I prevent this? What do I need to add to the code below? Thanks!
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public class Camera3D : Capsule
{
Vector3 forwardVector;
public Vector3 Forward
{
get { return -forwardVector; }
}
public Vector3 Target = Vector3.Zero;
public Matrix4 ViewMatrix, ProjectionMatrix;
public BoundingSphere Bounds;
public float Yaw = 0.0f;
public float Pitch = 0.0f;
/// <summary>
/// The move speed. Default is 6.
/// </summary>
public float MoveSpeed = 6;
/// <summary>
/// The jump velocity. Default is 60. Recommeded ForceUpdater.Gravity Value: (0, -90.81, 0))
/// </summary>
public float JumpVelocity = 60;
public float Sensitivity = 5;
public bool Active;
public bool TouchEnabled = true;
public bool GamePadEnabled = true;
public bool DebugMode = false;
public bool LookXOnly = false;
public bool LookYOnly = false;
public bool InvertX = false;
public bool InvertY = false;
public bool Attached = false;
public bool RenderTarget = false;
private Matrix4 RotationMatrix;
private Vector3 upVector;
public Camera3D (Vector3 Start, float height, float radius) : base(Start.ToBEPUVector(), height, radius / 2)
{
this.BecomeDynamic(1);
upVector = Vector3.UnitY;
float aspect = GraphicsDevice.AspectRatio;
float fov = FMath.Radians(45.0f);
ProjectionMatrix = Matrix4.Perspective(fov, aspect, 0.1f, 10000000.0f);
this.LocalInertiaTensorInverse = new Matrix3X3();
Active = true;
}
public void Update()
{
if (this.Active)
UpdateCamera();
}
private void UpdateCamera()
{
#region Touch
if (TouchEnabled)
{
foreach (TouchData t in TouchHelper.Data)
{
if (t.Skip) continue;
switch (t.Status)
{
case TouchStatus.Move:
{
if (LookYOnly && !LookXOnly)
{
if (InvertY)
Yaw += (t.Y * (Sensitivity));
else
Yaw -= (t.Y * (Sensitivity));
}
if (LookXOnly && !LookYOnly)
{
if (InvertX)
Pitch -= (t.X * (Sensitivity));
else
Pitch += (t.X * (Sensitivity));
}
if (!LookXOnly && !LookYOnly)
{
if (InvertX)
Pitch -= (t.X * (Sensitivity));
else
Pitch += (t.X * (Sensitivity));
if (InvertY)
Yaw += (t.Y * (Sensitivity));
else
Yaw -= (t.Y * (Sensitivity));
}
break;
}
}
}
}
#endregion
#region GamePad
if (GamePadEnabled)
{
float xDiff = GamePadHelper.AnalogRightX;
float yDiff = GamePadHelper.AnalogRightY;
Yaw -= Sensitivity * xDiff;
Pitch -= Sensitivity * yDiff;
if (GamePadHelper.ButtonAreDown(GamePadButtons.Up))
AddToCameraPosition(new Vector3(0, 0, -sensibility));
if (GamePadHelper.ButtonAreDown(GamePadButtons.Down))
AddToCameraPosition(new Vector3(0, 0, sensibility));
if (RenderTarget)
{
if (GamePadHelper.ButtonAreDown(GamePadButtons.Left))
AddToCameraPosition(new Vector3(sensibility, 0, 0));
if (GamePadHelper.ButtonAreDown(GamePadButtons.Right))
AddToCameraPosition(new Vector3(-sensibility, 0, 0));
}
else
{
if (GamePadHelper.ButtonAreDown(GamePadButtons.Left))
AddToCameraPosition(new Vector3(-sensibility, 0, 0));
if (GamePadHelper.ButtonAreDown(GamePadButtons.Right))
AddToCameraPosition(new Vector3(sensibility, 0, 0));
}
if (GamePadHelper.ButtonIsDown(GamePadButtons.Cross))
Jump();
}
#endregion
UpdateViewMatrix();
}
bool isCrouching = false;
private float sensibility = 0.5f;
private void UpdateViewMatrix()
{
RotationMatrix = Matrix4.RotationXyz(FMath.Radians(Yaw), FMath.Radians(Pitch), 0.0f);
Vector3 cameraOriginalTarget = new Vector3(0, 0, -1);
Vector3 cameraOriginalUpVector = new Vector3(0, 1, 0);
Vector3 cameraRotatedVector = Matrix4.TransformVector(RotationMatrix, cameraOriginalTarget);
Target = Position.ToPSSVector() + cameraRotatedVector;
upVector = Matrix4.TransformVector(RotationMatrix, cameraOriginalUpVector);
forwardVector = cameraRotatedVector;
ViewMatrix = Matrix4.LookAt(Position.ToPSSVector(), Target, upVector);
}
private void AddToCameraPosition(Vector3 vectorToAdd)
{
Vector3 rotatedVector = Matrix4.TransformVector(RotationMatrix, vectorToAdd);
Position += MoveSpeed * rotatedVector.ToBEPUVector();
UpdateViewMatrix();
}
private void Jump()
{
if (this.CollisionInformation.Pairs.Count >= 1)
this.LinearVelocity += new Vector3D(0, JumpVelocity, 0);
}
}