help me with making smooth turn, u can just rotate in gta game, u need to make "u-turn", can u help me with implementing: Player::Player(dtCrowd* crowd, World* world) : m_World(world), m_Crowd(crowd), m_Rotation(glm::quat(1.0f, 0.0f, 0.0f, 0.0f)), m_LookAt(0.0f), m_ServerId(0), m_MoveSpeed(0.0f), m_AgentIndex(-1), m_State(PlayerState::STANDING), m_VelocityY(0.0f), m_FallVelocity(0.0f), m_JumpHeight(1.0f), m_Gravity(9.8f), m_JumpForwardSpeed(4.0f), m_IsMovingForward(false), m_ForwardDistanceRemaining(0.0f), m_ForwardDirection(0.0f) { m_AirResistance = 0.4f / 70.0f; m_Position = { -15.3375f, 16.5399f, 69.3102f }; if (!crowd) return; dtCrowdAgentParams agentParams; memset(&agentParams, 0, sizeof(agentParams)); agentParams.radius = std::max(m_PlayerDimensions.x, m_PlayerDimensions.z) * 0.5f; agentParams.height = m_PlayerDimensions.y; agentParams.maxSpeed = 2.5f; agentParams.maxAcceleration = 8.0f; agentParams.collisionQueryRange = agentParams.radius * 2.0f; agentParams.pathOptimizationRange = agentParams.radius * 20.0f; agentParams.updateFlags = DT_CROWD_ANTICIPATE_TURNS | DT_CROWD_OPTIMIZE_VIS | DT_CROWD_OPTIMIZE_TOPO | DT_CROWD_SEPARATION | DT_CROWD_OBSTACLE_AVOIDANCE; agentParams.obstacleAvoidanceType = 0; agentParams.separationWeight = 10.0f; float pos[3] = { 0.0f, 0.0f, 0.0f }; m_AgentIndex = m_Crowd->addAgent(pos, &agentParams); if (m_AgentIndex == -1) { std::cout << "Player::Player: m_AgentIndex == -1! " << std::endl; } CTimer::Initialise(); } Player::~Player() { if (m_AgentIndex != -1 && m_Crowd) { m_Crowd->removeAgent(m_AgentIndex); } } void Player::Update(float deltaTime) { float timestep = CTimer::GetTimeStep(); // Handle state-specific behavior switch (m_State) { case PlayerState::STANDING: HandleStanding(timestep); break; case PlayerState::JUMPING: HandleJumping(timestep); break; case PlayerState::FALLING: HandleFalling(timestep); break; case PlayerState::LANDING: HandleLanding(timestep); break; default: break; } // Check if player should be falling if (IsPlayerInAir() && m_State != PlayerState::JUMPING && m_State != PlayerState::FALLING) { SetState(PlayerState::FALLING); } // Apply physics when in air if (IsPlayerInAir()) { ApplyGravity(timestep); ApplyAirResistance(timestep); HandleAirCollisions(timestep); } if (m_IsMovingForward) { float distanceThisFrame = m_ForwardMoveSpeed * timestep; if (distanceThisFrame >= m_ForwardDistanceRemaining) { // Move only the remaining distance glm::vec3 finalMove = m_ForwardDirection * m_ForwardDistanceRemaining; m_Position = (GetPosition() + finalMove); m_MoveSpeed = glm::vec3(0.0f); m_IsMovingForward = false; m_ForwardDistanceRemaining = 0.0f; } else { // Move forward normally m_Position = (GetPosition() + m_MoveSpeed * timestep); m_ForwardDistanceRemaining -= distanceThisFrame; } } // Update position UpdatePosition(timestep); } bool Player::IsPlayerInAir() { glm::vec3 raycastOrigin = GetPosition() + glm::vec3(0.0f, 0.05f, 0.0f); glm::vec3 downDirection(0.0f, -1.0f, 0.0f); auto fallResult = m_World->PlayerBoxRaycast(raycastOrigin, downDirection, 1000.0f, m_PlayerDimensions, GetRotation()); return !fallResult.hit || fallResult.distance > m_GroundThreshold; } void Player::HandleAirCollisions(float timestep) { const int numRayChecks = 4; float heightIntervals[] = { 0.0f, 0.2f, 0.5f, 0.8f }; // Check bottom, middle, and top // Get forward movement direction glm::vec3 forwardDir = glm::normalize(glm::vec3(m_MoveSpeed.x, 0.0f, m_MoveSpeed.z)); if (glm::length2(forwardDir) < 0.001f) return; float collisionDistance = m_PlayerDimensions.x * 0.5f; // Check collisions at different heights for (int i = 0; i < numRayChecks; i++) { glm::vec3 rayOrigin = GetPosition() + glm::vec3(0.0f, m_PlayerDimensions.y * heightIntervals[i], 0.0f); auto collisionResult = m_World->PlayerBoxRaycast(rayOrigin, forwardDir, collisionDistance, m_PlayerDimensions, GetRotation()); if (collisionResult.hit && collisionResult.distance <= collisionDistance) { std::cout << "Collision detected at height " << heightIntervals[i] << std::endl; // Stop horizontal movement m_MoveSpeed.x = 0.0f; m_MoveSpeed.z = 0.0f; // Calculate push-back distance float pushBackDist = collisionDistance - collisionResult.distance + 0.01f; // Apply push-back glm::vec3 currentPos = GetPosition(); glm::vec3 pushBack = -forwardDir * pushBackDist; pushBack.y = 0.0f; m_Position = (currentPos + pushBack); return; // Exit after handling first collision } } } void Player::UpdatePosition(float timestep) { glm::vec3 proposedMove = m_MoveSpeed * timestep; glm::vec3 newPosition = GetPosition(); // Apply horizontal movement (X and Z axes) newPosition.x += proposedMove.x; newPosition.z += proposedMove.z; // Check for horizontal collision at new position glm::vec3 moveDir = glm::normalize(glm::vec3(proposedMove.x, 0.0f, proposedMove.z)); if (glm::length2(moveDir) > 0.001f) { glm::vec3 checkPos = newPosition + glm::vec3(0.0f, m_PlayerDimensions.y * 0.5f, 0.0f); auto collisionCheck = m_World->PlayerBoxRaycast(checkPos, moveDir, m_PlayerDimensions.x * 0.5f, m_PlayerDimensions, GetRotation()); if (collisionCheck.hit) { // Revert to previous horizontal position newPosition.x = GetPosition().x; newPosition.z = GetPosition().z; m_MoveSpeed.x = 0.0f; m_MoveSpeed.z = 0.0f; // If forward movement was interrupted by collision, stop tracking distance if (m_IsMovingForward) { m_IsMovingForward = false; m_ForwardDistanceRemaining = 0.0f; } } } // Apply vertical movement newPosition.y += proposedMove.y; // Update the player's position m_Position = (newPosition); m_MoveSpeedPerTick = GetPosition() - m_PreviousPosition; m_PreviousPosition = GetPosition(); } glm::vec3 Player::GetGroundPos() { glm::vec3 playerPosition = GetPosition(); glm::quat playerRotation = GetRotation(); glm::vec3 downDirection(0.0f, -1.0f, 0.0f); float maxFallDistance = 1000.0f; glm::vec3 raycastOrigin = playerPosition + glm::vec3(0.0f, m_GroundThreshold, 0.0f); auto fallResult = m_World->PlayerBoxRaycast(raycastOrigin, downDirection, maxFallDistance, m_PlayerDimensions, playerRotation); if (fallResult.hit) { return fallResult.hitPoint; } return { 9999.0f, 9999.0f, 9999.0f }; } void Player::ApplyGravity(float dt) { m_MoveSpeed.y -= m_Gravity * CTimer::GetTimeStep(); //m_MoveSpeed.y -= m_Gravity * 2.0f * CTimer::GetTimeStep(); } void Player::ApplyAirResistance(float dt) { if (m_AirResistance > 0.1f) { float f = powf(m_AirResistance, CTimer::GetTimeStep()); m_MoveSpeed *= f; } else { float speedMagnitude = glm::length(m_MoveSpeed); float fSpeedMagnitude = speedMagnitude * m_AirResistance * 1.19f; float f = powf(1.0f - fSpeedMagnitude, CTimer::GetTimeStep()); m_MoveSpeed *= f; } } void Player::ApplyMoveForce(glm::vec3 force) { m_MoveSpeed += force * (1.0f / 70.0f); } void Player::Jump() { if (m_State != PlayerState::STANDING && m_State != PlayerState::LANDING) return; SetState(PlayerState::JUMPING); std::cout << "Player started jumping." << std::endl; // Jump parameters const float maxHeight = 1.0f; const float jumpDistance = 4.5f; const float g = m_Gravity; // Calculate velocities float v0y = std::sqrt(2.0f * g * maxHeight); float t_total = (2.0f * v0y) / g; float v0z = jumpDistance / t_total; // Get forward direction glm::vec3 forwardDir = GetRotation() * glm::vec3(0.0f, 0.0f, 1.0f); forwardDir = glm::normalize(glm::vec3(forwardDir.x, 0.0f, forwardDir.z)); // Set velocities m_MoveSpeed = glm::vec3( forwardDir.x * v0z, v0y, forwardDir.z * v0z ); } void Player::HandleStanding(float dt) { } void Player::HandleFalling(float dt) { glm::vec3 groundPos = GetGroundPos(); float dist = glm::distance(groundPos, GetPosition()); if (dist >= 2000.0f) { std::cout << "Player is below the map! Resetting position." << std::endl; m_MoveSpeed = glm::vec3(0.0f); SetPosition({ -15.3375f, 17.5399f, 69.3102f }); // Reset position return; } if (dist <= m_GroundThreshold) { std::cout << "Landing speed (y-axis): " << (m_MoveSpeed.y / 30) << std::endl; bool shouldMoveForward = (std::abs(m_MoveSpeed.y / 30) > 0.25f); m_MoveSpeed = glm::vec3(0.0f); // Adjust Y position to ground level glm::vec3 newPos = GetPosition(); newPos.y = groundPos.y; m_Position = (newPos); SetState(PlayerState::LANDING); std::cout << "Player has landed." << std::endl; if (shouldMoveForward) { // Determine forward direction based on player's rotation glm::vec3 forwardDir = GetRotation() * glm::vec3(0.0f, 0.0f, 1.0f); forwardDir = glm::normalize(glm::vec3(forwardDir.x, 0.0f, forwardDir.z)); // Check if there's enough space to move forward const float checkDistance = m_ForwardTargetDistance; const int numHeightChecks = 3; float heightIntervals[] = { 0.2f, 0.5f, 0.8f }; bool canMoveForward = true; for (int i = 0; i < numHeightChecks; i++) { glm::vec3 rayOrigin = GetPosition() + glm::vec3(0.0f, m_PlayerDimensions.y * heightIntervals[i], 0.0f); auto collisionCheck = m_World->PlayerBoxRaycast(rayOrigin, forwardDir, checkDistance, m_PlayerDimensions, GetRotation()); if (collisionCheck.hit && collisionCheck.distance < checkDistance) { canMoveForward = false; std::cout << "Forward movement blocked by obstacle at height " << heightIntervals[i] << std::endl; break; } } if (canMoveForward) { // Initialize forward movement m_IsMovingForward = true; m_ForwardDistanceRemaining = m_ForwardTargetDistance; m_ForwardDirection = forwardDir; std::cout << "Player starting forward movement. Direction: (" << forwardDir.x << ", " << forwardDir.y << ", " << forwardDir.z << ")" << std::endl; } else { std::cout << "Forward movement blocked - staying in place" << std::endl; } } } } void Player::HandleJumping(float dt) { // Check if the player has reached the peak of the jump if (m_MoveSpeed.y <= 0.0f) { // Transition to FALLING state SetState(PlayerState::FALLING); std::cout << "Player is now falling." << std::endl; } } void Player::HandleLanding(float dt) { SetState(PlayerState::STANDING); std::cout << "Player is now standing." << std::endl; if (m_IsMovingForward && m_ForwardDistanceRemaining > 0.0f) { // Set the movement speed to forward speed m_MoveSpeed = m_ForwardDirection * m_ForwardMoveSpeed; std::cout << "Initiating forward movement." << std::endl; } } void Player::SetRotation(const glm::quat& rotation) { m_Rotation = rotation; // Update look-at based on new rotation glm::vec3 currentPos = GetPosition(); m_LookAt = currentPos + glm::rotate(m_Rotation, glm::vec3(0.0f, 0.0f, -1.0f)); } glm::quat Player::GetRotation() const { return m_Rotation; } void Player::SetPosition(const glm::vec3& newPosition) { m_MoveSpeed.x = 0.0f; m_MoveSpeed.z = 0.0f; m_Position = newPosition; m_IsMovingForward = false; SetState(PlayerState::STANDING); } glm::vec3 Player::GetPosition() const { return m_Position; } void Player::SetLookAt(const glm::vec3& target) { m_LookAt = target; glm::vec3 currentPos = GetPosition(); // Calculate direction on XZ plane glm::vec3 direction = target - currentPos; direction.y = 0.0f; // Ignore Y component if (glm::length(direction) > 0.0f) { direction = glm::normalize(direction); // Calculate the angle between the forward vector and the direction float angle = std::atan2(direction.x, direction.z); // Create a quaternion for rotation around Y-axis m_Rotation = glm::angleAxis(angle, glm::vec3(0.0f, 1.0f, 0.0f)); } } glm::vec3 Player::GetLookAt() const { return m_LookAt; } void Player::SetServer(uint16_t serverId) { m_ServerId = serverId; } uint16_t Player::GetServer() const { return m_ServerId; } void Player::SetSpeed(const glm::vec3& speed) { m_MoveSpeed = speed; } glm::vec3 Player::GetSpeed() const { return m_MoveSpeed; }