This commit is contained in:
@clasher113 2023-11-29 20:28:24 +02:00
commit 8e34ce9269
3 changed files with 62 additions and 42 deletions

View File

@ -1,8 +1,9 @@
#include "PhysicsSolver.h"
#include "Hitbox.h"
#include "../voxels/Chunks.h"
#include <iostream>
#include "../maths/aabb.h"
#include "../voxels/Block.h"
#include "../voxels/Chunks.h"
#define E 0.03
@ -38,11 +39,11 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
pos.z += vel.z * dt;
if (shifting && hitbox->grounded){
int y = floor(pos.y-half.y-E);
float y = (pos.y-half.y-E);
hitbox->grounded = false;
for (int x = floor(px-half.x+E); x <= floor(px+half.x-E); x++){
for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
for (float x = (px-half.x+E); x <= (px+half.x-E); x++){
for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z++){
if (chunks->isObstacle(x,y,z)){
hitbox->grounded = true;
break;
@ -53,8 +54,8 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
pos.z = pz;
hitbox->grounded = false;
for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
for (int z = floor(pz-half.z+E); z <= floor(pz+half.z-E); z++){
for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x++){
for (float z = (pz-half.z+E); z <= (pz+half.z-E); z++){
if (chunks->isObstacle(x,y,z)){
hitbox->grounded = true;
break;
@ -70,25 +71,30 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
}
void PhysicsSolver::colisionCalc(Chunks* chunks, Hitbox* hitbox, vec3* vel, vec3* pos, vec3 half){
// step size (smaller - more accurate, but slower)
float s = 2.0/BLOCK_AABB_GRID;
const AABB* aabb;
if (vel->x < 0.0){
for (int y = floor(pos->y-half.y+E); y <= floor(pos->y+half.y-E); y++){
for (int z = floor(pos->z-half.z+E); z <= floor(pos->z+half.z-E); z++){
int x = floor(pos->x-half.x-E);
if (chunks->isObstacle(x,y,z)){
for (float y = (pos->y-half.y+E); y <= (pos->y+half.y-E); y+=s){
for (float z = (pos->z-half.z+E); z <= (pos->z+half.z-E); z+=s){
float x = (pos->x-half.x-E);
if ((aabb = chunks->isObstacle(x,y,z))){
vel->x *= 0.0;
pos->x = x + 1 + half.x + E;
pos->x = floor(x) + aabb->max().x + half.x + E;
break;
}
}
}
}
if (vel->x > 0.0){
for (int y = floor(pos->y-half.y+E); y <= floor(pos->y+half.y-E); y++){
for (int z = floor(pos->z-half.z+E); z <= floor(pos->z+half.z-E); z++){
int x = floor(pos->x+half.x+E);
if (chunks->isObstacle(x,y,z)){
for (float y = (pos->y-half.y+E); y <= (pos->y+half.y-E); y+=s){
for (float z = (pos->z-half.z+E); z <= (pos->z+half.z-E); z+=s){
float x = (pos->x+half.x+E);
if ((aabb = chunks->isObstacle(x,y,z))){
vel->x *= 0.0;
pos->x = x - half.x - E;
pos->x = floor(x) - half.x + aabb->min().x - E;
break;
}
}
@ -96,12 +102,12 @@ void PhysicsSolver::colisionCalc(Chunks* chunks, Hitbox* hitbox, vec3* vel, vec3
}
if (vel->z < 0.0){
for (int y = floor(pos->y-half.y+E); y <= floor(pos->y+half.y-E); y++){
for (int x = floor(pos->x-half.x+E); x <= floor(pos->x+half.x-E); x++){
int z = floor(pos->z-half.z-E);
if (chunks->isObstacle(x,y,z)){
for (float y = (pos->y-half.y+E); y <= (pos->y+half.y-E); y+=s){
for (float x = (pos->x-half.x+E); x <= (pos->x+half.x-E); x+=s){
float z = (pos->z-half.z-E);
if ((aabb = chunks->isObstacle(x,y,z))){
vel->z *= 0.0;
pos->z = z + 1 + half.z + E;
pos->z = floor(z) + aabb->max().z + half.z + E;
break;
}
}
@ -109,12 +115,12 @@ void PhysicsSolver::colisionCalc(Chunks* chunks, Hitbox* hitbox, vec3* vel, vec3
}
if (vel->z > 0.0){
for (int y = floor(pos->y-half.y+E); y <= floor(pos->y+half.y-E); y++){
for (int x = floor(pos->x-half.x+E); x <= floor(pos->x+half.x-E); x++){
int z = floor(pos->z+half.z+E);
if (chunks->isObstacle(x,y,z)){
for (float y = (pos->y-half.y+E); y <= (pos->y+half.y-E); y+=s){
for (float x = (pos->x-half.x+E); x <= (pos->x+half.x-E); x+=s){
float z = (pos->z+half.z+E);
if ((aabb = chunks->isObstacle(x,y,z))){
vel->z *= 0.0;
pos->z = z - half.z - E;
pos->z = floor(z) - half.z + aabb->min().z - E;
break;
}
}
@ -122,12 +128,12 @@ void PhysicsSolver::colisionCalc(Chunks* chunks, Hitbox* hitbox, vec3* vel, vec3
}
if (vel->y < 0.0){
for (int x = floor(pos->x-half.x+E); x <= floor(pos->x+half.x-E); x++){
for (int z = floor(pos->z-half.z+E); z <= floor(pos->z+half.z-E); z++){
int y = floor(pos->y-half.y-E);
if (chunks->isObstacle(x,y,z)){
for (float x = (pos->x-half.x+E); x <= (pos->x+half.x-E); x+=s){
for (float z = (pos->z-half.z+E); z <= (pos->z+half.z-E); z+=s){
float y = (pos->y-half.y-E);
if ((aabb = chunks->isObstacle(x,y,z))){
vel->y *= 0.0;
pos->y = y + 1 + half.y;
pos->y = floor(y) + aabb->max().y + half.y;
hitbox->grounded = true;
break;
}
@ -135,12 +141,12 @@ void PhysicsSolver::colisionCalc(Chunks* chunks, Hitbox* hitbox, vec3* vel, vec3
}
}
if (vel->y > 0.0){
for (int x = floor(pos->x-half.x+E); x <= floor(pos->x+half.x-E); x++){
for (int z = floor(pos->z-half.z+E); z <= floor(pos->z+half.z-E); z++){
int y = floor(pos->y+half.y+E);
if (chunks->isObstacle(x,y,z)){
for (float x = (pos->x-half.x+E); x <= (pos->x+half.x-E); x+=s){
for (float z = (pos->z-half.z+E); z <= (pos->z+half.z-E); z+=s){
float y = (pos->y+half.y+E);
if ((aabb = chunks->isObstacle(x,y,z))){
vel->y *= 0.0;
pos->y = y - half.y - E;
pos->y = floor(y) - half.y + aabb->min().y - E;
break;
}
}

View File

@ -64,11 +64,24 @@ voxel* Chunks::get(int x, int y, int z){
return &chunk->voxels[(ly * CHUNK_D + lz) * CHUNK_W + lx];
}
bool Chunks::isObstacle(int x, int y, int z){
voxel* v = get(x,y,z);
const AABB* Chunks::isObstacle(float x, float y, float z){
int ix = floor(x);
int iy = floor(y);
int iz = floor(z);
voxel* v = get(ix,iy,iz);
if (v == nullptr)
return true; // void - is obstacle
return contentIds->getBlockDef(v->id)->obstacle;
return nullptr;
const Block* def = contentIds->getBlockDef(v->id);
if (def->obstacle) {
if (def->rt.solid) {
return &def->hitbox;
} else {
if (def->hitbox.inside({x - ix, y - iy, z - iz}))
return &def->hitbox;
return nullptr;
}
}
return nullptr;
}
ubyte Chunks::getLight(int x, int y, int z, int channel){

View File

@ -8,6 +8,7 @@
class VoxelRenderer;
class AABB;
class Content;
class ContentIndices;
class Chunk;
@ -50,7 +51,7 @@ public:
glm::vec3& norm,
glm::vec3& iend);
bool isObstacle(int x, int y, int z);
const AABB* isObstacle(float x, float y, float z);
// does not move chunks inside
void _setOffset(int x, int z);