Merge branch 'main' of https://github.com/MihailRis/VoxelEngine-Cpp
This commit is contained in:
commit
8e34ce9269
@ -1,8 +1,9 @@
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#include "PhysicsSolver.h"
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#include "Hitbox.h"
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#include "../voxels/Chunks.h"
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#include <iostream>
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#include "../maths/aabb.h"
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#include "../voxels/Block.h"
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#include "../voxels/Chunks.h"
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#define E 0.03
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@ -38,11 +39,11 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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pos.z += vel.z * dt;
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if (shifting && hitbox->grounded){
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int y = floor(pos.y-half.y-E);
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float y = (pos.y-half.y-E);
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hitbox->grounded = false;
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for (int x = floor(px-half.x+E); x <= floor(px+half.x-E); x++){
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for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
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for (float x = (px-half.x+E); x <= (px+half.x-E); x++){
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for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z++){
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if (chunks->isObstacle(x,y,z)){
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hitbox->grounded = true;
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break;
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@ -53,8 +54,8 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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pos.z = pz;
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hitbox->grounded = false;
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for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
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for (int z = floor(pz-half.z+E); z <= floor(pz+half.z-E); z++){
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for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x++){
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for (float z = (pz-half.z+E); z <= (pz+half.z-E); z++){
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if (chunks->isObstacle(x,y,z)){
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hitbox->grounded = true;
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break;
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@ -70,25 +71,30 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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}
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void PhysicsSolver::colisionCalc(Chunks* chunks, Hitbox* hitbox, vec3* vel, vec3* pos, vec3 half){
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// step size (smaller - more accurate, but slower)
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float s = 2.0/BLOCK_AABB_GRID;
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const AABB* aabb;
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if (vel->x < 0.0){
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for (int y = floor(pos->y-half.y+E); y <= floor(pos->y+half.y-E); y++){
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for (int z = floor(pos->z-half.z+E); z <= floor(pos->z+half.z-E); z++){
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int x = floor(pos->x-half.x-E);
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if (chunks->isObstacle(x,y,z)){
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for (float y = (pos->y-half.y+E); y <= (pos->y+half.y-E); y+=s){
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for (float z = (pos->z-half.z+E); z <= (pos->z+half.z-E); z+=s){
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float x = (pos->x-half.x-E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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vel->x *= 0.0;
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pos->x = x + 1 + half.x + E;
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pos->x = floor(x) + aabb->max().x + half.x + E;
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break;
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}
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}
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}
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}
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if (vel->x > 0.0){
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for (int y = floor(pos->y-half.y+E); y <= floor(pos->y+half.y-E); y++){
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for (int z = floor(pos->z-half.z+E); z <= floor(pos->z+half.z-E); z++){
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int x = floor(pos->x+half.x+E);
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if (chunks->isObstacle(x,y,z)){
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for (float y = (pos->y-half.y+E); y <= (pos->y+half.y-E); y+=s){
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for (float z = (pos->z-half.z+E); z <= (pos->z+half.z-E); z+=s){
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float x = (pos->x+half.x+E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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vel->x *= 0.0;
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pos->x = x - half.x - E;
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pos->x = floor(x) - half.x + aabb->min().x - E;
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break;
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}
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}
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@ -96,12 +102,12 @@ void PhysicsSolver::colisionCalc(Chunks* chunks, Hitbox* hitbox, vec3* vel, vec3
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}
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if (vel->z < 0.0){
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for (int y = floor(pos->y-half.y+E); y <= floor(pos->y+half.y-E); y++){
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for (int x = floor(pos->x-half.x+E); x <= floor(pos->x+half.x-E); x++){
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int z = floor(pos->z-half.z-E);
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if (chunks->isObstacle(x,y,z)){
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for (float y = (pos->y-half.y+E); y <= (pos->y+half.y-E); y+=s){
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for (float x = (pos->x-half.x+E); x <= (pos->x+half.x-E); x+=s){
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float z = (pos->z-half.z-E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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vel->z *= 0.0;
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pos->z = z + 1 + half.z + E;
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pos->z = floor(z) + aabb->max().z + half.z + E;
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break;
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}
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}
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@ -109,12 +115,12 @@ void PhysicsSolver::colisionCalc(Chunks* chunks, Hitbox* hitbox, vec3* vel, vec3
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}
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if (vel->z > 0.0){
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for (int y = floor(pos->y-half.y+E); y <= floor(pos->y+half.y-E); y++){
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for (int x = floor(pos->x-half.x+E); x <= floor(pos->x+half.x-E); x++){
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int z = floor(pos->z+half.z+E);
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if (chunks->isObstacle(x,y,z)){
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for (float y = (pos->y-half.y+E); y <= (pos->y+half.y-E); y+=s){
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for (float x = (pos->x-half.x+E); x <= (pos->x+half.x-E); x+=s){
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float z = (pos->z+half.z+E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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vel->z *= 0.0;
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pos->z = z - half.z - E;
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pos->z = floor(z) - half.z + aabb->min().z - E;
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break;
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}
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}
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@ -122,12 +128,12 @@ void PhysicsSolver::colisionCalc(Chunks* chunks, Hitbox* hitbox, vec3* vel, vec3
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}
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if (vel->y < 0.0){
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for (int x = floor(pos->x-half.x+E); x <= floor(pos->x+half.x-E); x++){
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for (int z = floor(pos->z-half.z+E); z <= floor(pos->z+half.z-E); z++){
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int y = floor(pos->y-half.y-E);
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if (chunks->isObstacle(x,y,z)){
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for (float x = (pos->x-half.x+E); x <= (pos->x+half.x-E); x+=s){
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for (float z = (pos->z-half.z+E); z <= (pos->z+half.z-E); z+=s){
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float y = (pos->y-half.y-E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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vel->y *= 0.0;
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pos->y = y + 1 + half.y;
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pos->y = floor(y) + aabb->max().y + half.y;
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hitbox->grounded = true;
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break;
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}
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@ -135,12 +141,12 @@ void PhysicsSolver::colisionCalc(Chunks* chunks, Hitbox* hitbox, vec3* vel, vec3
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}
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}
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if (vel->y > 0.0){
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for (int x = floor(pos->x-half.x+E); x <= floor(pos->x+half.x-E); x++){
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for (int z = floor(pos->z-half.z+E); z <= floor(pos->z+half.z-E); z++){
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int y = floor(pos->y+half.y+E);
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if (chunks->isObstacle(x,y,z)){
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for (float x = (pos->x-half.x+E); x <= (pos->x+half.x-E); x+=s){
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for (float z = (pos->z-half.z+E); z <= (pos->z+half.z-E); z+=s){
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float y = (pos->y+half.y+E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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vel->y *= 0.0;
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pos->y = y - half.y - E;
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pos->y = floor(y) - half.y + aabb->min().y - E;
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break;
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}
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}
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@ -64,11 +64,24 @@ voxel* Chunks::get(int x, int y, int z){
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return &chunk->voxels[(ly * CHUNK_D + lz) * CHUNK_W + lx];
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}
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bool Chunks::isObstacle(int x, int y, int z){
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voxel* v = get(x,y,z);
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const AABB* Chunks::isObstacle(float x, float y, float z){
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int ix = floor(x);
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int iy = floor(y);
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int iz = floor(z);
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voxel* v = get(ix,iy,iz);
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if (v == nullptr)
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return true; // void - is obstacle
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return contentIds->getBlockDef(v->id)->obstacle;
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return nullptr;
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const Block* def = contentIds->getBlockDef(v->id);
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if (def->obstacle) {
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if (def->rt.solid) {
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return &def->hitbox;
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} else {
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if (def->hitbox.inside({x - ix, y - iy, z - iz}))
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return &def->hitbox;
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return nullptr;
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}
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}
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return nullptr;
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}
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ubyte Chunks::getLight(int x, int y, int z, int channel){
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@ -8,6 +8,7 @@
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class VoxelRenderer;
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class AABB;
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class Content;
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class ContentIndices;
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class Chunk;
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@ -50,7 +51,7 @@ public:
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glm::vec3& norm,
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glm::vec3& iend);
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bool isObstacle(int x, int y, int z);
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const AABB* isObstacle(float x, float y, float z);
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// does not move chunks inside
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void _setOffset(int x, int z);
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