physics: step height
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3183513e55
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@ -36,7 +36,8 @@ void PhysicsSolver::step(
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vel += gravity * dt * gravityScale;
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if (collisions) {
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colisionCalc(chunks, hitbox, vel, pos, half);
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colisionCalc(chunks, hitbox, vel, pos, half,
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(gravityScale > 0.0f) ? 0.5f : 0.0f);
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}
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vel.x *= glm::max(0.0f, 1.0f - dt * linear_damping);
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vel.z *= glm::max(0.0f, 1.0f - dt * linear_damping);
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@ -78,7 +79,8 @@ void PhysicsSolver::colisionCalc(
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Hitbox* hitbox,
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vec3& vel,
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vec3& pos,
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const vec3 half)
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const vec3 half,
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float stepHeight)
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{
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// step size (smaller - more accurate, but slower)
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float s = 2.0f/BLOCK_AABB_GRID;
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@ -86,7 +88,7 @@ void PhysicsSolver::colisionCalc(
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const AABB* aabb;
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if (vel.x < 0.0f){
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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 y = (pos.y-half.y+E+stepHeight); 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->isObstacleAt(x,y,z))){
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@ -101,7 +103,7 @@ void PhysicsSolver::colisionCalc(
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}
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}
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if (vel.x > 0.0f){
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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 y = (pos.y-half.y+E+stepHeight); 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->isObstacleAt(x,y,z))){
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@ -117,7 +119,7 @@ void PhysicsSolver::colisionCalc(
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}
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if (vel.z < 0.0f){
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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 y = (pos.y-half.y+E+stepHeight); 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->isObstacleAt(x,y,z))){
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@ -133,7 +135,7 @@ void PhysicsSolver::colisionCalc(
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}
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if (vel.z > 0.0f){
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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 y = (pos.y-half.y+E+stepHeight); 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->isObstacleAt(x,y,z))){
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@ -164,6 +166,22 @@ void PhysicsSolver::colisionCalc(
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}
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}
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}
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if (stepHeight > 0.0 && vel.y <= 0.0f){
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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->isObstacleAt(x,y,z))){
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vel.y *= 0.0f;
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float newy = floor(y) + aabb->max().y + half.y;
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if (glm::abs(newy-pos.y) <= MAX_FIX+stepHeight) {
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pos.y = newy;
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}
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hitbox->grounded = true;
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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.y > 0.0f){
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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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@ -8,18 +8,24 @@ class Hitbox;
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class Chunks;
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class PhysicsSolver {
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glm::vec3 gravity;
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glm::vec3 gravity;
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public:
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PhysicsSolver(glm::vec3 gravity);
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void step(Chunks* chunks,
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Hitbox* hitbox,
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float delta,
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uint substeps,
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bool shifting,
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float gravityScale,
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bool collisions);
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void colisionCalc(Chunks* chunks, Hitbox* hitbox, glm::vec3& vel, glm::vec3& pos, const glm::vec3 half);
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bool isBlockInside(int x, int y, int z, Hitbox* hitbox);
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PhysicsSolver(glm::vec3 gravity);
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void step(Chunks* chunks,
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Hitbox* hitbox,
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float delta,
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uint substeps,
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bool shifting,
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float gravityScale,
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bool collisions);
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void colisionCalc(
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Chunks* chunks,
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Hitbox* hitbox,
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glm::vec3& vel,
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glm::vec3& pos,
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const glm::vec3 half,
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float stepHeight);
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bool isBlockInside(int x, int y, int z, Hitbox* hitbox);
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};
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#endif /* PHYSICS_PHYSICSSOLVER_H_ */
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