fix PhysicsSolver in far lands

This commit is contained in:
MihailRis 2024-08-06 18:41:35 +03:00
parent 6a86282d31
commit dafbb6903f

View File

@ -59,8 +59,10 @@ void PhysicsSolver::step(
if (hitbox->crouching && hitbox->grounded){
float y = (pos.y-half.y-E);
hitbox->grounded = false;
for (float x = (px-half.x+E); x <= (px+half.x-E); x+=s){
for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
float x = (px-half.x+E) + ix * s;
for (int iz = 0; iz <= (half.z-E)*2/s; iz++){
float z = (pos.z-half.z+E) + iz * s;
if (chunks->isObstacleAt(x,y,z)){
hitbox->grounded = true;
break;
@ -71,8 +73,10 @@ void PhysicsSolver::step(
pos.z = pz;
}
hitbox->grounded = false;
for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
for (float z = (pz-half.z+E); z <= (pz+half.z-E); z+=s){
for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
float x = (pos.x-half.x+E) + ix * s;
for (int iz = 0; iz <= (half.z-E)*2/s; iz++){
float z = (pz-half.z+E) + iz * s;
if (chunks->isObstacleAt(x,y,z)){
hitbox->grounded = true;
break;
@ -114,6 +118,91 @@ void PhysicsSolver::step(
}
}
static float calc_step_height(
Chunks* chunks,
glm::vec3& pos,
const glm::vec3& half,
float stepHeight,
float s
) {
if (stepHeight > 0.0f) {
for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
float x = (pos.x-half.x+E) + ix * s;
for (int iz = 0; iz <= (half.z-E)*2/s; iz++) {
float z = (pos.z-half.z+E) + iz * s;
if (chunks->isObstacleAt(x, pos.y+half.y+stepHeight, z)) {
return 0.0f;
}
}
}
}
return stepHeight;
}
template <int nx, int ny, int nz>
static bool calc_collision_neg(
Chunks* chunks,
glm::vec3& pos,
glm::vec3& vel,
const glm::vec3& half,
float stepHeight,
float s
) {
if (vel[nx] >= 0.0f) {
return false;
}
glm::vec3 offset(0.0f, stepHeight, 0.0f);
for (int iy = 0; iy <= (half[ny]-E)*2/s; iy++) {
glm::vec3 coord;
coord[ny] = ((pos+offset)[ny]-half[ny]+E) + iy * s;
for (int iz = 0; iz <= (half[nz]-E)*2/s; iz++){
coord[nz] = (pos[nz]-half[nz]+E) + iz * s;
coord[nx] = (pos[nx]-half[nx]-E);
if (const auto aabb = chunks->isObstacleAt(coord.x, coord.y, coord.z)) {
vel[nx] = 0.0f;
float newx = std::floor(coord[nx]) + aabb->max()[nx] + half[nx] + E;
if (std::abs(newx-pos[nx]) <= MAX_FIX) {
pos[nx] = newx;
}
return true;
}
}
}
return false;
}
template <int nx, int ny, int nz>
static void calc_collision_pos(
Chunks* chunks,
glm::vec3& pos,
glm::vec3& vel,
const glm::vec3& half,
float stepHeight,
float s
) {
if (vel[nx] <= 0.0f) {
return;
}
glm::vec3 offset(0.0f, stepHeight, 0.0f);
for (int iy = 0; iy <= (half[ny]-E)*2/s; iy++) {
glm::vec3 coord;
coord[ny] = ((pos+offset)[ny]-half[ny]+E) + iy * s;
for (int iz = 0; iz <= (half[nz]-E)*2/s; iz++) {
coord[nz] = (pos[nz]-half[nz]+E) + iz * s;
coord[nx] = (pos[nx]+half[nx]+E);
if (const auto aabb = chunks->isObstacleAt(coord.x, coord.y, coord.z)) {
vel[nx] = 0.0f;
float newx = std::floor(coord[nx]) - half[nx] + aabb->min()[nx] - E;
if (std::abs(newx-pos[nx]) <= MAX_FIX) {
pos[nx] = newx;
}
return;
}
}
}
}
void PhysicsSolver::colisionCalc(
Chunks* chunks,
Hitbox* hitbox,
@ -125,106 +214,30 @@ void PhysicsSolver::colisionCalc(
// step size (smaller - more accurate, but slower)
float s = 2.0f/BLOCK_AABB_GRID;
if (stepHeight > 0.0f) {
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){
if (chunks->isObstacleAt(x, pos.y+half.y+stepHeight, z)) {
stepHeight = 0.0f;
break;
}
}
}
}
stepHeight = calc_step_height(chunks, pos, half, stepHeight, s);
const AABB* aabb;
if (vel.x < 0.0f){
for (float y = (pos.y-half.y+E+stepHeight); 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->isObstacleAt(x,y,z))){
vel.x = 0.0f;
float newx = floor(x) + aabb->max().x + half.x + E;
if (glm::abs(newx-pos.x) <= MAX_FIX) {
pos.x = newx;
}
break;
}
}
}
}
if (vel.x > 0.0f){
for (float y = (pos.y-half.y+E+stepHeight); 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->isObstacleAt(x,y,z))){
vel.x = 0.0f;
float newx = floor(x) - half.x + aabb->min().x - E;
if (glm::abs(newx-pos.x) <= MAX_FIX) {
pos.x = newx;
}
break;
}
}
}
calc_collision_neg<0, 1, 2>(chunks, pos, vel, half, stepHeight, s);
calc_collision_pos<0, 1, 2>(chunks, pos, vel, half, stepHeight, s);
calc_collision_neg<2, 1, 0>(chunks, pos, vel, half, stepHeight, s);
calc_collision_pos<2, 1, 0>(chunks, pos, vel, half, stepHeight, s);
if (calc_collision_neg<1, 0, 2>(chunks, pos, vel, half, stepHeight, s)) {
hitbox->grounded = true;
}
if (vel.z < 0.0f){
for (float y = (pos.y-half.y+E+stepHeight); 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->isObstacleAt(x,y,z))){
vel.z = 0.0f;
float newz = floor(z) + aabb->max().z + half.z + E;
if (glm::abs(newz-pos.z) <= MAX_FIX) {
pos.z = newz;
}
break;
}
}
}
}
if (vel.z > 0.0f){
for (float y = (pos.y-half.y+E+stepHeight); 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->isObstacleAt(x,y,z))){
vel.z = 0.0f;
float newz = floor(z) - half.z + aabb->min().z - E;
if (glm::abs(newz-pos.z) <= MAX_FIX) {
pos.z = newz;
}
break;
}
}
}
}
if (vel.y < 0.0f){
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->isObstacleAt(x,y,z))){
vel.y = 0.0f;
float newy = floor(y) + aabb->max().y + half.y;
if (glm::abs(newy-pos.y) <= MAX_FIX) {
pos.y = newy;
}
hitbox->grounded = true;
break;
}
}
}
}
if (stepHeight > 0.0 && vel.y <= 0.0f){
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){
for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
float x = (pos.x-half.x+E) + ix * s;
for (int iz = 0; iz <= (half.z-E)*2/s; iz++) {
float z = (pos.z-half.z+E) + iz * s;
float y = (pos.y-half.y+E);
if ((aabb = chunks->isObstacleAt(x,y,z))){
vel.y = 0.0f;
float newy = floor(y) + aabb->max().y + half.y;
if (glm::abs(newy-pos.y) <= MAX_FIX+stepHeight) {
float newy = std::floor(y) + aabb->max().y + half.y;
if (std::abs(newy-pos.y) <= MAX_FIX+stepHeight) {
pos.y = newy;
}
break;
@ -233,13 +246,15 @@ void PhysicsSolver::colisionCalc(
}
}
if (vel.y > 0.0f){
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){
for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
float x = (pos.x-half.x+E) + ix * s;
for (int iz = 0; iz <= (half.z-E)*2/s; iz++) {
float z = (pos.z-half.z+E) + iz * s;
float y = (pos.y+half.y+E);
if ((aabb = chunks->isObstacleAt(x,y,z))){
vel.y = 0.0f;
float newy = floor(y) - half.y + aabb->min().y - E;
if (glm::abs(newy-pos.y) <= MAX_FIX) {
float newy = std::floor(y) - half.y + aabb->min().y - E;
if (std::abs(newy-pos.y) <= MAX_FIX) {
pos.y = newy;
}
break;