PhysicsSolver minor refactor, changed crouch speed

This commit is contained in:
MihailRis 2023-11-30 00:18:31 +03:00
parent 5accfe18c9
commit de134dc2e5
3 changed files with 73 additions and 67 deletions

View File

@ -15,7 +15,7 @@
#include "../core_defs.h"
#define CROUCH_SPEED_MUL 0.25f
#define CROUCH_SPEED_MUL 0.35f
#define CROUCH_SHIFT_Y -0.2f
#define RUN_SPEED_MUL 1.5f
#define CROUCH_ZOOM 0.9f

View File

@ -7,41 +7,42 @@
#define E 0.03
using glm::vec3;
PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) {
}
void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned substeps, bool shifting,
void PhysicsSolver::step(
Chunks* chunks,
Hitbox* hitbox,
float delta,
uint substeps,
bool shifting,
float gravityScale,
bool collisions) {
float s = 2.0/BLOCK_AABB_GRID;
bool collisions)
{
float dt = delta / float(substeps);
float linear_damping = hitbox->linear_damping;
float s = 2.0f/BLOCK_AABB_GRID;
hitbox->grounded = false;
for (unsigned i = 0; i < substeps; i++){
float dt = delta / (float)substeps;
float linear_damping = hitbox->linear_damping;
for (uint i = 0; i < substeps; i++) {
vec3& pos = hitbox->position;
vec3& half = hitbox->halfsize;
vec3& vel = hitbox->velocity;
vel.x += gravity.x*dt * gravityScale;
vel.y += gravity.y*dt * gravityScale;
vel.z += gravity.z*dt * gravityScale;
float px = pos.x;
float pz = pos.z;
vel += gravity * dt * gravityScale;
if (collisions) {
colisionCalc(chunks, hitbox, &vel, &pos, half);
colisionCalc(chunks, hitbox, vel, pos, half);
}
vel.x *= max(0.0, 1.0 - dt * linear_damping);
vel.z *= max(0.0, 1.0 - dt * linear_damping);
pos.x += vel.x * dt;
pos.y += vel.y * dt;
pos.z += vel.z * dt;
vel.x *= glm::max(0.0f, 1.0f - dt * linear_damping);
vel.z *= glm::max(0.0f, 1.0f - dt * linear_damping);
pos += vel * dt;
if (shifting && 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){
@ -51,10 +52,10 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
}
}
}
if (!hitbox->grounded)
if (!hitbox->grounded) {
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){
if (chunks->isObstacle(x,y,z)){
@ -63,91 +64,97 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
}
}
}
if (!hitbox->grounded)
if (!hitbox->grounded) {
pos.x = px;
}
hitbox->grounded = true;
}
}
}
void PhysicsSolver::colisionCalc(Chunks* chunks, Hitbox* hitbox, vec3* vel, vec3* pos, vec3 half){
void PhysicsSolver::colisionCalc(
Chunks* chunks,
Hitbox* hitbox,
vec3& vel,
vec3& pos,
const vec3 half)
{
// step size (smaller - more accurate, but slower)
float s = 2.0/BLOCK_AABB_GRID;
float s = 2.0f/BLOCK_AABB_GRID;
const AABB* aabb;
if (vel->x < 0.0){
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 (vel.x < 0.0f){
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 = floor(x) + aabb->max().x + half.x + E;
vel.x *= 0.0f;
pos.x = floor(x) + aabb->max().x + half.x + E;
break;
}
}
}
}
if (vel->x > 0.0){
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 (vel.x > 0.0f){
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 = floor(x) - half.x + aabb->min().x - E;
vel.x *= 0.0f;
pos.x = floor(x) - half.x + aabb->min().x - E;
break;
}
}
}
}
if (vel->z < 0.0){
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 (vel.z < 0.0f){
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 = floor(z) + aabb->max().z + half.z + E;
vel.z *= 0.0f;
pos.z = floor(z) + aabb->max().z + half.z + E;
break;
}
}
}
}
if (vel->z > 0.0){
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 (vel.z > 0.0f){
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 = floor(z) - half.z + aabb->min().z - E;
vel.z *= 0.0f;
pos.z = floor(z) - half.z + aabb->min().z - E;
break;
}
}
}
}
if (vel->y < 0.0){
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 (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->isObstacle(x,y,z))){
vel->y *= 0.0;
pos->y = floor(y) + aabb->max().y + half.y;
vel.y *= 0.0f;
pos.y = floor(y) + aabb->max().y + half.y;
hitbox->grounded = true;
break;
}
}
}
}
if (vel->y > 0.0){
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 (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->isObstacle(x,y,z))){
vel->y *= 0.0;
pos->y = floor(y) - half.y + aabb->min().y - E;
vel.y *= 0.0f;
pos.y = floor(y) - half.y + aabb->min().y - E;
break;
}
}

View File

@ -2,8 +2,7 @@
#define PHYSICS_PHYSICSSOLVER_H_
#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "../typedefs.h"
class Hitbox;
class Chunks;
@ -15,11 +14,11 @@ public:
void step(Chunks* chunks,
Hitbox* hitbox,
float delta,
unsigned substeps,
uint substeps,
bool shifting,
float gravityScale,
bool collisions);
void colisionCalc(Chunks* chunks, Hitbox* hitbox, glm::vec3* vel, glm::vec3* pos, glm::vec3 half);
void colisionCalc(Chunks* chunks, Hitbox* hitbox, glm::vec3& vel, glm::vec3& pos, const glm::vec3 half);
bool isBlockInside(int x, int y, int z, Hitbox* hitbox);
};