From efacb041b577b9216734b705394559937de354fb Mon Sep 17 00:00:00 2001 From: MihailRis Date: Wed, 29 Nov 2023 21:22:42 +0300 Subject: [PATCH] blocks hitboxes physics --- src/physics/PhysicsSolver.cpp | 80 +++++++++++++++++++---------------- src/voxels/Chunks.cpp | 21 +++++++-- src/voxels/Chunks.h | 3 +- 3 files changed, 62 insertions(+), 42 deletions(-) diff --git a/src/physics/PhysicsSolver.cpp b/src/physics/PhysicsSolver.cpp index 7d70f629..350e9fc4 100644 --- a/src/physics/PhysicsSolver.cpp +++ b/src/physics/PhysicsSolver.cpp @@ -1,8 +1,9 @@ #include "PhysicsSolver.h" #include "Hitbox.h" -#include "../voxels/Chunks.h" -#include +#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; } } diff --git a/src/voxels/Chunks.cpp b/src/voxels/Chunks.cpp index c53bbb49..d069b0a7 100644 --- a/src/voxels/Chunks.cpp +++ b/src/voxels/Chunks.cpp @@ -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){ diff --git a/src/voxels/Chunks.h b/src/voxels/Chunks.h index ed29334d..5798555b 100644 --- a/src/voxels/Chunks.h +++ b/src/voxels/Chunks.h @@ -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);