VoxelEngine/src/physics/PhysicsSolver.cpp

157 lines
3.9 KiB
C++

#include "PhysicsSolver.h"
#include "Hitbox.h"
#include "../voxels/Chunks.h"
#include <iostream>
#define E 0.03
PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) {
}
void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned substeps, bool shifting) {
for (unsigned i = 0; i < substeps; i++){
float dt = delta / (float)substeps;
float linear_damping = hitbox->linear_damping;
vec3& pos = hitbox->position;
vec3& half = hitbox->halfsize;
vec3& vel = hitbox->velocity;
vel.x += gravity.x*dt;
vel.y += gravity.y*dt;
vel.z += gravity.z*dt;
float px = pos.x;
float pz = pos.z;
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)){
vel.x *= 0.0;
pos.x = x + 1 + 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)){
vel.x *= 0.0;
pos.x = x - half.x - E;
break;
}
}
}
}
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)){
vel.z *= 0.0;
pos.z = z + 1 + half.z + E;
break;
}
}
}
}
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)){
vel.z *= 0.0;
pos.z = z - half.z - E;
break;
}
}
}
}
hitbox->grounded = false;
if (vel.y < 0.0){
for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
bool broken = false;
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)){
vel.y *= 0.0;
pos.y = y + 1 + half.y;
int f = 18.0;
vel.x *= max(0.0, 1.0 - dt * f);
vel.z *= max(0.0, 1.0 - dt * f);
hitbox->grounded = true;
broken = true;
break;
}
}
if (broken)
break;
}
}
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)){
vel.y *= 0.0;
pos.y = y - half.y - E;
break;
}
}
}
}
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;
if (shifting && hitbox->grounded){
int y = floor(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++){
if (chunks->isObstacle(x,y,z)){
hitbox->grounded = true;
break;
}
}
}
if (!hitbox->grounded)
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++){
if (chunks->isObstacle(x,y,z)){
hitbox->grounded = true;
break;
}
}
}
if (!hitbox->grounded)
pos.x = px;
hitbox->grounded = true;
}
}
}
bool PhysicsSolver::isBlockInside(int x, int y, int z, Hitbox* hitbox) {
vec3& pos = hitbox->position;
vec3& half = hitbox->halfsize;
return x >= floor(pos.x-half.x) && x <= floor(pos.x+half.x) &&
z >= floor(pos.z-half.z) && z <= floor(pos.z+half.z) &&
y >= floor(pos.y-half.y) && y <= floor(pos.y+half.y);
}