296 lines
9.5 KiB
C++
296 lines
9.5 KiB
C++
#include "PhysicsSolver.hpp"
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#include "Hitbox.hpp"
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#include <maths/aabb.hpp>
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#include <voxels/Block.hpp>
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#include <voxels/Chunks.hpp>
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#include <voxels/voxel.hpp>
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#include <iostream>
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#include <algorithm>
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/norm.hpp>
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const float E = 0.03f;
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const float MAX_FIX = 0.1f;
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PhysicsSolver::PhysicsSolver(glm::vec3 gravity) : gravity(gravity) {
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}
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void PhysicsSolver::step(
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Chunks* chunks,
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Hitbox* hitbox,
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float delta,
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uint substeps,
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entityid_t entity
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) {
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float dt = delta / static_cast<float>(substeps);
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float linearDamping = hitbox->linearDamping;
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float s = 2.0f/BLOCK_AABB_GRID;
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const glm::vec3& half = hitbox->halfsize;
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glm::vec3& pos = hitbox->position;
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glm::vec3& vel = hitbox->velocity;
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float gravityScale = hitbox->gravityScale;
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bool prevGrounded = hitbox->grounded;
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hitbox->grounded = false;
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for (uint i = 0; i < substeps; i++) {
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float px = pos.x;
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float py = pos.y;
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float pz = pos.z;
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vel += gravity * dt * gravityScale;
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if (hitbox->type == BodyType::DYNAMIC) {
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colisionCalc(chunks, hitbox, vel, pos, half,
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(prevGrounded && gravityScale > 0.0f) ? 0.5f : 0.0f);
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}
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vel.x *= glm::max(0.0f, 1.0f - dt * linearDamping);
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if (hitbox->verticalDamping) {
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vel.y *= glm::max(0.0f, 1.0f - dt * linearDamping);
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}
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vel.z *= glm::max(0.0f, 1.0f - dt * linearDamping);
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pos += vel * dt + gravity * gravityScale * dt * dt * 0.5f;
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if (hitbox->grounded && pos.y < py) {
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pos.y = py;
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}
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if (hitbox->crouching && hitbox->grounded){
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float y = (pos.y-half.y-E);
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hitbox->grounded = false;
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for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
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float x = (px-half.x+E) + ix * s;
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for (int iz = 0; iz <= (half.z-E)*2/s; iz++){
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float z = (pos.z-half.z+E) + iz * s;
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if (chunks->isObstacleAt(x,y,z)){
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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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if (!hitbox->grounded) {
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pos.z = pz;
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}
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hitbox->grounded = false;
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for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
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float x = (pos.x-half.x+E) + ix * s;
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for (int iz = 0; iz <= (half.z-E)*2/s; iz++){
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float z = (pz-half.z+E) + iz * s;
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if (chunks->isObstacleAt(x,y,z)){
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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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if (!hitbox->grounded) {
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pos.x = px;
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}
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hitbox->grounded = true;
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}
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}
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AABB aabb;
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aabb.a = hitbox->position - hitbox->halfsize;
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aabb.b = hitbox->position + hitbox->halfsize;
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for (size_t i = 0; i < sensors.size(); i++) {
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auto& sensor = *sensors[i];
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if (sensor.entity == entity) {
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continue;
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}
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bool triggered = false;
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switch (sensor.type) {
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case SensorType::AABB:
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triggered = aabb.intersect(sensor.calculated.aabb);
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break;
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case SensorType::RADIUS:
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triggered = glm::distance2(
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hitbox->position, glm::vec3(sensor.calculated.radial))
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< sensor.calculated.radial.w;
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break;
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}
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if (triggered) {
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if (sensor.prevEntered.find(entity) == sensor.prevEntered.end()) {
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sensor.enterCallback(sensor.entity, sensor.index, entity);
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}
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sensor.nextEntered.insert(entity);
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}
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}
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}
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static float calc_step_height(
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Chunks* chunks,
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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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float s
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) {
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if (stepHeight > 0.0f) {
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for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
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float x = (pos.x-half.x+E) + ix * s;
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for (int iz = 0; iz <= (half.z-E)*2/s; iz++) {
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float z = (pos.z-half.z+E) + iz * s;
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if (chunks->isObstacleAt(x, pos.y+half.y+stepHeight, z)) {
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return 0.0f;
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}
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}
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}
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}
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return stepHeight;
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}
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template <int nx, int ny, int nz>
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static bool calc_collision_neg(
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Chunks* chunks,
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glm::vec3& pos,
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glm::vec3& vel,
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const glm::vec3& half,
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float stepHeight,
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float s
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) {
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if (vel[nx] >= 0.0f) {
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return false;
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}
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glm::vec3 offset(0.0f, stepHeight, 0.0f);
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for (int iy = 0; iy <= (half[ny]-E)*2/s; iy++) {
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glm::vec3 coord;
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coord[ny] = ((pos+offset)[ny]-half[ny]+E) + iy * s;
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for (int iz = 0; iz <= (half[nz]-E)*2/s; iz++){
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coord[nz] = (pos[nz]-half[nz]+E) + iz * s;
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coord[nx] = (pos[nx]-half[nx]-E);
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if (const auto aabb = chunks->isObstacleAt(coord.x, coord.y, coord.z)) {
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vel[nx] = 0.0f;
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float newx = std::floor(coord[nx]) + aabb->max()[nx] + half[nx] + E;
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if (std::abs(newx-pos[nx]) <= MAX_FIX) {
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pos[nx] = newx;
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}
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return true;
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}
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}
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}
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return false;
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}
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template <int nx, int ny, int nz>
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static void calc_collision_pos(
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Chunks* chunks,
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glm::vec3& pos,
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glm::vec3& vel,
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const glm::vec3& half,
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float stepHeight,
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float s
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) {
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if (vel[nx] <= 0.0f) {
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return;
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}
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glm::vec3 offset(0.0f, stepHeight, 0.0f);
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for (int iy = 0; iy <= (half[ny]-E)*2/s; iy++) {
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glm::vec3 coord;
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coord[ny] = ((pos+offset)[ny]-half[ny]+E) + iy * s;
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for (int iz = 0; iz <= (half[nz]-E)*2/s; iz++) {
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coord[nz] = (pos[nz]-half[nz]+E) + iz * s;
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coord[nx] = (pos[nx]+half[nx]+E);
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if (const auto aabb = chunks->isObstacleAt(coord.x, coord.y, coord.z)) {
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vel[nx] = 0.0f;
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float newx = std::floor(coord[nx]) - half[nx] + aabb->min()[nx] - E;
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if (std::abs(newx-pos[nx]) <= MAX_FIX) {
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pos[nx] = newx;
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}
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return;
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}
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}
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}
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}
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void PhysicsSolver::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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) {
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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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stepHeight = calc_step_height(chunks, pos, half, stepHeight, s);
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const AABB* aabb;
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calc_collision_neg<0, 1, 2>(chunks, pos, vel, half, stepHeight, s);
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calc_collision_pos<0, 1, 2>(chunks, pos, vel, half, stepHeight, s);
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calc_collision_neg<2, 1, 0>(chunks, pos, vel, half, stepHeight, s);
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calc_collision_pos<2, 1, 0>(chunks, pos, vel, half, stepHeight, s);
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if (calc_collision_neg<1, 0, 2>(chunks, pos, vel, half, stepHeight, s)) {
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hitbox->grounded = true;
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}
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if (stepHeight > 0.0 && vel.y <= 0.0f){
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for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
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float x = (pos.x-half.x+E) + ix * s;
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for (int iz = 0; iz <= (half.z-E)*2/s; iz++) {
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float z = (pos.z-half.z+E) + iz * 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 = std::floor(y) + aabb->max().y + half.y;
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if (std::abs(newy-pos.y) <= MAX_FIX+stepHeight) {
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pos.y = newy;
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}
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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 (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
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float x = (pos.x-half.x+E) + ix * s;
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for (int iz = 0; iz <= (half.z-E)*2/s; iz++) {
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float z = (pos.z-half.z+E) + iz * 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 = std::floor(y) - half.y + aabb->min().y - E;
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if (std::abs(newy-pos.y) <= MAX_FIX) {
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pos.y = newy;
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}
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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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}
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bool PhysicsSolver::isBlockInside(int x, int y, int z, Hitbox* hitbox) {
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const glm::vec3& pos = hitbox->position;
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const glm::vec3& half = hitbox->halfsize;
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return x >= floor(pos.x-half.x) && x <= floor(pos.x+half.x) &&
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z >= floor(pos.z-half.z) && z <= floor(pos.z+half.z) &&
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y >= floor(pos.y-half.y) && y <= floor(pos.y+half.y);
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}
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bool PhysicsSolver::isBlockInside(int x, int y, int z, Block* def, blockstate state, Hitbox* hitbox) {
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const float E = 0.001f; // inaccuracy
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const glm::vec3& pos = hitbox->position;
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const glm::vec3& half = hitbox->halfsize;
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const auto& boxes = def->rotatable
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? def->rt.hitboxes[state.rotation]
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: def->hitboxes;
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for (const auto& block_hitbox : boxes) {
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glm::vec3 min = block_hitbox.min();
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glm::vec3 max = block_hitbox.max();
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if (min.x < pos.x+half.x-x-E && max.x > pos.x-half.x-x+E &&
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min.z < pos.z+half.z-z-E && max.z > pos.z-half.z-z+E &&
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min.y < pos.y+half.y-y-E && max.y > pos.y-half.y-y+E)
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return true;
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}
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return false;
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}
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void PhysicsSolver::removeSensor(Sensor* sensor) {
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sensors.erase(std::remove(sensors.begin(), sensors.end(), sensor), sensors.end());
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}
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