#include "PhysicsSolver.h" #include "Hitbox.h" #include "../maths/aabb.h" #include "../voxels/Block.h" #include "../voxels/Chunks.h" const double E = 0.03; using glm::vec3; PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) { } void PhysicsSolver::step( Chunks* chunks, Hitbox* hitbox, float delta, uint substeps, bool shifting, float gravityScale, bool collisions) { float dt = delta / float(substeps); float linear_damping = hitbox->linear_damping; float s = 2.0f/BLOCK_AABB_GRID; hitbox->grounded = false; for (uint i = 0; i < substeps; i++) { vec3& pos = hitbox->position; vec3& half = hitbox->halfsize; vec3& vel = hitbox->velocity; float px = pos.x; float pz = pos.z; vel += gravity * dt * gravityScale; if (collisions) { colisionCalc(chunks, hitbox, vel, pos, half); } 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){ if (chunks->isObstacle(x,y,z)){ hitbox->grounded = true; break; } } } 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)){ hitbox->grounded = true; break; } } } if (!hitbox->grounded) { pos.x = px; } hitbox->grounded = true; } } } void PhysicsSolver::colisionCalc( Chunks* chunks, Hitbox* hitbox, vec3& vel, vec3& pos, const vec3 half) { // step size (smaller - more accurate, but slower) float s = 2.0f/BLOCK_AABB_GRID; const AABB* aabb; 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 *= 0.0f; pos.x = floor(x) + aabb->max().x + half.x + E; break; } } } } 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 *= 0.0f; pos.x = floor(x) - half.x + aabb->min().x - E; break; } } } } 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 *= 0.0f; pos.z = floor(z) + aabb->max().z + half.z + E; break; } } } } 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 *= 0.0f; pos.z = floor(z) - half.z + aabb->min().z - E; 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->isObstacle(x,y,z))){ vel.y *= 0.0f; pos.y = floor(y) + aabb->max().y + half.y; hitbox->grounded = true; 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->isObstacle(x,y,z))){ vel.y *= 0.0f; pos.y = floor(y) - half.y + aabb->min().y - E; break; } } } } } 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); }