173 lines
4.1 KiB
C++
173 lines
4.1 KiB
C++
#include "PhysicsSolver.h"
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#include "Hitbox.h"
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#include "../maths/aabb.h"
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#include "../voxels/Block.h"
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#include "../voxels/Chunks.h"
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const double E = 0.03;
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using glm::vec3;
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PhysicsSolver::PhysicsSolver(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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bool shifting,
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float gravityScale,
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bool collisions)
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{
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float dt = delta / float(substeps);
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float linear_damping = hitbox->linear_damping;
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float s = 2.0f/BLOCK_AABB_GRID;
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hitbox->grounded = false;
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for (uint i = 0; i < substeps; i++) {
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vec3& pos = hitbox->position;
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vec3& half = hitbox->halfsize;
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vec3& vel = hitbox->velocity;
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float px = pos.x;
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float pz = pos.z;
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vel += gravity * dt * gravityScale;
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if (collisions) {
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colisionCalc(chunks, hitbox, vel, pos, half);
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}
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vel.x *= glm::max(0.0f, 1.0f - dt * linear_damping);
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vel.z *= glm::max(0.0f, 1.0f - dt * linear_damping);
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pos += vel * dt;
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if (shifting && 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 (float x = (px-half.x+E); x <= (px+half.x-E); x+=s){
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for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
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if (chunks->isObstacle(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 (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
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for (float z = (pz-half.z+E); z <= (pz+half.z-E); z+=s){
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if (chunks->isObstacle(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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}
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void PhysicsSolver::colisionCalc(
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Chunks* chunks,
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Hitbox* hitbox,
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vec3& vel,
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vec3& pos,
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const vec3 half)
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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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const AABB* aabb;
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if (vel.x < 0.0f){
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for (float y = (pos.y-half.y+E); y <= (pos.y+half.y-E); y+=s){
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for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
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float x = (pos.x-half.x-E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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vel.x *= 0.0f;
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pos.x = floor(x) + aabb->max().x + half.x + E;
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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.x > 0.0f){
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for (float y = (pos.y-half.y+E); y <= (pos.y+half.y-E); y+=s){
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for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
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float x = (pos.x+half.x+E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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vel.x *= 0.0f;
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pos.x = floor(x) - half.x + aabb->min().x - E;
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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.z < 0.0f){
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for (float y = (pos.y-half.y+E); y <= (pos.y+half.y-E); y+=s){
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for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
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float z = (pos.z-half.z-E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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vel.z *= 0.0f;
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pos.z = floor(z) + aabb->max().z + half.z + E;
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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.z > 0.0f){
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for (float y = (pos.y-half.y+E); y <= (pos.y+half.y-E); y+=s){
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for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
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float z = (pos.z+half.z+E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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vel.z *= 0.0f;
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pos.z = floor(z) - half.z + aabb->min().z - E;
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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 (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
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for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
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float y = (pos.y-half.y-E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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vel.y *= 0.0f;
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pos.y = floor(y) + aabb->max().y + half.y;
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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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}
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if (vel.y > 0.0f){
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for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
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for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
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float y = (pos.y+half.y+E);
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if ((aabb = chunks->isObstacle(x,y,z))){
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vel.y *= 0.0f;
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pos.y = floor(y) - half.y + aabb->min().y - E;
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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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vec3& pos = hitbox->position;
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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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