VoxelEngine/src/physics/PhysicsSolver.cpp
2023-12-04 22:50:00 +06:00

173 lines
4.1 KiB
C++

#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);
}