add groundMaterial

This commit is contained in:
MihailRis 2026-03-05 20:34:35 +03:00
parent 1d4fb9bc07
commit 01d46b2690
2 changed files with 16 additions and 9 deletions

View file

@ -64,11 +64,13 @@ struct Hitbox {
float gravityScale = 1.0f;
bool crouching = false;
float stepHeight = 0.5f;
std::string material;
glm::vec3 groundVelocity {};
std::string groundMaterial;
// garbage tbh
glm::vec3 prevPosition {};
int substeps = 1;
float delta = 0.0f;
static inline constexpr float TELEPORT_THRESOLD_SQR = 0.5f;

View file

@ -116,13 +116,14 @@ static void calc_collision(
}
static bool calc_collision_neg_y(
Hitbox& hitbox,
const GlobalChunks& chunks,
const std::vector<Hitbox*>& solidHitboxes,
glm::vec3& pos,
glm::vec3& vel,
const glm::vec3& half,
glm::vec3& groundVelocty
const glm::vec3& half
) {
auto& pos = hitbox.position;
auto& vel = hitbox.velocity;
for (auto box : solidHitboxes) {
if (glm::distance2(box->position, pos) < E) {
continue;
@ -139,9 +140,13 @@ static bool calc_collision_neg_y(
if (pos.y < newy && glm::abs(pos.y - newy) < 0.5f) {
pos.y = newy;
}
groundVelocty = (box->position - box->prevPosition) / box->delta;
hitbox.groundVelocity =
(box->position - box->prevPosition) / box->delta;
if (vel.y < 0.0f) {
vel.y = 0.0f;
if (hitbox.groundMaterial.empty()) {
hitbox.groundMaterial = hitbox.material;
}
return true;
}
}
@ -149,7 +154,7 @@ static bool calc_collision_neg_y(
if (vel.y >= 0.0f) {
return false;
}
groundVelocty = {};
hitbox.groundVelocity = {};
for (int ix = 0; ix <= glm::ceil((half.x - E) * 2); ix++) {
glm::vec3 coord;
coord.x = (pos.x - half.x + E) + ix;
@ -200,7 +205,7 @@ void PhysicsSolver::calcCollisions(
calc_collision<2, 1, 0, 1>(hitbox, chunks, solidHitboxes, half, stepHeight);
pos.x = xpos;
if (calc_collision_neg_y(chunks, solidHitboxes, pos, vel, half, hitbox.groundVelocity)) {
if (calc_collision_neg_y(hitbox, chunks, solidHitboxes, half)) {
hitbox.grounded = true;
}
@ -369,8 +374,8 @@ void PhysicsSolver::step(
entityid_t entity
) {
hitbox.prevPosition = hitbox.position;
hitbox.substeps = substeps;
hitbox.delta = delta;
hitbox.groundMaterial.clear();
float dt = delta / static_cast<float>(substeps);
float linearDamping = hitbox.linearDamping * hitbox.friction;