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fixes (part 1)
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parent
5ea8df0743
commit
1ea54d10bc
2 changed files with 39 additions and 23 deletions
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@ -32,7 +32,7 @@ void PhysicsSolver::step(
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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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@ -52,13 +52,18 @@ void PhysicsSolver::step(
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}
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if (hitbox.crouching && hitbox.grounded){
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AABB aabb;
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float y = (pos.y-half.y-E);
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hitbox.grounded = false;
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aabb = AABB(pos - half, pos + half);
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aabb.scale(glm::vec3(1.0f - E * 2, 1.0f, 1.0f - E * 2));
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for (int ix = 0; ix <= glm::ceil((half.x-E)*2); ix++) {
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float x = (px-half.x+E) + ix;
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for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++){
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float z = (pos.z-half.z+E) + iz;
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if (chunks.isObstacleAt(x,y,z, AABB(pos - half, pos + half))){
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if (chunks.isObstacleAt(x,y,z, aabb)){
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hitbox.grounded = true;
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break;
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}
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@ -69,11 +74,14 @@ void PhysicsSolver::step(
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vel.z = 0.0f;
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}
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hitbox.grounded = false;
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aabb = AABB(pos - half, pos + half);
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aabb.scale(glm::vec3(1.0f - E * 2, 1.0f, 1.0f - E * 2));
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for (int ix = 0; ix <= glm::ceil((half.x-E)*2); ix++) {
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float x = (pos.x-half.x+E) + ix;
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for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++){
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float z = (pz-half.z+E) + iz;
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if (chunks.isObstacleAt(x,y,z, AABB(pos - half, pos + half))){
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if (chunks.isObstacleAt(x,y,z, aabb)){
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hitbox.grounded = true;
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break;
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}
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@ -127,12 +135,14 @@ static float calc_step_height(
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const glm::vec3& half,
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float stepHeight
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) {
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AABB aabb(pos - half, pos + half);
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AABB aabb(-half, +half);
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aabb.scale(glm::vec3(1.0f - E * 2, 1.0f, 1.0f - E * 2));
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aabb = aabb + pos + glm::vec3(0.0f, stepHeight, 0.0f);
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if (stepHeight > 0.0f) {
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for (int ix = 0; ix <= glm::ceil((half.x-E) * 2); ix++) {
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float x = (pos.x-half.x+E) + ix;
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float x = (pos.x-half.x) + ix;
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for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++) {
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float z = (pos.z-half.z+E) + iz;
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float z = (pos.z-half.z) + iz;
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if (chunks.isObstacleAt(x, pos.y+half.y+stepHeight, z, aabb)) {
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return 0.0f;
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}
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@ -148,12 +158,13 @@ static bool calc_collision_neg(
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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 stepHeight,
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float margin = 1.0f
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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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glm::vec3 offset(0.0f, (stepHeight + E) * margin, 0.0f);
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for (int iy = 0; iy <= glm::ceil(((half-offset*0.5f)[ny]-E)*2); iy++) {
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glm::vec3 coord;
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coord[ny] = ((pos+offset)[ny]-half[ny]+E) + iy;
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@ -165,11 +176,12 @@ static bool calc_collision_neg(
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glm::vec3 scale(1.0f);
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scale[nz] = 1.0f - E * 2.0f;
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boxAABB.scale(scale);
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boxAABB = boxAABB + offset;
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if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z, boxAABB)) {
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vel[nx] = 0.0f;
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float newx = std::floor(coord[nx]) + half[nx] + aabb->max()[nx] + E;
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if (newx - pos[nx] <= E) {
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float newx = std::floor(coord[nx]) + half[nx] + aabb->max()[nx] + E * margin;
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if (newx - pos[nx] <= E * margin) {
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pos[nx] = newx;
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}
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return true;
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@ -190,7 +202,7 @@ static void calc_collision_pos(
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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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glm::vec3 offset(0.0f, stepHeight + E * 2, 0.0f);
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for (int iy = 0; iy <= glm::ceil(((half-offset*0.5f)[ny]-E)*2); iy++) {
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glm::vec3 coord;
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coord[ny] = ((pos+offset)[ny]-half[ny]+E) + iy;
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@ -202,6 +214,7 @@ static void calc_collision_pos(
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glm::vec3 scale(1.0f);
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scale[nz] = 1.0f - E * 2.0f;
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boxAABB.scale(scale);
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boxAABB = boxAABB + offset;
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if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z, boxAABB)) {
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vel[nx] = 0.0f;
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@ -233,17 +246,21 @@ void PhysicsSolver::colisionCalc(
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calc_collision_neg<2, 1, 0>(chunks, pos, vel, half, stepHeight);
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calc_collision_pos<2, 1, 0>(chunks, pos, vel, half, stepHeight);
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if (calc_collision_neg<1, 0, 2>(chunks, pos, vel, half, 0.0f)) {
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if (calc_collision_neg<1, 0, 2>(chunks, pos, vel, half, 0.0f, 0.0f)) {
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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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AABB boxAABB = AABB(-half, +half);
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boxAABB.scale(glm::vec3(1.0f - E, 1.0f, 1.0f - E));
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boxAABB = boxAABB.translated(pos);
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for (int ix = 0; ix <= glm::ceil((half.x-E)*2); ix++) {
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float x = (pos.x-half.x+E) + ix;
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float x = (pos.x-half.x) + ix;
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for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++) {
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float z = (pos.z-half.z+E) + iz;
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float z = (pos.z-half.z) + iz;
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float y = (pos.y-half.y+E);
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if ((aabb = chunks.isObstacleAt(x,y,z, AABB(pos - half, pos + half)))){
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if ((aabb = chunks.isObstacleAt(x,y,z, boxAABB))){
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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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