applying velocity of ground the worst way possible

This commit is contained in:
MihailRis 2026-03-03 22:18:20 +03:00
parent 7f09c47ffb
commit 38354c42f9
8 changed files with 72 additions and 37 deletions

View file

@ -229,8 +229,8 @@ PlayerController::PlayerController(
}
void PlayerController::onFootstep(const Hitbox& hitbox) {
auto pos = hitbox.position;
auto half = hitbox.halfsize;
const auto& pos = hitbox.position;
const auto& half = hitbox.getHalfSize();
for (int offsetZ = -1; offsetZ <= 1; offsetZ++) {
for (int offsetX = -1; offsetX <= 1; offsetX++) {

View file

@ -31,7 +31,7 @@ static int l_set_pos(lua::State* L) {
auto vec = lua::tovec3(L, 2);
check_valid(vec);
entity->getTransform().setPos(vec);
entity->getRigidbody().hitbox.position = vec;
entity->getRigidbody().hitbox.setPos(vec);
}
return 0;
}

View file

@ -316,30 +316,36 @@ void Entities::updatePhysics(float delta) {
auto view = registry->view<EntityId, Transform, Rigidbody>();
auto physics = level.physics.get();
for (auto [entity, eid, transform, rigidbody] : view.each()) {
if (!rigidbody.enabled || rigidbody.hitbox.type == BodyType::STATIC) {
continue;
}
auto& hitbox = rigidbody.hitbox;
auto prevVel = hitbox.velocity;
bool grounded = hitbox.grounded;
float vel = glm::length(prevVel);
int substeps = static_cast<int>(delta * vel * 20);
substeps = std::min(100, std::max(2, substeps));
physics->step(*level.chunks, hitbox, delta, substeps, eid.uid);
hitbox.friction = glm::abs(hitbox.gravityScale <= 1e-7f)
? 8.0f
: (!grounded ? 2.0f : 10.0f);
hitbox.scale = transform.size;
transform.setPos(hitbox.position);
if (hitbox.grounded && !grounded) {
scripting::on_entity_grounded(
*get(eid.uid), glm::length(prevVel - hitbox.velocity)
);
}
if (!hitbox.grounded && grounded) {
scripting::on_entity_fall(*get(eid.uid));
for (int solid = false; solid <= true; solid++) {
for (auto [entity, eid, transform, rigidbody] : view.each()) {
if (!rigidbody.enabled || rigidbody.hitbox.type == BodyType::STATIC) {
continue;
}
if (eid.def.solid == solid) {
continue;
}
auto& hitbox = rigidbody.hitbox;
auto prevVel = hitbox.velocity;
bool grounded = hitbox.grounded;
float vel = glm::length(prevVel);
int substeps = static_cast<int>(delta * vel * 20);
substeps = std::min(100, std::max(2, substeps));
physics->step(*level.chunks, hitbox, delta, substeps, eid.uid);
hitbox.friction = glm::abs(hitbox.gravityScale <= 1e-7f)
? 8.0f
: (!grounded ? 2.0f : 10.0f);
hitbox.scale = transform.size;
transform.setPos(hitbox.position);
if (hitbox.grounded && !grounded) {
scripting::on_entity_grounded(
*get(eid.uid), glm::length(prevVel - hitbox.velocity)
);
}
if (!hitbox.grounded && grounded) {
scripting::on_entity_fall(*get(eid.uid));
}
}
}
}

View file

@ -114,7 +114,7 @@ void Player::teleport(glm::vec3 position) {
this->position = position;
if (auto entity = level.entities->get(eid)) {
entity->getRigidbody().hitbox.position = position;
entity->getRigidbody().hitbox.setPos(position);
entity->getTransform().setPos(position);
entity->setInterpolatedPosition(position);
}

View file

@ -6,5 +6,6 @@ Hitbox::Hitbox(BodyType type, glm::vec3 position, glm::vec3 halfsize)
: type(type),
position(position),
halfsize(halfsize),
velocity(0.0f,0.0f,0.0f)
velocity(0.0f,0.0f,0.0f),
prevPosition(position)
{}

View file

@ -1,5 +1,7 @@
#pragma once
#define GLM_ENABLE_EXPERIMENTAL
#include "maths/aabb.hpp"
#include "typedefs.hpp"
#include "util/EnumMetadata.hpp"
@ -8,6 +10,7 @@
#include <string>
#include <functional>
#include <glm/glm.hpp>
#include <glm/gtx/norm.hpp>
enum class SensorType {
AABB,
@ -62,6 +65,13 @@ struct Hitbox {
bool crouching = false;
float stepHeight = 0.5f;
glm::vec3 groundVelocity {};
// garbage tbh
glm::vec3 prevPosition {};
int substeps = 1;
float delta = 0.0f;
static inline constexpr float TELEPORT_THRESOLD_SQR = 0.5f;
Hitbox(BodyType type, glm::vec3 position, glm::vec3 halfsize);
@ -72,4 +82,11 @@ struct Hitbox {
glm::vec3 getHalfSize() const {
return halfsize * scale;
}
void setPos(const glm::vec3& vec) {
position = vec;
if (glm::distance2(position, prevPosition) >= TELEPORT_THRESOLD_SQR) {
prevPosition = vec;
}
}
};

View file

@ -208,7 +208,7 @@ static bool calc_collision_neg_y(
if (pos.y < newy && glm::abs(pos.y - newy) < 0.5f) {
pos.y = newy;
}
groundVelocty = box->velocity;
groundVelocty = (box->position - box->prevPosition) / box->delta;
if (vel.y < 0.0f) {
vel.y = 0.0f;
return true;
@ -362,8 +362,14 @@ void PhysicsSolver::calcSubstep(
glm::vec3& vel,
glm::vec3& pos,
bool prevGrounded,
float dt
float dt,
int substeps
) {
if (hitbox.grounded) {
pos.x += hitbox.groundVelocity.x * dt * substeps;
pos.z += hitbox.groundVelocity.z * dt * substeps;
}
auto initpos = pos;
auto half = hitbox.getHalfSize();
float gravityScale = hitbox.gravityScale;
@ -434,6 +440,10 @@ void PhysicsSolver::step(
uint substeps,
entityid_t entity
) {
hitbox.prevPosition = hitbox.position;
hitbox.substeps = substeps;
hitbox.delta = delta;
float dt = delta / static_cast<float>(substeps);
float linearDamping = hitbox.linearDamping * hitbox.friction;
@ -443,12 +453,7 @@ void PhysicsSolver::step(
bool prevGrounded = hitbox.grounded;
hitbox.grounded = false;
for (uint i = 0; i < substeps; i++) {
calcSubstep(chunks, hitbox, vel, pos, prevGrounded, dt);
}
if (prevGrounded && !hitbox.grounded) {
vel += hitbox.groundVelocity;
hitbox.groundVelocity = {};
calcSubstep(chunks, hitbox, vel, pos, prevGrounded, dt, substeps);
}
vel.x /= 1.0f + delta * linearDamping;
@ -456,6 +461,11 @@ void PhysicsSolver::step(
if (hitbox.verticalDamping > 0.0f) {
vel.y /= 1.0f + delta * linearDamping * hitbox.verticalDamping;
}
if (prevGrounded && !hitbox.grounded) {
auto appliedVelocity = hitbox.groundVelocity;
vel += appliedVelocity;
hitbox.groundVelocity = {};
}
AABB aabb;
aabb.a = pos - hitbox.getHalfSize();

View file

@ -53,6 +53,7 @@ private:
glm::vec3& vel,
glm::vec3& pos,
bool prevGrounded,
float dt
float dt,
int substeps
);
};