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update PhysicsSolver.cpp
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1ea54d10bc
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1 changed files with 52 additions and 11 deletions
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@ -40,13 +40,14 @@ void PhysicsSolver::step(
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float py = pos.y;
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float pz = pos.z;
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vel += gravity * dt * gravityScale;
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if (hitbox.type == BodyType::DYNAMIC) {
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colisionCalc(chunks, hitbox, vel, pos, half,
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(prevGrounded && gravityScale > 0.0f) ? hitbox.stepHeight : 0.0f);
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}
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vel += gravity * dt * gravityScale;
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pos += vel * dt + gravity * gravityScale * dt * dt * 0.5f;
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if (hitbox.grounded && pos.y < py) {
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pos.y = py;
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}
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@ -58,7 +59,7 @@ void PhysicsSolver::step(
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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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aabb.scale(glm::vec3(1.0f - E * 4, 1.0f, 1.0f - E * 4));
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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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@ -76,7 +77,7 @@ void PhysicsSolver::step(
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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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aabb.scale(glm::vec3(1.0f - E * 4, 1.0f, 1.0f - E * 4));
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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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@ -158,13 +159,12 @@ 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 margin = 1.0f
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float stepHeight
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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 + E) * margin, 0.0f);
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glm::vec3 offset(0.0f, stepHeight + E, 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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@ -177,11 +177,12 @@ static bool calc_collision_neg(
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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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boxAABB.b.y -= stepHeight;
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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 * margin;
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if (newx - pos[nx] <= E * margin) {
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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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pos[nx] = newx;
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}
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return true;
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@ -191,6 +192,41 @@ static bool calc_collision_neg(
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return false;
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}
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static bool calc_collision_neg_y(
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const GlobalChunks& chunks,
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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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) {
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if (vel.y >= 0.0f) {
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return false;
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}
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for (int ix = 0; ix <= glm::ceil((half.x-E)*2); ix++) {
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glm::vec3 coord;
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coord.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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coord.z = (pos.z-half.z+E) + iz;
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coord.y = (pos.y-half.y-E);
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auto boxAABB = AABB(pos - half, pos + half);
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glm::vec3 scale(1.0f);
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scale.x = 1.0f - E * 4.0f;
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scale.z = 1.0f - E * 4.0f;
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boxAABB.scale(scale);
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if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z, boxAABB)) {
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vel.y = 0.0f;
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float newx = std::floor(coord.y) + half.y + aabb->max().y;
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if (newx - pos.y <= E) {
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pos.y = newx;
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}
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return true;
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}
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}
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}
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return false;
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}
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template <int nx, int ny, int nz>
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static void calc_collision_pos(
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const GlobalChunks& chunks,
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@ -215,6 +251,7 @@ static void calc_collision_pos(
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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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boxAABB.b.y -= stepHeight;
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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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@ -246,13 +283,13 @@ 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, 0.0f)) {
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if (calc_collision_neg_y(chunks, pos, vel, half)) {
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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.scale(glm::vec3(1.0f - E * 2, 1.0f, 1.0f - E * 2));
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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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@ -272,12 +309,16 @@ void PhysicsSolver::colisionCalc(
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}
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}
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if (vel.y > 0.0f){
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AABB boxAABB = AABB(-half, +half);
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boxAABB.scale(glm::vec3(1.0f - E* 2, 1.0f, 1.0f - E * 2));
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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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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 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) - half.y + aabb->min().y - E;
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if (std::abs(newy-pos.y) <= MAX_FIX) {
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