reduce duplicating code by increasing complexity even more

This commit is contained in:
MihailRis 2026-03-04 23:29:56 +03:00
parent 8e4e18a86a
commit 546bbcb4e2

View file

@ -41,8 +41,8 @@ static float calc_step_height(
return stepHeight;
}
template <int nx, int ny, int nz>
static void calc_collision_pos(
template <int nx, int ny, int nz, int sign>
static void calc_collision(
Hitbox& hitbox,
const GlobalChunks& chunks,
const std::vector<Hitbox*>& solidHitboxes,
@ -58,32 +58,32 @@ static void calc_collision_pos(
continue;
}
auto boxhalf = box->getHalfSize();
auto boxAABB = AABB(pos - half, pos + half);
auto aabb = AABB(pos - half, pos + half);
glm::vec3 scale(1.0f);
scale[nz] = 1.0f - E * 8.0f;
scale[ny] = 1.0f - E * 2.0f;
boxAABB.scale(scale);
boxAABB = boxAABB + offset;
boxAABB.b.y -= stepHeight + E * 2;
aabb.scale(scale);
aabb = aabb + offset;
aabb.b.y -= stepHeight + E * 2;
if (box->position[nx] > pos[nx] && box->getAABB().intersects(boxAABB)) {
if ((box->position[nx] - pos[nx]) * sign > 0.0f && box->getAABB().intersects(aabb)) {
float newnegx = box->position[nx] - boxhalf[nx] - half[nx];
float newposx = box->position[nx] + boxhalf[nx] + half[nx];
float newx;
if (glm::abs(newnegx - pos[nx]) < glm::abs(newposx - pos[nx])) {
newx = newnegx;
if ((glm::abs(newnegx - pos[nx]) - glm::abs(newposx - pos[nx]))*sign < 0.0f) {
newx = sign > 0 ? newnegx : newposx;
} else {
continue;
}
if (pos[nx] > newx) {
if (vel[nx] > 0.0f) {
if ((pos[nx] - newx) * sign > 0.0f) {
if (vel[nx] * sign > 0.0f) {
vel[nx] = 0.0f;
}
pos[nx] = newx;
}
}
}
if (vel[nx] <= 0.0f && hitbox.groundVelocity[nx] <= 0.0f) {
if (vel[nx] * sign <= 0.0f && hitbox.groundVelocity[nx] * sign <= 0.0f) {
return;
}
for (int iy = 0; iy <= glm::ceil(((half - offset * 0.5f)[ny] - E) * 2); iy++) {
@ -91,18 +91,19 @@ static void calc_collision_pos(
coord[ny] = ((pos + offset)[ny] - half[ny] + E) + iy;
for (int iz = 0; iz <= glm::ceil((half[nz] - E) * 2); iz++) {
coord[nz] = (pos[nz] - half[nz] + E) + iz;
coord[nx] = pos[nx] + half[nx] + E * 2;
coord[nx] = pos[nx] + (half[nx] + E * 2) * sign;
auto boxAABB = AABB(pos - half, pos + half);
auto aabb = AABB(pos - half, pos + half);
glm::vec3 scale(1.0f);
scale[nz] = 1.0f - E * 8.0f;
boxAABB.scale(scale);
boxAABB = boxAABB + offset;
boxAABB.b.y -= stepHeight + E * 2;
aabb.scale(scale);
aabb = aabb + offset;
aabb.b.y -= stepHeight + E * 2;
if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z, boxAABB)) {
float newx = std::floor(coord[nx]) - half[nx] + aabb->min()[nx];
if (pos[nx] > newx) {
if (const auto obstacle = chunks.isObstacleAt(coord.x, coord.y, coord.z, aabb)) {
float newx = std::floor(coord[nx]) - half[nx] * sign +
(sign > 0 ? obstacle->min() : obstacle->max())[nx];
if ((pos[nx] - newx) * sign > 0.0f) {
vel[nx] = 0.0f;
pos[nx] = newx;
}
@ -112,78 +113,6 @@ static void calc_collision_pos(
}
}
template <int nx, int ny, int nz>
static void calc_collision_neg(
Hitbox& hitbox,
const GlobalChunks& chunks,
const std::vector<Hitbox*>& solidHitboxes,
const glm::vec3& half,
float stepHeight
) {
auto& pos = hitbox.position;
auto& vel = hitbox.velocity;
glm::vec3 offset(0.0f, stepHeight + E, 0.0f);
for (auto box : solidHitboxes) {
if (glm::distance2(box->position, pos) < E) {
continue;
}
auto boxhalf = box->getHalfSize();
auto boxAABB = AABB(pos - half, pos + half);
glm::vec3 scale(1.0f);
scale[nz] = 1.0f - E * 8.0f;
scale[ny] = 1.0f - E * 2.0f;
boxAABB.scale(scale);
boxAABB = boxAABB + offset;
boxAABB.b.y -= stepHeight + E * 2;
if (box->position[nx] < pos[nx] && box->getAABB().intersects(boxAABB)) {
float newnegx = box->position[nx] - boxhalf[nx] - half[nx];
float newposx = box->position[nx] + boxhalf[nx] + half[nx];
float newx;
if (glm::abs(newnegx - pos[nx]) > glm::abs(newposx - pos[nx])) {
newx = newposx;
} else {
continue;
}
if (pos[nx] < newx) {
if (vel[nx] < 0.0f) {
vel[nx] = 0.0f;
}
pos[nx] = newx;
}
}
}
if (vel[nx] >= 0.0f && hitbox.groundVelocity[nx] >= 0.0f) {
return;
}
for (int iy = 0; iy <= glm::ceil(((half - offset * 0.5f)[ny] - E) * 2); iy++) {
glm::vec3 coord;
coord[ny] = ((pos + offset)[ny] - half[ny] + E) + iy;
for (int iz = 0; iz <= glm::ceil((half[nz] - E) * 2); iz++) {
coord[nz] = (pos[nz] - half[nz] + E) + iz;
coord[nx] = pos[nx] - half[nx] - E * 2;
auto boxAABB = AABB(pos - half, pos + half);
glm::vec3 scale(1.0f);
scale[nz] = 1.0f - E * 8.0f;
boxAABB.scale(scale);
boxAABB = boxAABB + offset;
boxAABB.b.y -= stepHeight + E * 2;
if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z, boxAABB)) {
float newx = std::floor(coord[nx]) + half[nx] + aabb->max()[nx];
if (pos[nx] < newx) {
vel[nx] = 0.0f;
pos[nx] = newx;
}
return;
}
}
}
return;
}
static bool calc_collision_neg_y(
const GlobalChunks& chunks,
const std::vector<Hitbox*>& solidHitboxes,
@ -196,14 +125,14 @@ static bool calc_collision_neg_y(
if (glm::distance2(box->position, pos) < E) {
continue;
}
auto boxAABB = AABB(pos - half, pos + half);
auto aabb = AABB(pos - half, pos + half);
glm::vec3 scale(1.0f);
scale.x = 1.0f - E * 4.0f;
scale.z = 1.0f - E * 4.0f;
boxAABB.scale(scale);
aabb.scale(scale);
auto boxhalf = box->getHalfSize();
if (box->position.y < pos.y && box->getAABB().intersects(boxAABB)) {
if (box->position.y < pos.y && box->getAABB().intersects(aabb)) {
float newy = box->position.y + boxhalf.y + half.y;
if (pos.y < newy && glm::abs(pos.y - newy) < 0.5f) {
pos.y = newy;
@ -226,14 +155,14 @@ static bool calc_collision_neg_y(
coord.z = (pos.z - half.z + E) + iz;
coord.y = pos.y - half.y - E * 2;
auto boxAABB = AABB(pos - half, pos + half);
auto aabb = AABB(pos - half, pos + half);
glm::vec3 scale(1.0f);
scale.x = 1.0f - E * 4.0f;
scale.z = 1.0f - E * 4.0f;
boxAABB.scale(scale);
aabb.scale(scale);
if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z, boxAABB)) {
float newy = std::floor(coord.y) + half.y + aabb->max().y;
if (const auto obstacle = chunks.isObstacleAt(coord.x, coord.y, coord.z, aabb)) {
float newy = std::floor(coord.y) + half.y + obstacle->max().y;
if (newy >= pos.y) {
vel.y = 0.0f;
pos.y = newy;
@ -258,14 +187,14 @@ void PhysicsSolver::calcCollisions(
auto prevPos = pos;
calc_collision_neg<0, 1, 2>(hitbox, chunks, solidHitboxes, half, stepHeight);
calc_collision_pos<0, 1, 2>(hitbox, chunks, solidHitboxes, half, stepHeight);
calc_collision<0, 1, 2, -1>(hitbox, chunks, solidHitboxes, half, stepHeight);
calc_collision<0, 1, 2, 1>(hitbox, chunks, solidHitboxes, half, stepHeight);
float xpos = pos.x;
pos.x = prevPos.x;
calc_collision_neg<2, 1, 0>(hitbox, chunks, solidHitboxes, half, stepHeight);
calc_collision_pos<2, 1, 0>(hitbox, chunks, solidHitboxes, half, stepHeight);
calc_collision<2, 1, 0, -1>(hitbox, chunks, solidHitboxes, half, stepHeight);
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)) {