diff --git a/src/physics/PhysicsSolver.cpp b/src/physics/PhysicsSolver.cpp index 9f302d4b7..618326dc1 100644 --- a/src/physics/PhysicsSolver.cpp +++ b/src/physics/PhysicsSolver.cpp @@ -41,8 +41,8 @@ static float calc_step_height( return stepHeight; } -template -static void calc_collision_pos( +template +static void calc_collision( Hitbox& hitbox, const GlobalChunks& chunks, const std::vector& 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 -static void calc_collision_neg( - Hitbox& hitbox, - const GlobalChunks& chunks, - const std::vector& 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& 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)) {