diff --git a/src/maths/aabb.hpp b/src/maths/aabb.hpp index d5dc9493b..ca19a81fe 100644 --- a/src/maths/aabb.hpp +++ b/src/maths/aabb.hpp @@ -47,14 +47,14 @@ struct AABB { } /// @brief Multiply AABB size from center - inline void scale(const glm::vec3 mul) { + inline void scale(const glm::vec3& mul) { glm::vec3 center = (a + b) * 0.5f; a = (a - center) * mul + center; b = (b - center) * mul + center; } /// @brief Multiply AABB size from given origin - inline void scale(const glm::vec3 mul, const glm::vec3 orig) { + inline void scale(const glm::vec3& mul, const glm::vec3& orig) { glm::vec3 beg = min(); glm::vec3 end = max(); glm::vec3 center = glm::mix(beg, end, orig); @@ -101,8 +101,9 @@ struct AABB { inline bool intersects(const AABB& aabb) const { return ( - a.x <= aabb.b.x && b.x >= aabb.a.x && a.y <= aabb.b.y && - b.y >= aabb.a.y && a.z <= aabb.b.z && b.z >= aabb.a.z + a.x <= aabb.b.x && b.x >= aabb.a.x && + a.y <= aabb.b.y && b.y >= aabb.a.y && + a.z <= aabb.b.z && b.z >= aabb.a.z ); } diff --git a/src/physics/PhysicsSolver.cpp b/src/physics/PhysicsSolver.cpp index b36f4a337..ddacdb192 100644 --- a/src/physics/PhysicsSolver.cpp +++ b/src/physics/PhysicsSolver.cpp @@ -28,11 +28,11 @@ static float calc_step_height( aabb.scale(glm::vec3(1.0f - E * 2, 1.0f, 1.0f - E * 2)); aabb = aabb + pos + glm::vec3(0.0f, stepHeight, 0.0f); if (stepHeight > 0.0f) { - for (int ix = 0; ix <= glm::ceil((half.x-E) * 2); ix++) { - float x = (pos.x-half.x) + ix; - for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++) { - float z = (pos.z-half.z) + iz; - if (chunks.isObstacleAt(x, pos.y+half.y+stepHeight, z, aabb)) { + for (int ix = 0; ix <= glm::ceil((half.x - E) * 2); ix++) { + float x = (pos.x - half.x) + ix; + for (int iz = 0; iz <= glm::ceil((half.z - E) * 2); iz++) { + float z = (pos.z - half.z) + iz; + if (chunks.isObstacleAt(x, pos.y + half.y + stepHeight, z, aabb)) { return 0.0f; } } @@ -44,22 +44,23 @@ static float calc_step_height( template static void calc_collision_pos( const GlobalChunks& chunks, + const std::vector& solidHitboxes, glm::vec3& pos, glm::vec3& vel, const glm::vec3& half, float stepHeight, - bool collided[3] + bool (&collided)[3] ) { + glm::vec3 offset(0.0f, stepHeight + E, 0.0f); if (vel[nx] <= 0.0f) { return; } - glm::vec3 offset(0.0f, stepHeight + E * 2, 0.0f); 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) + E; + coord[nx] = pos[nx] + half[nx] + E * 2; auto boxAABB = AABB(pos - half, pos + half); glm::vec3 scale(1.0f); @@ -84,22 +85,23 @@ static void calc_collision_pos( template static bool calc_collision_neg( const GlobalChunks& chunks, + const std::vector& solidHitboxes, glm::vec3& pos, glm::vec3& vel, const glm::vec3& half, float stepHeight, - bool collided[3] + bool (&collided)[3] ) { + glm::vec3 offset(0.0f, stepHeight + E, 0.0f); if (vel[nx] >= 0.0f) { return false; } - glm::vec3 offset(0.0f, stepHeight + E, 0.0f); 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) - E; + coord[nx] = pos[nx] - half[nx] - E * 2; auto boxAABB = AABB(pos - half, pos + half); glm::vec3 scale(1.0f); @@ -130,21 +132,21 @@ static bool calc_collision_neg_y( const glm::vec3& half, glm::vec3& groundVelocty ) { - for (const auto& box : solidHitboxes) { + for (auto box : solidHitboxes) { if (glm::distance2(box->position, pos) < E) { continue; } auto boxhalf = box->getHalfSize(); if (box->getAABB().intersects(AABB(pos - half, pos + half))) { - if (vel.y < 0.0f) { - vel.y = 0.0f; - } - float newx = box->position.y + boxhalf.y + half.y; - if (newx - pos.y <= 0.5f) { - pos.y = newx; + float newy = box->position.y + boxhalf.y + half.y; + if (pos.y < newy) { + pos.y = newy; } groundVelocty = box->velocity; - return true; + if (vel.y < 0.0f) { + vel.y = 0.0f; + return true; + } } } if (vel.y >= 0.0f) { @@ -155,9 +157,9 @@ static bool calc_collision_neg_y( glm::vec3 coord; coord.x = (pos.x-half.x+E) + ix; for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++){ - coord.z = (pos.z-half.z+E) + iz; - coord.y = (pos.y-half.y-E) - E; - + coord.z = (pos.z - half.z + E) + iz; + coord.y = pos.y - half.y - E * 2; + auto boxAABB = AABB(pos - half, pos + half); glm::vec3 scale(1.0f); scale.x = 1.0f - E * 4.0f; @@ -192,11 +194,11 @@ void PhysicsSolver::calcCollisions( auto prevPos = pos; - calc_collision_neg<0, 1, 2>(chunks, pos, vel, half, stepHeight, hitbox.collided); - calc_collision_pos<0, 1, 2>(chunks, pos, vel, half, stepHeight, hitbox.collided); + calc_collision_neg<0, 1, 2>(chunks, solidHitboxes, pos, vel, half, stepHeight, hitbox.collided); + calc_collision_pos<0, 1, 2>(chunks, solidHitboxes, pos, vel, half, stepHeight, hitbox.collided); - calc_collision_neg<2, 1, 0>(chunks, pos, vel, half, stepHeight, hitbox.collided); - calc_collision_pos<2, 1, 0>(chunks, pos, vel, half, stepHeight, hitbox.collided); + calc_collision_neg<2, 1, 0>(chunks, solidHitboxes, pos, vel, half, stepHeight, hitbox.collided); + calc_collision_pos<2, 1, 0>(chunks, solidHitboxes, pos, vel, half, stepHeight, hitbox.collided); if (calc_collision_neg_y(chunks, solidHitboxes, pos, vel, half, hitbox.groundVelocity)) { hitbox.grounded = true; @@ -233,12 +235,10 @@ void PhysicsSolver::calcCollisions( // step on if (stepHeight > 0.0 && vel.y <= 0.0f) { - AABB boxAABB = AABB(-half, +half); + AABB boxAABB = AABB(pos - half, pos + half); boxAABB.scale(glm::vec3(1.0f - E * 2, 1.0f - E * 2, 1.0f - E * 2)); - boxAABB = boxAABB.translated(pos); - for (int ix = 0; ix <= glm::ceil((half.x - E) * 2); ix++) { - float x = (pos.x-half.x) + ix; + float x = (pos.x - half.x) + ix; for (int iz = 0; iz <= glm::ceil((half.z - E) * 2); iz++) { float z = (pos.z - half.z) + iz; float y = (pos.y - half.y + E) + E; @@ -252,7 +252,7 @@ void PhysicsSolver::calcCollisions( } } } - for (const auto& box : solidHitboxes) { + for (auto box : solidHitboxes) { if (glm::distance2(box->position, pos) < E) { continue; } @@ -306,19 +306,23 @@ void PhysicsSolver::calcSubstep( for (int axis = 0; axis <= 2; axis += 2) { hitbox.grounded = false; - AABB aabb(pos - half, pos + half); - aabb.scale(glm::vec3(1.0f - E * 4, 1.0f, 1.0f - E * 4)); + auto checkPos = pos; + checkPos.x = axis != 0 ? initpos.x : pos.x; + checkPos.z = axis == 0 ? initpos.z : pos.z; + + AABB boxAABB(checkPos - half, checkPos + half); + boxAABB.scale(glm::vec3(1.0f - E * 4, 1.0f, 1.0f - E * 4)); for (int ix = 0; ix <= glm::ceil((half.x - E) * 2); ix++) { - float x = (initpos.x - half.x + E) + ix; + float x = (pos.x - half.x + E) + ix; for (int iz = 0; iz <= glm::ceil((half.z - E) * 2); iz++){ float z = (pos.z - half.z + E) + iz; - if (chunks.isObstacleAt(x, y, z, aabb)){ + if (chunks.isObstacleAt(x, y, z, boxAABB)){ hitbox.grounded = true; break; } } } - for (const auto& box : solidHitboxes) { + for (auto box : solidHitboxes) { if (glm::distance2(box->position, pos) < E) { continue; } @@ -395,5 +399,7 @@ void PhysicsSolver::step( } void PhysicsSolver::removeSensor(Sensor* sensor) { - sensors.erase(std::remove(sensors.begin(), sensors.end(), sensor), sensors.end()); + sensors.erase( + std::remove(sensors.begin(), sensors.end(), sensor), sensors.end() + ); }