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https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
fix: crouching falling prevention does not reset velocity & fix small hitboxes horizontal collision
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parent
0f63fd64ed
commit
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1 changed files with 9 additions and 8 deletions
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@ -65,6 +65,7 @@ void PhysicsSolver::step(
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}
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if (!hitbox.grounded) {
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pos.z = pz;
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vel.z = 0.0f;
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}
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hitbox.grounded = false;
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for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
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@ -79,6 +80,7 @@ void PhysicsSolver::step(
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}
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if (!hitbox.grounded) {
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pos.x = px;
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vel.x = 0.0f;
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}
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hitbox.grounded = true;
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}
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@ -152,17 +154,16 @@ static bool calc_collision_neg(
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return false;
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}
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glm::vec3 offset(0.0f, stepHeight, 0.0f);
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for (int iy = 0; iy <= ((half-offset*0.5f)[ny]-E)*2/s; iy++) {
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for (int iy = 0; iy <= std::max<int>(1, ((half-offset*0.5f)[ny]-E)*2/s); iy++) {
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glm::vec3 coord;
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coord[ny] = ((pos+offset)[ny]-half[ny]+E) + iy * s;
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for (int iz = 0; iz <= (half[nz]-E)*2/s; iz++){
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coord[nz] = (pos[nz]-half[nz]+E) + iz * s;
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coord[nx] = (pos[nx]-half[nx]-E);
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if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z)) {
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vel[nx] = 0.0f;
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float newx = std::floor(coord[nx]) + aabb->max()[nx] + half[nx] + E;
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if (std::abs(newx-pos[nx]) <= MAX_FIX) {
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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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@ -185,7 +186,7 @@ static void calc_collision_pos(
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return;
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}
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glm::vec3 offset(0.0f, stepHeight, 0.0f);
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for (int iy = 0; iy <= ((half-offset*0.5f)[ny]-E)*2/s; iy++) {
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for (int iy = 0; iy <= std::max<int>(1, ((half-offset*0.5f)[ny]-E)*2/s); iy++) {
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glm::vec3 coord;
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coord[ny] = ((pos+offset)[ny]-half[ny]+E) + iy * s;
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for (int iz = 0; iz <= (half[nz]-E)*2/s; iz++) {
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@ -194,7 +195,7 @@ static void calc_collision_pos(
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if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z)) {
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vel[nx] = 0.0f;
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float newx = std::floor(coord[nx]) - half[nx] + aabb->min()[nx] - E;
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if (std::abs(newx-pos[nx]) <= MAX_FIX) {
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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;
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@ -211,7 +212,7 @@ void PhysicsSolver::colisionCalc(
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const glm::vec3 half,
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float stepHeight
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) {
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// step size (smaller - more accurate, but slower)
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// step size (smaller - more accurate, but slower) // TODO: GET RID OF THIS
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float s = 2.0f/BLOCK_AABB_GRID;
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stepHeight = calc_step_height(chunks, pos, half, stepHeight, s);
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@ -224,7 +225,7 @@ void PhysicsSolver::colisionCalc(
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calc_collision_neg<2, 1, 0>(chunks, pos, vel, half, stepHeight, s);
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calc_collision_pos<2, 1, 0>(chunks, pos, vel, half, stepHeight, s);
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if (calc_collision_neg<1, 0, 2>(chunks, pos, vel, half, stepHeight, s)) {
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if (calc_collision_neg<1, 0, 2>(chunks, pos, vel, half, 0.0f, s)) {
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hitbox.grounded = true;
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}
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