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https://github.com/MihailRis/voxelcore.git
synced 2026-10-05 02:51:49 +00:00
fix extended blocks collision detection
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parent
0a34f9b767
commit
c8e884009b
5 changed files with 40 additions and 26 deletions
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@ -174,7 +174,8 @@ 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 stepHeight,
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bool collided[3]
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) {
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if (vel[nx] >= 0.0f) {
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return false;
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@ -185,7 +186,7 @@ static bool calc_collision_neg(
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coord[ny] = ((pos+offset)[ny]-half[ny]+E) + iy;
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for (int iz = 0; iz <= glm::ceil((half[nz]-E)*2); iz++){
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coord[nz] = (pos[nz]-half[nz]+E) + iz;
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coord[nx] = (pos[nx]-half[nx]-E);
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coord[nx] = (pos[nx]-half[nx]-E) - 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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@ -195,10 +196,11 @@ static bool calc_collision_neg(
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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;
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if (newx - pos[nx] <= E) {
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if (pos[nx] < newx) {
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vel[nx] = 0.0f;
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pos[nx] = newx;
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collided[nx] = true;
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}
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return true;
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}
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@ -266,7 +268,8 @@ static void calc_collision_pos(
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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 stepHeight,
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bool collided[3]
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) {
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if (vel[nx] <= 0.0f) {
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return;
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@ -277,7 +280,7 @@ static void calc_collision_pos(
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coord[ny] = ((pos+offset)[ny]-half[ny]+E) + iy;
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for (int iz = 0; iz <= glm::ceil((half[nz]-E)*2); iz++) {
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coord[nz] = (pos[nz]-half[nz]+E) + iz;
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coord[nx] = (pos[nx]+half[nx]+E);
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coord[nx] = (pos[nx]+half[nx]+E) + 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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@ -287,10 +290,11 @@ static void calc_collision_pos(
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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->min()[nx] - E;
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if (newx - pos[nx] >= -E) {
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if (pos[nx] > newx) {
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vel[nx] = 0.0f;
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pos[nx] = newx;
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collided[nx] = true;
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}
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return;
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}
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@ -306,20 +310,29 @@ void PhysicsSolver::calcCollisions(
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const glm::vec3 half,
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float stepHeight
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) {
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hitbox.collided[0] = false;
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hitbox.collided[1] = false;
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hitbox.collided[2] = false;
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stepHeight = calc_step_height(chunks, pos, half, stepHeight);
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const AABB* aabb;
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calc_collision_neg<0, 1, 2>(chunks, pos, vel, half, stepHeight);
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calc_collision_pos<0, 1, 2>(chunks, pos, vel, half, stepHeight);
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auto prevPos = pos;
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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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calc_collision_neg<0, 1, 2>(chunks, pos, vel, half, stepHeight, hitbox.collided);
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calc_collision_pos<0, 1, 2>(chunks, pos, vel, half, stepHeight, hitbox.collided);
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calc_collision_neg<2, 1, 0>(chunks, pos, vel, half, stepHeight, hitbox.collided);
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calc_collision_pos<2, 1, 0>(chunks, pos, vel, half, stepHeight, hitbox.collided);
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if (calc_collision_neg_y(chunks, solidHitboxes, pos, vel, half, hitbox.groundVelocity)) {
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hitbox.grounded = true;
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}
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for (int axis = 0; axis < 3; axis++) {
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if (hitbox.collided[axis]) {
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pos[axis] = prevPos[axis];
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}
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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 * 2, 1.0f, 1.0f - E * 2));
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@ -330,7 +343,7 @@ void PhysicsSolver::calcCollisions(
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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) + iz;
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float y = (pos.y-half.y+E);
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if ((aabb = chunks.isObstacleAt(x,y,z, boxAABB))){
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if (auto aabb = chunks.isObstacleAt(x,y,z, boxAABB)){
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vel.y = 0.0f;
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float newy = std::floor(y) + aabb->max().y + half.y;
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if (std::abs(newy-pos.y) <= stepHeight) {
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@ -351,7 +364,7 @@ void PhysicsSolver::calcCollisions(
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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, boxAABB))){
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if (auto 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) <= 0.0f) {
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