fix ceiling collision & feat: stepping on solid entity

This commit is contained in:
MihailRis 2026-02-23 21:20:36 +03:00
parent c8e884009b
commit ed9ceb26ba

View file

@ -193,7 +193,7 @@ static bool calc_collision_neg(
scale[nz] = 1.0f - E * 2.0f;
boxAABB.scale(scale);
boxAABB = boxAABB + offset;
boxAABB.b.y -= stepHeight;
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] + E;
@ -287,7 +287,7 @@ static void calc_collision_pos(
scale[nz] = 1.0f - E * 2.0f;
boxAABB.scale(scale);
boxAABB = boxAABB + offset;
boxAABB.b.y -= stepHeight;
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->min()[nx] - E;
@ -326,6 +326,29 @@ void PhysicsSolver::calcCollisions(
if (calc_collision_neg_y(chunks, solidHitboxes, pos, vel, half, hitbox.groundVelocity)) {
hitbox.grounded = true;
}
if (vel.y > 0.0f){
AABB boxAABB = AABB(-half, +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+E) + ix;
for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++) {
float z = (pos.z-half.z+E) + iz;
float y = (pos.y+half.y+E) + 0.5f;
if (auto aabb = chunks.isObstacleAt(x,y,z, boxAABB)){
float newy = std::floor(y) - half.y + aabb->min().y - E;
if (pos.y > newy) {
vel.y = 0.0f;
pos.y = newy;
hitbox.collided[1] = true;
}
break;
}
}
}
}
for (int axis = 0; axis < 3; axis++) {
if (hitbox.collided[axis]) {
@ -353,24 +376,17 @@ void PhysicsSolver::calcCollisions(
}
}
}
}
if (vel.y > 0.0f){
AABB boxAABB = AABB(-half, +half);
boxAABB.scale(glm::vec3(1.0f - E* 2, 1.0f, 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+E) + ix;
for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++) {
float z = (pos.z-half.z+E) + iz;
float y = (pos.y+half.y+E);
if (auto aabb = chunks.isObstacleAt(x,y,z, boxAABB)){
vel.y = 0.0f;
float newy = std::floor(y) - half.y + aabb->min().y - E;
if (std::abs(newy-pos.y) <= 0.0f) {
pos.y = newy;
}
break;
// succesfully increasing code duplication
for (const auto& box : solidHitboxes) {
if (glm::distance2(box->position, pos) < E) {
continue;
}
auto boxhalf = box->getHalfSize();
if (AABB(box->position - boxhalf, box->position + boxhalf).intersects(AABB(pos - half, pos + half))) {
vel.y = 0.0f;
float newx = box->position.y + boxhalf.y + half.y;
if (newx - pos.y <= 0.5f) {
pos.y = newx;
}
}
}