#include "PhysicsSolver.hpp" #include "Hitbox.hpp" #include "maths/aabb.hpp" #include "voxels/Block.hpp" #include "voxels/GlobalChunks.hpp" #include "voxels/voxel.hpp" #include "objects/Entities.hpp" #include "debug/Logger.hpp" #include #define GLM_ENABLE_EXPERIMENTAL #include inline const float E = 0.03f; static debug::Logger logger("physics-solver"); PhysicsSolver::PhysicsSolver(glm::vec3 gravity) : gravity(std::move(gravity)) {} void PhysicsSolver::calcSubstep( const GlobalChunks& chunks, Hitbox& hitbox, glm::vec3& vel, glm::vec3& pos, bool prevGrounded, float dt ) { auto initpos = pos; auto half = hitbox.getHalfSize(); float gravityScale = hitbox.gravityScale; if (hitbox.type == BodyType::DYNAMIC) { calcCollisions( chunks, hitbox, vel, pos, half, (prevGrounded && gravityScale > 0.0f) ? hitbox.stepHeight : 0.0f ); } vel += gravity * dt * gravityScale; pos += vel * dt + gravity * gravityScale * dt * dt * 0.5f; if (hitbox.grounded && pos.y < initpos.y) { pos.y = initpos.y; } if (prevGrounded && !hitbox.grounded) { vel += hitbox.groundVelocity; hitbox.groundVelocity = {}; } if (!hitbox.crouching || !hitbox.grounded) { return; } float y = (pos.y-half.y-E); 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)); for (int ix = 0; ix <= glm::ceil((half.x - E) * 2); ix++) { float x = (initpos.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)){ hitbox.grounded = true; break; } } } 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))) { hitbox.grounded = true; break; } } if (!hitbox.grounded) { pos[axis] = initpos[axis]; vel[axis] = 0.0f; } } hitbox.grounded = true; } void PhysicsSolver::step( const GlobalChunks& chunks, Hitbox& hitbox, float delta, uint substeps, entityid_t entity ) { float dt = delta / static_cast(substeps); float linearDamping = hitbox.linearDamping * hitbox.friction; glm::vec3& pos = hitbox.position; glm::vec3& vel = hitbox.velocity; bool prevGrounded = hitbox.grounded; hitbox.grounded = false; for (uint i = 0; i < substeps; i++) { calcSubstep(chunks, hitbox, vel, pos, prevGrounded, dt); } vel.x /= 1.0f + delta * linearDamping; vel.z /= 1.0f + delta * linearDamping; if (hitbox.verticalDamping > 0.0f) { vel.y /= 1.0f + delta * linearDamping * hitbox.verticalDamping; } AABB aabb; aabb.a = hitbox.position - hitbox.getHalfSize(); aabb.b = hitbox.position + hitbox.getHalfSize(); for (size_t i = 0; i < sensors.size(); i++) { auto& sensor = *sensors[i]; if (sensor.entity == entity) { continue; } bool triggered = false; switch (sensor.type) { case SensorType::AABB: triggered = aabb.intersects(sensor.calculated.aabb); break; case SensorType::RADIUS: triggered = glm::distance2( hitbox.position, glm::vec3(sensor.calculated.radial)) < sensor.calculated.radial.w; break; } if (triggered) { if (sensor.prevEntered.find(entity) == sensor.prevEntered.end()) { sensor.enterCallback(sensor.entity, sensor.index, entity); } sensor.nextEntered.insert(entity); } } } static float calc_step_height( const GlobalChunks& chunks, const glm::vec3& pos, const glm::vec3& half, float stepHeight ) { AABB aabb(-half, +half); 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)) { return 0.0f; } } } } return stepHeight; } template static bool calc_collision_neg( const GlobalChunks& chunks, glm::vec3& pos, glm::vec3& vel, const glm::vec3& half, float stepHeight ) { 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); auto boxAABB = AABB(pos - half, pos + half); glm::vec3 scale(1.0f); scale[nz] = 1.0f - E * 2.0f; boxAABB.scale(scale); boxAABB = boxAABB + offset; boxAABB.b.y -= stepHeight; if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z, boxAABB)) { vel[nx] = 0.0f; float newx = std::floor(coord[nx]) + half[nx] + aabb->max()[nx] + E; if (newx - pos[nx] <= E) { pos[nx] = newx; } return true; } } } return false; } static bool calc_collision_neg_y( const GlobalChunks& chunks, const std::vector& solidHitboxes, glm::vec3& pos, glm::vec3& vel, const glm::vec3& half, glm::vec3& groundVelocty ) { if (vel.y >= 0.0f) { return false; } groundVelocty = {}; for (int ix = 0; ix <= glm::ceil((half.x-E)*2); ix++) { 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; auto boxAABB = 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); 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 (newy > pos.y) { vel.y = 0.0f; pos.y = newy; } return true; } } } 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; } groundVelocty = box->velocity; return true; } } return false; } template static void calc_collision_pos( const GlobalChunks& chunks, glm::vec3& pos, glm::vec3& vel, const glm::vec3& half, float stepHeight ) { 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); auto boxAABB = AABB(pos - half, pos + half); glm::vec3 scale(1.0f); scale[nz] = 1.0f - E * 2.0f; boxAABB.scale(scale); boxAABB = boxAABB + offset; boxAABB.b.y -= stepHeight; if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z, boxAABB)) { vel[nx] = 0.0f; float newx = std::floor(coord[nx]) - half[nx] + aabb->min()[nx] - E; if (newx - pos[nx] >= -E) { pos[nx] = newx; } return; } } } } void PhysicsSolver::calcCollisions( const GlobalChunks& chunks, Hitbox& hitbox, glm::vec3& vel, glm::vec3& pos, const glm::vec3 half, float stepHeight ) { stepHeight = calc_step_height(chunks, pos, half, stepHeight); const AABB* aabb; calc_collision_neg<0, 1, 2>(chunks, pos, vel, half, stepHeight); calc_collision_pos<0, 1, 2>(chunks, pos, vel, half, stepHeight); calc_collision_neg<2, 1, 0>(chunks, pos, vel, half, stepHeight); calc_collision_pos<2, 1, 0>(chunks, pos, vel, half, stepHeight); if (calc_collision_neg_y(chunks, solidHitboxes, pos, vel, half, hitbox.groundVelocity)) { hitbox.grounded = true; } if (stepHeight > 0.0 && 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) + 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); if ((aabb = chunks.isObstacleAt(x,y,z, boxAABB))){ vel.y = 0.0f; float newy = std::floor(y) + aabb->max().y + half.y; if (std::abs(newy-pos.y) <= stepHeight) { pos.y = newy; } break; } } } } 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 ((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; } } } } } void PhysicsSolver::removeSensor(Sensor* sensor) { sensors.erase(std::remove(sensors.begin(), sensors.end(), sensor), sensors.end()); }