#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 constexpr float E = 0.03f; inline constexpr float MAX_FIX = 0.1f; static debug::Logger logger("physics-solver"); PhysicsSolver::PhysicsSolver(const GlobalChunks& chunks, glm::vec3 gravity) : chunks(chunks), gravity(std::move(gravity)) { } static glm::vec3 calc_collsion_velocity_result( const Hitbox& a, const Hitbox& b ) { const auto& vA = a.velocity; const auto& vB = b.velocity; if (glm::isinf(a.mass)) { return vA; } if (glm::isinf(b.mass)) { return vB - a.elasticity * (vA - vB); } const auto& mA = a.mass; const auto& mB = b.mass; return (mA * vA + mB * vB + a.elasticity * mB * (vB - vA)) / (mA + mB); } 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) { return stepHeight; } 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; } // todo: reduce code duplication template static void calc_collision( Hitbox& hitbox, const GlobalChunks& chunks, const std::vector& solidHitboxes, const glm::vec3& half, float stepHeight ) { auto& pos = hitbox.position; auto& vel = hitbox.velocity; glm::vec3 offset(0.0f, stepHeight + E, 0.0f); for (auto box : solidHitboxes) { if (glm::distance2(box->position, pos) < E) { continue; } auto boxhalf = box->getHalfSize(); auto aabb = AABB(pos - half, pos + half); glm::vec3 scale(1.0f); scale[nz] = 1.0f - E * 8.0f; scale[ny] = 1.0f - E * 2.0f; aabb.scale(scale); aabb = aabb + offset; aabb.b.y -= stepHeight + E * 2; if ((box->position[nx] - pos[nx]) * sign <= 0.0f || !box->getAABB().intersects(aabb)) { continue; } float newnegx = box->position[nx] - boxhalf[nx] - half[nx]; float newposx = box->position[nx] + boxhalf[nx] + half[nx]; float newx; if ((glm::abs(newnegx - pos[nx]) - glm::abs(newposx - pos[nx]))*sign < 0.0f) { newx = sign > 0 ? newnegx : newposx; } else { continue; } if ((pos[nx] - newx) * sign > 0.0f && glm::abs(pos[nx] - newx) < MAX_FIX) { auto velA = calc_collsion_velocity_result(hitbox, *box); auto velB = calc_collsion_velocity_result(*box, hitbox); if ((vel[nx] - box->velocity[nx]) * sign > 0.0f) { vel[nx] = velA[nx]; box->velocity[nx] = velB[nx]; } pos[nx] = newx; } } if (vel[nx] * sign <= 0.0f && hitbox.groundVelocity[nx] * sign <= 0.0f) { return; } 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 * 2) * sign; auto aabb = AABB(pos - half, pos + half); glm::vec3 scale(1.0f); scale[nz] = 1.0f - E * 8.0f; aabb.scale(scale); aabb = aabb + offset; aabb.b.y -= stepHeight + E * 2; if (const auto obstacle = chunks.isObstacleAt(coord.x, coord.y, coord.z, aabb)) { float newx = std::floor(coord[nx]) - half[nx] * sign + (sign > 0 ? obstacle->min() : obstacle->max())[nx]; if ((pos[nx] - newx) * sign > 0.0f && glm::abs(pos[nx] - newx) < MAX_FIX) { vel[nx] = -hitbox.elasticity * vel[nx]; pos[nx] = newx; } return; } } } } bool PhysicsSolver::calcCollisionNegY( Hitbox& hitbox, const glm::vec3& half, float dt ) { auto& pos = hitbox.position; auto& vel = hitbox.velocity; for (auto box : solidHitboxes) { if (glm::distance2(box->position, pos) < E) { continue; } auto aabb = AABB(pos - half, pos + half); glm::vec3 scale(1.0f); scale.x = 1.0f - E * 4.0f; scale.z = 1.0f - E * 4.0f; aabb.scale(scale); auto boxhalf = box->getHalfSize(); if (box->position.y < pos.y && box->getAABB().intersects(aabb)) { float newy = box->position.y + boxhalf.y + half.y; if (pos.y < newy && glm::abs(pos.y - newy) < boxhalf.y) { pos.y = newy; } auto velA = calc_collsion_velocity_result(hitbox, *box); auto velB = calc_collsion_velocity_result(*box, hitbox); hitbox.groundVelocity = (box->position - box->prevPosition) / dt; if (vel.y < hitbox.groundVelocity.y) { vel.y = velA.y; box->velocity.y = velB.y; if (hitbox.groundMaterial.empty() && !box->material.empty()) { hitbox.groundMaterial = box->material; } return true; } } } if (vel.y >= 0.0f) { return false; } hitbox.groundVelocity = {}; 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 * 2; auto aabb = AABB(pos - half, pos + half); glm::vec3 scale(1.0f); scale.x = 1.0f - E * 4.0f; scale.z = 1.0f - E * 4.0f; aabb.scale(scale); if (const auto obstacle = chunks.isObstacleAt(coord.x, coord.y, coord.z, aabb)) { float newy = std::floor(coord.y) + half.y + obstacle->max().y; if (newy >= pos.y) { vel.y = -hitbox.elasticity * vel.y; pos.y = newy; } return true; } } } return false; } void PhysicsSolver::calcCollisions( Hitbox& hitbox, glm::vec3& vel, glm::vec3& pos, const glm::vec3& half, float stepHeight, float dt ) { stepHeight = calc_step_height(chunks, pos, half, stepHeight); auto prevPos = pos; calc_collision<0, 1, 2, -1>(hitbox, chunks, solidHitboxes, half, stepHeight); calc_collision<0, 1, 2, 1>(hitbox, chunks, solidHitboxes, half, stepHeight); float xpos = pos.x; pos.x = prevPos.x; calc_collision<2, 1, 0, -1>(hitbox, chunks, solidHitboxes, half, stepHeight); calc_collision<2, 1, 0, 1>(hitbox, chunks, solidHitboxes, half, stepHeight); pos.x = xpos; if (calcCollisionNegY(hitbox, half, dt)) { hitbox.grounded = true; } if (vel.y > 0.0f){ AABB boxAABB = AABB(-half, +half); boxAABB.scale(glm::vec3(1.0f - E * 4, 1.0f + E * 2, 1.0f - E * 4)); 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 = -hitbox.elasticity * vel.y; pos.y = newy; } break; } } } for (auto box : solidHitboxes) { if (glm::distance2(box->position, pos) < E) { continue; } auto boxhalf = box->getHalfSize(); if (box->position.y > pos.y && box->getAABB().intersects(boxAABB)) { float newy = box->position.y - boxhalf.y - half.y; if (pos.y > newy && glm::abs(pos.y - newy) < 0.5f) { pos.y = newy; } auto velA = calc_collsion_velocity_result(hitbox, *box); auto velB = calc_collsion_velocity_result(*box, hitbox); if (vel.y > hitbox.groundVelocity.y) { vel.y = velA.y; box->velocity.y = velB.y; break; } } } } // step on if (stepHeight > 0.0 && vel.y <= 0.0f) { AABB boxAABB = AABB(pos - half, pos + half); boxAABB.scale(glm::vec3(1.0f - E * 2, 1.0f - E * 2, 1.0f - E * 2)); 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) + E; if (auto aabb = chunks.isObstacleAt(x, y, z, boxAABB)) { if (vel.y < 0.0f) { 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; } } } for (auto box : solidHitboxes) { if (glm::distance2(box->position, pos) < E) { continue; } auto boxhalf = box->getHalfSize(); if (box->getAABB().intersects(boxAABB)) { vel.y = 0.0f; float newy = box->position.y + boxhalf.y + half.y; if (std::abs(newy - pos.y) <= stepHeight + E * 4) { pos.y = newy; } } } } } void PhysicsSolver::calcSubstep( Hitbox& hitbox, glm::vec3& vel, glm::vec3& pos, float dt ) { auto initpos = pos; auto half = hitbox.getHalfSize(); float gravityScale = hitbox.gravityScale; if (hitbox.type == BodyType::DYNAMIC) { calcCollisions( hitbox, vel, pos, half, (hitbox.prevGrounded && gravityScale > 0.0f) ? hitbox.stepHeight : 0.0f, dt ); } vel += gravity * dt * gravityScale; pos += vel * dt + gravity * gravityScale * dt * dt * 0.5f; // crouching if (!hitbox.crouching || !hitbox.grounded) { return; } float y = (pos.y - half.y - E); for (int axis = 0; axis <= 2; axis += 2) { hitbox.grounded = false; 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, 1.5f, 1.0f - E * 4)); 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; if (chunks.isObstacleAt(x, y, z, boxAABB)){ hitbox.grounded = true; break; } } } for (auto box : solidHitboxes) { if (glm::distance2(box->position, pos) < E) { continue; } if (box->position.y < pos.y && box->getAABB().intersects(boxAABB)) { hitbox.grounded = true; break; } } if (!hitbox.grounded) { pos[axis] = initpos[axis]; vel[axis] = 0.0f; } } hitbox.grounded = true; } void PhysicsSolver::step( const GlobalChunks& chunks, float delta, uint substeps ) { for (auto hitbox : hitboxes) { hitbox->groundMaterial.clear(); hitbox->prevGrounded = hitbox->grounded; hitbox->grounded = false; hitbox->prevVelocity = hitbox->velocity; } float dt = delta / static_cast(substeps); for (uint i = 0; i < substeps; i++) { for (auto hitbox : hitboxes) { glm::vec3& pos = hitbox->position; hitbox->prevPosition = hitbox->position; calcSubstep(*hitbox, hitbox->velocity, pos, dt); } } for (auto hitbox : hitboxes) { float linearDamping = hitbox->linearDamping; glm::vec3& vel = hitbox->velocity; auto diff = hitbox->groundVelocity - vel; vel.x += diff.x * delta * linearDamping; vel.z += diff.z * delta * linearDamping; if (hitbox->verticalDamping > 0.0f) { vel.y /= 1.0f + delta * linearDamping * hitbox->verticalDamping; } if (!hitbox->grounded) { hitbox->groundVelocity = {}; } updateSensors(*hitbox); } } void PhysicsSolver::updateSensors(Hitbox& hitbox) { auto aabb = hitbox.getAABB(); for (size_t i = 0; i < sensors.size(); i++) { auto& sensor = *sensors[i]; if (sensor.entity == hitbox.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) { continue; } if (sensor.prevEntered.find(hitbox.entity) == sensor.prevEntered.end()) { sensor.enterCallback(sensor.entity, sensor.index, hitbox.entity); } sensor.nextEntered.insert(hitbox.entity); } } void PhysicsSolver::removeSensor(Sensor* sensor) { sensors.erase( std::remove(sensors.begin(), sensors.end(), sensor), sensors.end() ); }