All changes made for 10th part of tutorial
voxel_engine.cpp - changed structure, added character controls, physics almost all files are modified (including shaders) + new source directory - physics
This commit is contained in:
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#include "Hitbox.h"
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Hitbox::Hitbox(vec3 position, vec3 halfsize) : position(position), halfsize(halfsize), velocity(0.0f,0.0f,0.0f) {
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}
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#ifndef PHYSICS_HITBOX_H_
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#define PHYSICS_HITBOX_H_
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#include <glm/glm.hpp>
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#include <glm/ext.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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using namespace glm;
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class Hitbox {
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public:
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vec3 position;
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vec3 halfsize;
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vec3 velocity;
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bool grounded = false;
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Hitbox(vec3 position, vec3 halfsize);
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};
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#endif /* PHYSICS_HITBOX_H_ */
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#include "PhysicsSolver.h"
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#include "Hitbox.h"
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#include "../voxels/Chunks.h"
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#include <iostream>
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#define E 0.01
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PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) {
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}
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void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned substeps, bool shifting) {
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for (unsigned i = 0; i < substeps; i++){
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float dt = delta / (float)substeps;
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vec3& pos = hitbox->position;
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vec3& half = hitbox->halfsize;
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vec3& vel = hitbox->velocity;
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vel.x += gravity.x*dt;
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vel.y += gravity.y*dt;
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vel.z += gravity.z*dt;
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float px = pos.x;
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float pz = pos.z;
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if (vel.x < 0.0){
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for (int y = floor(pos.y-half.y+E); y <= floor(pos.y+half.y-E); y++){
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for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
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int x = floor(pos.x-half.x-E);
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if (chunks->isObstacle(x,y,z)){
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vel.x *= 0.0;
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pos.x = x + 1 + half.x + E;
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break;
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}
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}
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}
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}
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if (vel.x > 0.0){
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for (int y = floor(pos.y-half.y+E); y <= floor(pos.y+half.y-E); y++){
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for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
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int x = floor(pos.x+half.x+E);
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if (chunks->isObstacle(x,y,z)){
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vel.x *= 0.0;
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pos.x = x - half.x - E;
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break;
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}
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}
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}
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}
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if (vel.z < 0.0){
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for (int y = floor(pos.y-half.y+E); y <= floor(pos.y+half.y-E); y++){
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for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
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int z = floor(pos.z-half.z-E);
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if (chunks->isObstacle(x,y,z)){
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vel.z *= 0.0;
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pos.z = z + 1 + half.z + E;
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break;
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}
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}
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}
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}
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if (vel.z > 0.0){
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for (int y = floor(pos.y-half.y+E); y <= floor(pos.y+half.y-E); y++){
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for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
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int z = floor(pos.z+half.z+E);
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if (chunks->isObstacle(x,y,z)){
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vel.z *= 0.0;
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pos.z = z - half.z - E;
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break;
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}
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}
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}
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}
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hitbox->grounded = false;
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if (vel.y < 0.0){
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for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
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for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
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int y = floor(pos.y-half.y-E);
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if (chunks->isObstacle(x,y,z)){
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vel.y *= 0.0;
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pos.y = y + 1 + half.y;
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int f = 18.0;
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vel.x *= max(0.0, 1.0 - dt * f);
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vel.z *= max(0.0, 1.0 - dt * f);
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hitbox->grounded = true;
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break;
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}
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}
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}
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}
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if (vel.y > 0.0){
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for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
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for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
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int y = floor(pos.y+half.y+E);
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if (chunks->isObstacle(x,y,z)){
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vel.y *= 0.0;
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pos.y = y - half.y - E;
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break;
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}
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}
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}
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}
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pos.x += vel.x * dt;
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pos.y += vel.y * dt;
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pos.z += vel.z * dt;
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if (shifting && hitbox->grounded){
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int y = floor(pos.y-half.y-E);
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hitbox->grounded = false;
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for (int x = floor(px-half.x+E); x <= floor(px+half.x-E); x++){
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for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
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if (chunks->isObstacle(x,y,z)){
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hitbox->grounded = true;
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break;
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}
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}
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}
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if (!hitbox->grounded)
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pos.z = pz;
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hitbox->grounded = false;
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for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
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for (int z = floor(pz-half.z+E); z <= floor(pz+half.z-E); z++){
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if (chunks->isObstacle(x,y,z)){
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hitbox->grounded = true;
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break;
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}
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}
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}
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if (!hitbox->grounded)
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pos.x = px;
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hitbox->grounded = true;
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}
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}
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}
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bool PhysicsSolver::isBlockInside(int x, int y, int z, Hitbox* hitbox) {
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vec3& pos = hitbox->position;
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vec3& half = hitbox->halfsize;
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return x >= floor(pos.x-half.x) && x <= floor(pos.x+half.x) &&
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z >= floor(pos.z-half.z) && z <= floor(pos.z+half.z) &&
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y >= floor(pos.y-half.y) && y <= floor(pos.y+half.y);
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}
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@@ -0,0 +1,21 @@
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#ifndef PHYSICS_PHYSICSSOLVER_H_
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#define PHYSICS_PHYSICSSOLVER_H_
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#include <glm/glm.hpp>
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#include <glm/ext.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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using namespace glm;
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class Hitbox;
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class Chunks;
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class PhysicsSolver {
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vec3 gravity;
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public:
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PhysicsSolver(vec3 gravity);
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void step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned substeps, bool shifting);
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bool isBlockInside(int x, int y, int z, Hitbox* hitbox);
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};
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#endif /* PHYSICS_PHYSICSSOLVER_H_ */
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