fix
This commit is contained in:
@@ -6,21 +6,21 @@
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#include "../voxels/Chunks.hpp"
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#include "../voxels/voxel.hpp"
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const double E = 0.03;
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const double MAX_FIX = 0.1;
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const float E = 0.03f;
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const float MAX_FIX = 0.1f;
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PhysicsSolver::PhysicsSolver(glm::vec3 gravity) : gravity(gravity) {
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}
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void PhysicsSolver::step(
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Chunks* chunks,
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Hitbox* hitbox,
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float delta,
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uint substeps,
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bool shifting,
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float gravityScale,
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bool collisions)
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{
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Chunks* chunks,
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Hitbox* hitbox,
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float delta,
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uint substeps,
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bool shifting,
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float gravityScale,
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bool collisions
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) {
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float dt = delta / float(substeps);
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float linear_damping = hitbox->linear_damping;
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float s = 2.0f/BLOCK_AABB_GRID;
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@@ -103,7 +103,7 @@ void PhysicsSolver::colisionCalc(
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for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
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float x = (pos.x-half.x-E);
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.x *= 0.0f;
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vel.x = 0.0f;
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float newx = floor(x) + aabb->max().x + half.x + E;
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if (glm::abs(newx-pos.x) <= MAX_FIX) {
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pos.x = newx;
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@@ -118,7 +118,7 @@ void PhysicsSolver::colisionCalc(
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for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
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float x = (pos.x+half.x+E);
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.x *= 0.0f;
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vel.x = 0.0f;
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float newx = floor(x) - half.x + aabb->min().x - E;
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if (glm::abs(newx-pos.x) <= MAX_FIX) {
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pos.x = newx;
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@@ -134,7 +134,7 @@ void PhysicsSolver::colisionCalc(
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for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
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float z = (pos.z-half.z-E);
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.z *= 0.0f;
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vel.z = 0.0f;
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float newz = floor(z) + aabb->max().z + half.z + E;
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if (glm::abs(newz-pos.z) <= MAX_FIX) {
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pos.z = newz;
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@@ -150,7 +150,7 @@ void PhysicsSolver::colisionCalc(
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for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
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float z = (pos.z+half.z+E);
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.z *= 0.0f;
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vel.z = 0.0f;
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float newz = floor(z) - half.z + aabb->min().z - E;
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if (glm::abs(newz-pos.z) <= MAX_FIX) {
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pos.z = newz;
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@@ -166,7 +166,7 @@ void PhysicsSolver::colisionCalc(
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for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
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float y = (pos.y-half.y-E);
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.y *= 0.0f;
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vel.y = 0.0f;
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float newy = floor(y) + aabb->max().y + half.y;
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if (glm::abs(newy-pos.y) <= MAX_FIX) {
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pos.y = newy;
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@@ -182,7 +182,7 @@ void PhysicsSolver::colisionCalc(
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for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
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float y = (pos.y-half.y+E);
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.y *= 0.0f;
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vel.y = 0.0f;
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float newy = floor(y) + aabb->max().y + half.y;
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if (glm::abs(newy-pos.y) <= MAX_FIX+stepHeight) {
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pos.y = newy;
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@@ -197,7 +197,7 @@ void PhysicsSolver::colisionCalc(
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for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
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float y = (pos.y+half.y+E);
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if ((aabb = chunks->isObstacleAt(x,y,z))){
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vel.y *= 0.0f;
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vel.y = 0.0f;
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float newy = floor(y) - half.y + aabb->min().y - E;
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if (glm::abs(newy-pos.y) <= MAX_FIX) {
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pos.y = newy;
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@@ -213,8 +213,8 @@ bool PhysicsSolver::isBlockInside(int x, int y, int z, Hitbox* hitbox) {
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const glm::vec3& pos = hitbox->position;
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const glm::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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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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bool PhysicsSolver::isBlockInside(int x, int y, int z, Block* def, blockstate_t states, Hitbox* hitbox) {
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@@ -223,15 +223,15 @@ bool PhysicsSolver::isBlockInside(int x, int y, int z, Block* def, blockstate_t
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voxel v {};
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v.states = states;
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const auto& boxes = def->rotatable
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? def->rt.hitboxes[v.rotation()]
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: def->hitboxes;
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? def->rt.hitboxes[v.rotation()]
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: def->hitboxes;
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for (const auto& block_hitbox : boxes) {
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glm::vec3 min = block_hitbox.min();
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glm::vec3 max = block_hitbox.max();
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// 0.00001 - inaccuracy
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if (min.x < pos.x+half.x-x-0.00001 && max.x > pos.x-half.x-x+0.00001 &&
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min.z < pos.z+half.z-z-0.00001 && max.z > pos.z-half.z-z+0.00001 &&
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min.y < pos.y+half.y-y-0.00001 && max.y > pos.y-half.y-y+0.00001)
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if (min.x < pos.x+half.x-x-0.00001f && max.x > pos.x-half.x-x+0.00001f &&
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min.z < pos.z+half.z-z-0.00001f && max.z > pos.z-half.z-z+0.00001f &&
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min.y < pos.y+half.y-y-0.00001f && max.y > pos.y-half.y-y+0.00001f)
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return true;
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}
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return false;
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