refactoring
This commit is contained in:
@@ -5,7 +5,6 @@
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#include <iostream>
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#define E 0.03
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#define DEFAULT_FRICTION 10.0
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PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) {
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}
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@@ -28,89 +27,7 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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float pz = pos.z;
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if (collisions) {
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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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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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bool broken = false;
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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 = DEFAULT_FRICTION;
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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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broken = true;
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break;
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}
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}
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if (broken)
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break;
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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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colisionCalc(chunks, hitbox, &vel, &pos, half);
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}
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vel.x *= max(0.0, 1.0 - dt * linear_damping);
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@@ -152,6 +69,85 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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}
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}
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void PhysicsSolver::colisionCalc(Chunks* chunks, Hitbox* hitbox, vec3* vel, vec3* pos, vec3 half){
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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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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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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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}
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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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