refactoring

This commit is contained in:
lllzebralll
2022-12-08 21:20:45 +03:00
parent a1f9155498
commit 8e68a47712
10 changed files with 160 additions and 159 deletions
+80 -84
View File
@@ -5,7 +5,6 @@
#include <iostream>
#define E 0.03
#define DEFAULT_FRICTION 10.0
PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) {
}
@@ -28,89 +27,7 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
float pz = pos.z;
if (collisions) {
if (vel.x < 0.0){
for (int y = floor(pos.y-half.y+E); y <= floor(pos.y+half.y-E); y++){
for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
int x = floor(pos.x-half.x-E);
if (chunks->isObstacle(x,y,z)){
vel.x *= 0.0;
pos.x = x + 1 + half.x + E;
break;
}
}
}
}
if (vel.x > 0.0){
for (int y = floor(pos.y-half.y+E); y <= floor(pos.y+half.y-E); y++){
for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
int x = floor(pos.x+half.x+E);
if (chunks->isObstacle(x,y,z)){
vel.x *= 0.0;
pos.x = x - half.x - E;
break;
}
}
}
}
if (vel.z < 0.0){
for (int y = floor(pos.y-half.y+E); y <= floor(pos.y+half.y-E); y++){
for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
int z = floor(pos.z-half.z-E);
if (chunks->isObstacle(x,y,z)){
vel.z *= 0.0;
pos.z = z + 1 + half.z + E;
break;
}
}
}
}
if (vel.z > 0.0){
for (int y = floor(pos.y-half.y+E); y <= floor(pos.y+half.y-E); y++){
for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
int z = floor(pos.z+half.z+E);
if (chunks->isObstacle(x,y,z)){
vel.z *= 0.0;
pos.z = z - half.z - E;
break;
}
}
}
}
if (vel.y < 0.0){
for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
bool broken = false;
for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
int y = floor(pos.y-half.y-E);
if (chunks->isObstacle(x,y,z)){
vel.y *= 0.0;
pos.y = y + 1 + half.y;
int f = DEFAULT_FRICTION;
vel.x *= max(0.0, 1.0 - dt * f);
vel.z *= max(0.0, 1.0 - dt * f);
hitbox->grounded = true;
broken = true;
break;
}
}
if (broken)
break;
}
}
if (vel.y > 0.0){
for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
int y = floor(pos.y+half.y+E);
if (chunks->isObstacle(x,y,z)){
vel.y *= 0.0;
pos.y = y - half.y - E;
break;
}
}
}
}
colisionCalc(chunks, hitbox, &vel, &pos, half);
}
vel.x *= max(0.0, 1.0 - dt * linear_damping);
@@ -152,6 +69,85 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
}
}
void PhysicsSolver::colisionCalc(Chunks* chunks, Hitbox* hitbox, vec3* vel, vec3* pos, vec3 half){
if (vel->x < 0.0){
for (int y = floor(pos->y-half.y+E); y <= floor(pos->y+half.y-E); y++){
for (int z = floor(pos->z-half.z+E); z <= floor(pos->z+half.z-E); z++){
int x = floor(pos->x-half.x-E);
if (chunks->isObstacle(x,y,z)){
vel->x *= 0.0;
pos->x = x + 1 + half.x + E;
break;
}
}
}
}
if (vel->x > 0.0){
for (int y = floor(pos->y-half.y+E); y <= floor(pos->y+half.y-E); y++){
for (int z = floor(pos->z-half.z+E); z <= floor(pos->z+half.z-E); z++){
int x = floor(pos->x+half.x+E);
if (chunks->isObstacle(x,y,z)){
vel->x *= 0.0;
pos->x = x - half.x - E;
break;
}
}
}
}
if (vel->z < 0.0){
for (int y = floor(pos->y-half.y+E); y <= floor(pos->y+half.y-E); y++){
for (int x = floor(pos->x-half.x+E); x <= floor(pos->x+half.x-E); x++){
int z = floor(pos->z-half.z-E);
if (chunks->isObstacle(x,y,z)){
vel->z *= 0.0;
pos->z = z + 1 + half.z + E;
break;
}
}
}
}
if (vel->z > 0.0){
for (int y = floor(pos->y-half.y+E); y <= floor(pos->y+half.y-E); y++){
for (int x = floor(pos->x-half.x+E); x <= floor(pos->x+half.x-E); x++){
int z = floor(pos->z+half.z+E);
if (chunks->isObstacle(x,y,z)){
vel->z *= 0.0;
pos->z = z - half.z - E;
break;
}
}
}
}
if (vel->y < 0.0){
for (int x = floor(pos->x-half.x+E); x <= floor(pos->x+half.x-E); x++){
for (int z = floor(pos->z-half.z+E); z <= floor(pos->z+half.z-E); z++){
int y = floor(pos->y-half.y-E);
if (chunks->isObstacle(x,y,z)){
vel->y *= 0.0;
pos->y = y + 1 + half.y;
hitbox->grounded = true;
break;
}
}
}
}
if (vel->y > 0.0){
for (int x = floor(pos->x-half.x+E); x <= floor(pos->x+half.x-E); x++){
for (int z = floor(pos->z-half.z+E); z <= floor(pos->z+half.z-E); z++){
int y = floor(pos->y+half.y+E);
if (chunks->isObstacle(x,y,z)){
vel->y *= 0.0;
pos->y = y - half.y - E;
break;
}
}
}
}
}
bool PhysicsSolver::isBlockInside(int x, int y, int z, Hitbox* hitbox) {
vec3& pos = hitbox->position;
vec3& half = hitbox->halfsize;