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@@ -4,23 +4,20 @@
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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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#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, float gravityScale) {
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hitbox->grounded = false;
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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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float linear_damping = hitbox->linear_damping;
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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 * gravityScale;
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vel.y += gravity.y*dt * gravityScale;
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vel.z += gravity.z*dt * gravityScale;
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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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@@ -76,24 +73,21 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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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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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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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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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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@@ -109,9 +103,6 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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}
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}
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vel.x *= max(0.0, 1.0 - dt * linear_damping);
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vel.z *= max(0.0, 1.0 - dt * linear_damping);
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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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@@ -155,3 +146,4 @@ bool PhysicsSolver::isBlockInside(int x, int y, int z, Hitbox* hitbox) {
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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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