#include "PhysicsSolver.h" #include "Hitbox.h" #include "../voxels/Chunks.h" #include #define E 0.03 PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) { } void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned substeps, bool shifting) { for (unsigned i = 0; i < substeps; i++){ float dt = delta / (float)substeps; float linear_damping = hitbox->linear_damping; vec3& pos = hitbox->position; vec3& half = hitbox->halfsize; vec3& vel = hitbox->velocity; vel.x += gravity.x*dt; vel.y += gravity.y*dt; vel.z += gravity.z*dt; float px = pos.x; float pz = pos.z; 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; } } } } hitbox->grounded = false; 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 = 18.0; 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; } } } } vel.x *= max(0.0, 1.0 - dt * linear_damping); vel.z *= max(0.0, 1.0 - dt * linear_damping); pos.x += vel.x * dt; pos.y += vel.y * dt; pos.z += vel.z * dt; if (shifting && hitbox->grounded){ int y = floor(pos.y-half.y-E); hitbox->grounded = false; for (int x = floor(px-half.x+E); x <= floor(px+half.x-E); x++){ for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){ if (chunks->isObstacle(x,y,z)){ hitbox->grounded = true; break; } } } if (!hitbox->grounded) pos.z = pz; hitbox->grounded = false; for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){ for (int z = floor(pz-half.z+E); z <= floor(pz+half.z-E); z++){ if (chunks->isObstacle(x,y,z)){ hitbox->grounded = true; break; } } } if (!hitbox->grounded) pos.x = px; hitbox->grounded = true; } } } bool PhysicsSolver::isBlockInside(int x, int y, int z, Hitbox* hitbox) { vec3& pos = hitbox->position; vec3& half = hitbox->halfsize; return x >= floor(pos.x-half.x) && x <= floor(pos.x+half.x) && z >= floor(pos.z-half.z) && z <= floor(pos.z+half.z) && y >= floor(pos.y-half.y) && y <= floor(pos.y+half.y); }