gl01/internal/entity/physics.go

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package entity
import (
"math"
"time"
"edgaru089.ml/go/gl01/internal/util"
"edgaru089.ml/go/gl01/internal/util/itype"
"edgaru089.ml/go/gl01/internal/world"
)
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// WorldHitbox returns the hitboxes of the entity, in world coordinates.
func (e *Entity) WorldHitbox() []itype.Boxd {
boxes := e.Hitbox()
for i := range boxes {
boxes[i] = boxes[i].Offset(e.pos)
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}
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return boxes
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}
// MoveEps is a small value used to indicate a tiny amount more than zero.
const MoveEps = 1e-7
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// move attempts to move the entity by delta in the world.
// It does not change anything in e.
func (e *Entity) move(delta itype.Vec3d, w *world.World) (finDelta itype.Vec3d, finVelocity itype.Vec3d, onGround bool) {
// Get the hitboxes and the blocks region covering it
hb := e.WorldHitbox()
hbmin, hbmax := itype.Vec3d{1000000000, 1000000000, 1000000000}, itype.Vec3d{-1000000000, -1000000000, -1000000000}
for _, b := range hb {
bmin, bmax := b.MinPoint(), b.MaxPoint()
hbmin[0] = util.Mind(hbmin[0], bmin[0])
hbmin[1] = util.Mind(hbmin[1], bmin[1])
hbmin[2] = util.Mind(hbmin[2], bmin[2])
hbmax[0] = util.Maxd(hbmax[0], bmax[0])
hbmax[1] = util.Maxd(hbmax[1], bmax[1])
hbmax[2] = util.Maxd(hbmax[2], bmax[2])
}
// So this is the region of blocks we should calculate
imin, imax := hbmin.Floor().Addv(-1, -1, -1), hbmax.Ceiling().Addv(1, 1, 1)
finDelta = delta
finVelocity = e.speed
for x := imin[0]; x <= imax[0]; x++ {
for y := imin[1]; y <= imax[1]; y++ {
for z := imin[2]; z <= imax[2]; z++ {
blockDelta, blockVelocity, blockOnGround := e.moveBlock(hb, delta, itype.Vec3i{x, y, z}, w)
finDelta[0] = util.AbsMind(finDelta[0], blockDelta[0])
finDelta[1] = util.AbsMind(finDelta[1], blockDelta[1])
finDelta[2] = util.AbsMind(finDelta[2], blockDelta[2])
finVelocity[0] = util.AbsMind(finVelocity[0], blockVelocity[0])
finVelocity[1] = util.AbsMind(finVelocity[1], blockVelocity[1])
finVelocity[2] = util.AbsMind(finVelocity[2], blockVelocity[2])
onGround = onGround || blockOnGround
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}
}
}
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// Y-
if delta[1] < 0 {
onGround = onGround || e.onGround
} else {
onGround = false
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}
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return
}
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// moveBlock simulates moving the entity by delta, and tests collision with the block hibbox.
func (e *Entity) moveBlock(worldHitbox []itype.Boxd, delta itype.Vec3d, blockCoord itype.Vec3i, w *world.World) (blockDelta itype.Vec3d, finVelocity itype.Vec3d, onGround bool) {
blockDelta = delta
finVelocity = e.speed
onGround = false
var blockHitbox []itype.Boxd
if block := w.Block(blockCoord); block.Id != 0 {
blocka := block.Appearance(blockCoord)
if !blocka.NotSolid {
blockHitbox = w.Block(blockCoord).Appearance(blockCoord).Hitbox
for i := range blockHitbox {
blockHitbox[i] = blockHitbox[i].Offset(blockCoord.ToFloat64())
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}
}
}
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if len(blockHitbox) == 0 {
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return
}
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for _, eb := range worldHitbox {
for _, bb := range blockHitbox {
// Already intersecting: return
if ok, _ := eb.Intersect(bb); ok {
continue
}
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// X
if ok, _ := eb.Offsetv(blockDelta[0], 0, 0).Intersect(bb); ok {
if blockDelta[0] > 0 {
blockDelta[0] = bb.OffX - (eb.OffX + eb.SizeX) - MoveEps
//log.Printf("Hit(X+): On (X%d,Y%d,Z%d), delta=%v\n", blockCoord[0], blockCoord[1], blockCoord[2], blockDelta)
} else {
blockDelta[0] = (bb.OffX + bb.SizeX) - eb.OffX + MoveEps
//log.Printf("Hit(X-): On (X%d,Y%d,Z%d), delta=%v\n", blockCoord[0], blockCoord[1], blockCoord[2], blockDelta)
}
finVelocity[0] = 0
}
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// Y
if ok, _ := eb.Offsetv(0, blockDelta[1], 0).Intersect(bb); ok {
if blockDelta[1] > 0 {
blockDelta[1] = bb.OffY - (eb.OffY + eb.SizeY) - MoveEps
//log.Printf("Hit(Y+): On (X%d,Y%d,Z%d), delta=%v\n", blockCoord[0], blockCoord[1], blockCoord[2], blockDelta)
} else {
onGround = true
blockDelta[1] = (bb.OffY + bb.SizeY) - eb.OffY + MoveEps
//log.Printf("Hit(Y-): On (X%d,Y%d,Z%d), delta=%v\n", blockCoord[0], blockCoord[1], blockCoord[2], blockDelta)
}
finVelocity[1] = 0
}
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// Z
if ok, _ := eb.Offsetv(0, 0, blockDelta[2]).Intersect(bb); ok {
if blockDelta[2] > 0 {
blockDelta[2] = bb.OffZ - (eb.OffZ + eb.SizeZ) - MoveEps
//log.Printf("Hit(Z+): On (X%d,Y%d,Z%d), delta=%v\n", blockCoord[0], blockCoord[1], blockCoord[2], blockDelta)
} else {
blockDelta[2] = (bb.OffZ + bb.SizeZ) - eb.OffZ + MoveEps
//log.Printf("Hit(Z-): On (X%d,Y%d,Z%d), delta=%v\n", blockCoord[0], blockCoord[1], blockCoord[2], blockDelta)
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}
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finVelocity[2] = 0
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}
}
}
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return
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}
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const gravity = 26
const deaclc = 28
const maxspeed = 8
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func (e *Entity) Update(world *world.World, deltaTime time.Duration) {
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/*
delta, vec, onGround := e.move(itype.Vec3d{e.speed[0] * deltaTime.Seconds()}, world)
e.pos = e.pos.Add(delta)
e.speed = vec
delta, vec, onGround = e.move(e.speed.Multiply(deltaTime.Seconds()), world)
e.pos = e.pos.Add(delta)
e.speed = vec
delta, vec, onGround = e.move(e.speed.Multiply(deltaTime.Seconds()), world)
e.pos = e.pos.Add(delta)
e.speed = vec
e.onGround = onGround
*/
var deltaSpeed itype.Vec3d
if e.onGround {
speed := math.Sqrt(e.speed[0]*e.speed[0] + e.speed[2]*e.speed[2])
if speed > MoveEps {
decrease := deaclc * deltaTime.Seconds()
factor := util.Maxd(util.Mind(speed-decrease, 6), 0) / speed
deltaSpeed[0] = -e.speed[0] * (1 - factor)
deltaSpeed[2] = -e.speed[2] * (1 - factor)
} else {
e.speed[0] = 0
e.speed[2] = 0
}
}
deltaSpeed[1] = -gravity * deltaTime.Seconds()
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delta := e.speed.Multiply(deltaTime.Seconds()).Add(deltaSpeed.Multiply(deltaTime.Seconds() / 2))
e.speed = e.speed.Add(deltaSpeed)
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findelta, vec, onGround := e.move(delta, world)
e.pos = e.pos.Add(findelta)
e.speed = vec
e.onGround = onGround
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if !e.onGround {
vecXZ := itype.Vec2d{e.speed[0], e.speed[2]}
if vecXZ.Length() > maxspeed {
vecXZ = vecXZ.Normalize().Multiply(maxspeed)
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}
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e.speed[0] = vecXZ[0]
e.speed[2] = vecXZ[1]
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}
e.b.Update(e.pos, e.ds, world, deltaTime)
}