mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-08-08 17:57:02 +08:00
refactor(gameplay): extract physics and collision from ClientPlayer into PhysicalSystem
Move per-axis collision detection and move distance calculation to new PhysicalSystem. Move SpeedSystem implementation from inline header to separate .cpp file. Add const accessors to Entity. Replace inline AABB helper with HitboxManager registration of player hitbox using new PLAYER_SIZE constant. Remove obsolete members and functions from ClientPlayer.
This commit is contained in:
@@ -1,5 +1,4 @@
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#pragma once
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#include "Cubed/AABB.hpp"
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#include "Cubed/constants.hpp"
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#include "Cubed/gameplay/block.hpp"
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#include "Cubed/gameplay/chunk_pos.hpp"
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@@ -39,7 +38,6 @@ public:
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const ChunkPosSet& get_chunk_pos_set() const;
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ChunkPosSet get_chunk_pos_set();
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static AABB get_aabb(const glm::vec3& pos);
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const glm::vec3& get_front() const;
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const std::optional<LookBlock>& get_look_block_pos() const;
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@@ -102,13 +100,11 @@ private:
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bool m_sprinting = false;
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bool m_underwater = false;
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glm::vec3 move_distance{0.0f, 0.0f, 0.0f};
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// player is tow block tall, the pos is the lower pos
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ChunkPos m_last_chunk_pos{0, 0};
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glm::vec3 m_front{0, 0, -1};
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glm::vec3 m_right{0, 0, 0};
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static constexpr glm::vec3 M_SIZE{0.6f, 1.8f, 0.6f};
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MouseState m_mouse_state{};
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GameMode m_game_mode = CREATIVE;
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@@ -129,10 +125,6 @@ private:
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void update_move(float delta_time);
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void update_x_move(glm::vec3& player_pos);
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void update_y_move(glm::vec3& player_pos);
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void update_z_move(glm::vec3& player_pos);
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void update_player_chunk();
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void play_walk_sound(float dt);
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@@ -92,6 +92,15 @@ public:
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MoveState& move_state();
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Direction& direction();
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const Velocity& velocity() const;
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const Position& pos() const;
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const WalkPose& walk_pose() const;
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const Orientation& angle() const;
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const Movement& movement() const;
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const Gravity& gravity() const;
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const MoveState& move_state() const;
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const Direction& direction() const;
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protected:
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Position m_pos;
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WalkPose m_walk_pose;
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@@ -1,4 +1,6 @@
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#pragma once
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#include "glm/ext/vector_float3.hpp"
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#include <stdexcept>
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#include <utility>
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namespace Cubed {
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@@ -17,5 +19,5 @@ inline Gait get_gait_from_id(int id) {
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throw std::runtime_error("Unknown Gait");
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}
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}
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static constexpr glm::vec3 PLAYER_SIZE{0.6f, 1.8f, 0.6f};
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} // namespace Cubed
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16
include/Cubed/gameplay/systems/physical_system.hpp
Normal file
16
include/Cubed/gameplay/systems/physical_system.hpp
Normal file
@@ -0,0 +1,16 @@
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#pragma once
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#include "Cubed/gameplay/entity.hpp"
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#include "Cubed/gameplay/world.hpp"
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namespace Cubed {
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class PhysicalSystem {
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public:
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static glm::vec3 get_move_distance(float dt, const Entity& e);
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static std::tuple<bool, bool, bool> update(float dt, Entity& e,
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World& world);
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static std::tuple<bool, bool, bool>
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update(float dt, Entity& e, World& world, glm::vec3& moved_pos);
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private:
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};
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} // namespace Cubed
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@@ -5,58 +5,7 @@
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namespace Cubed {
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class SpeedSystem {
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public:
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static void update(float dt, Entity& e) {
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auto& m_velocity = e.velocity();
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auto& m_move_state = e.move_state();
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auto& m_movement = e.movement();
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auto& direction = e.direction();
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auto& m_gravity = e.gravity();
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// calculate speed
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if (m_move_state.forward || m_move_state.back || m_move_state.left ||
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m_move_state.right) {
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direction.value = glm::vec3(0.0f, 0.0f, 0.0f);
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m_velocity.value.x += m_movement.acceleration * dt;
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m_velocity.value.z += m_movement.acceleration * dt;
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if (m_velocity.value.x > m_velocity.max.x) {
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m_velocity.value.x = m_velocity.max.x;
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}
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if (m_velocity.value.z > m_velocity.max.z) {
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m_velocity.value.z = m_velocity.max.z;
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}
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} else {
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m_velocity.value.x += -m_movement.deceleration * dt;
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m_velocity.value.z += -m_movement.deceleration * dt;
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if (m_velocity.value.z < 0.0f) {
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m_velocity.value.z = 0.0f;
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}
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if (m_velocity.value.x < 0.0f) {
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m_velocity.value.x = 0.0f;
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}
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if (m_velocity.value.z < 0.0f && m_velocity.value.x < 0.0f) {
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direction.value = glm::vec3(0.0f, 0.0f, 0.0f);
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}
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}
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if (m_move_state.is_fly) {
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if (m_move_state.up) {
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m_velocity.value.y = m_velocity.max.y;
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}
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if (m_move_state.down) {
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m_velocity.value.y = -m_velocity.max.y;
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}
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if (!m_move_state.down && !m_move_state.up) {
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m_velocity.value.y = 0.0f;
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}
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} else {
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if (m_move_state.up && m_move_state.can_up) {
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m_velocity.value.y = m_movement.jump_power;
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m_move_state.can_up = false;
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}
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m_velocity.value.y += -m_gravity.value * dt;
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}
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}
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static void update(float dt, Entity& e);
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private:
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};
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@@ -98,4 +98,6 @@ target_sources(${PROJECT_NAME}
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gameplay/chunk.cpp
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gameplay/hitbox_manager.cpp
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gameplay/entity.cpp
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gameplay/systems/physical_system.cpp
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gameplay/systems/speed_system.cpp
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)
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@@ -4,6 +4,8 @@
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#include "Cubed/config.hpp"
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#include "Cubed/debug_collector.hpp"
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#include "Cubed/gameplay/client_world.hpp"
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#include "Cubed/gameplay/hitbox_manager.hpp"
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#include "Cubed/gameplay/systems/physical_system.hpp"
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#include "Cubed/gameplay/systems/speed_system.hpp"
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namespace {} // namespace
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@@ -11,13 +13,6 @@ namespace Cubed {
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ClientPlayer::ClientPlayer(ClientWorld& world) : m_world(world) {}
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ClientPlayer::~ClientPlayer() {}
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AABB ClientPlayer::get_aabb(const glm::vec3& pos) {
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glm::vec3 half = M_SIZE * 0.5f;
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glm::vec3 center{pos.x, pos.y + half.y, pos.z};
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return AABB{center, half};
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}
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const glm::vec3& ClientPlayer::get_front() const { return m_front; }
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const std::optional<LookBlock>& ClientPlayer::get_look_block_pos() const {
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@@ -318,7 +313,8 @@ void ClientPlayer::place_block(float dt) {
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glm::ivec3 near_pos = m_look_block->pos + m_look_block->normal;
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if (!m_world.is_solid(near_pos)) {
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AABB block_box = ClientWorld::get_block_aabb(near_pos);
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AABB player_box = get_aabb(get_player_pos());
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AABB player_box = HitboxManager::aabb("cubed:player");
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player_box.center += get_player_pos();
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if (!player_box.intersects(block_box)) {
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m_world.report_block_change(near_pos, type);
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}
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@@ -368,11 +364,6 @@ void ClientPlayer::update_move(float delta_time) {
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update_direction();
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move_distance = {m_direction.value.x * m_velocity.value.x * delta_time,
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0.0f,
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m_direction.value.z * m_velocity.value.z * delta_time};
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move_distance.y = m_velocity.value.y * delta_time;
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// ensure the thread safe
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glm::vec3 player_pos;
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@@ -381,12 +372,15 @@ void ClientPlayer::update_move(float delta_time) {
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player_pos = m_pos.value;
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}
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// y
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update_y_move(player_pos);
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// x
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update_x_move(player_pos);
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update_z_move(player_pos);
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if (m_game_mode == SPECTATOR) {
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player_pos += PhysicalSystem::get_move_distance(delta_time, *this);
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} else {
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auto [x, y, z] =
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PhysicalSystem::update(delta_time, *this, m_world, player_pos);
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if (!x || !z) {
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m_sprinting = false;
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}
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}
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if (player_pos.y < -15.0f) {
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Logger::warn("y is tow low");
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@@ -413,109 +407,6 @@ void ClientPlayer::update_move(float delta_time) {
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}
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}
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void ClientPlayer::update_x_move(glm::vec3& player_pos) {
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player_pos.x += move_distance.x;
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if (m_game_mode == SPECTATOR) {
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return;
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}
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AABB player_box = get_aabb(player_pos);
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glm::vec3 min = player_box.min();
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glm::vec3 max = player_box.max();
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int minx = std::floor(min.x);
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int maxx = std::floor(max.x);
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int miny = std::floor(min.y);
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int maxy = std::floor(max.y);
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int minz = std::floor(min.z);
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int maxz = std::floor(max.z);
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for (int x = minx; x <= maxx; ++x) {
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for (int y = miny; y <= maxy; ++y) {
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for (int z = minz; z <= maxz; ++z) {
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glm::ivec3 block_pos{x, y, z};
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if (!m_world.can_pass_block(block_pos)) {
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AABB block_box = ClientWorld::get_block_aabb(block_pos);
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if (player_box.intersects(block_box)) {
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m_sprinting = false;
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player_pos.x -= move_distance.x;
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return;
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}
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}
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}
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}
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}
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}
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void ClientPlayer::update_y_move(glm::vec3& player_pos) {
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player_pos.y += move_distance.y;
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if (m_game_mode == SPECTATOR) {
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return;
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}
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AABB player_box = get_aabb(player_pos);
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glm::vec3 min = player_box.min();
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glm::vec3 max = player_box.max();
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int minx = std::floor(min.x);
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int maxx = std::floor(max.x);
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int miny = std::floor(min.y);
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int maxy = std::floor(max.y);
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int minz = std::floor(min.z);
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int maxz = std::floor(max.z);
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for (int x = minx; x <= maxx; ++x) {
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for (int y = miny; y <= maxy; ++y) {
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for (int z = minz; z <= maxz; ++z) {
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glm::ivec3 block_pos{x, y, z};
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if (!m_world.can_pass_block(block_pos)) {
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AABB block_box = ClientWorld::get_block_aabb(block_pos);
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if (player_box.intersects(block_box)) {
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player_pos.y -= move_distance.y;
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m_velocity.value.y = 0.0f;
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if (move_distance.y < 0) {
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m_move_state.can_up = true;
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m_move_state.is_fly = false;
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}
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return;
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}
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}
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}
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}
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}
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}
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void ClientPlayer::update_z_move(glm::vec3& player_pos) {
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player_pos.z += move_distance.z;
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if (m_game_mode == SPECTATOR) {
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return;
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}
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AABB player_box = get_aabb(player_pos);
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glm::vec3 min = player_box.min();
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glm::vec3 max = player_box.max();
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int minx = std::floor(min.x);
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int maxx = std::floor(max.x);
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int miny = std::floor(min.y);
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int maxy = std::floor(max.y);
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int minz = std::floor(min.z);
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int maxz = std::floor(max.z);
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for (int x = minx; x <= maxx; ++x) {
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for (int y = miny; y <= maxy; ++y) {
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for (int z = minz; z <= maxz; ++z) {
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glm::ivec3 block_pos{x, y, z};
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if (!m_world.can_pass_block(block_pos)) {
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AABB block_box = ClientWorld::get_block_aabb(block_pos);
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if (player_box.intersects(block_box)) {
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m_sprinting = false;
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player_pos.z -= move_distance.z;
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return;
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}
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}
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}
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}
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}
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}
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void ClientPlayer::update_player_chunk() {
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float x, z;
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{
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@@ -4,6 +4,7 @@
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#include "Cubed/gameplay/chunk_generator.hpp"
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#include "Cubed/gameplay/entity.hpp"
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#include "Cubed/gameplay/game_time.hpp"
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#include "Cubed/gameplay/hitbox_manager.hpp"
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#include "Cubed/gameplay/packet.hpp"
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#include "Cubed/scene/world_scene.hpp"
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#include "Cubed/tools/math_tools.hpp"
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@@ -299,7 +300,8 @@ void ClientWorld::report_block_change(const glm::ivec3& pos,
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for (const auto& player : m_players_data) {
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AABB box = ClientPlayer::get_aabb(player.pos.value);
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AABB box = HitboxManager::aabb("cubed:player");
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box.center += player.pos.value;
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if (box.intersects(block_box)) {
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return;
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}
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@@ -20,4 +20,14 @@ Movement& Entity::movement() { return m_movement; }
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Gravity& Entity::gravity() { return m_gravity; }
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MoveState& Entity::move_state() { return m_move_state; }
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Direction& Entity::direction() { return m_direction; }
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const Velocity& Entity::velocity() const { return m_velocity; }
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const Position& Entity::pos() const { return m_pos; }
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const WalkPose& Entity::walk_pose() const { return m_walk_pose; }
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const Orientation& Entity::angle() const { return m_angle; }
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const Movement& Entity::movement() const { return m_movement; }
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const Gravity& Entity::gravity() const { return m_gravity; }
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const MoveState& Entity::move_state() const { return m_move_state; }
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const Direction& Entity::direction() const { return m_direction; }
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} // namespace Cubed
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@@ -1,12 +1,20 @@
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#include "Cubed/gameplay/hitbox_manager.hpp"
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#include "Cubed/gameplay/player.hpp"
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#include "Cubed/tools/log.hpp"
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#include <nlohmann/json.hpp>
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namespace fs = std::filesystem;
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using nlohmann::json;
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namespace Cubed {
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HitboxManager::HitboxManager() {}
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HitboxManager::HitboxManager() {
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glm::vec3 half = PLAYER_SIZE * 0.5f;
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glm::vec3 center{0.0f, half.y, 0.0f};
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m_hitboxes.emplace("cubed:player", AABB{center, half});
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}
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HitboxManager::~HitboxManager() {}
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HitboxManager& HitboxManager::instance() {
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154
src/gameplay/systems/physical_system.cpp
Normal file
154
src/gameplay/systems/physical_system.cpp
Normal file
@@ -0,0 +1,154 @@
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#include "Cubed/gameplay/systems/physical_system.hpp"
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#include "Cubed/gameplay/hitbox_manager.hpp"
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namespace Cubed {
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namespace {
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bool update_x(const glm::vec3& pos, const glm::vec3& distance, World& world,
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const AABB& box) {
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glm::vec3 p = pos;
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p.x += distance.x;
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AABB b = box;
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b.center += p;
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glm::vec3 min = b.min();
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glm::vec3 max = b.max();
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int minx = std::floor(min.x);
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int maxx = std::floor(max.x);
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int miny = std::floor(min.y);
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int maxy = std::floor(max.y);
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int minz = std::floor(min.z);
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int maxz = std::floor(max.z);
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for (int x = minx; x <= maxx; ++x) {
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for (int y = miny; y <= maxy; ++y) {
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for (int z = minz; z <= maxz; ++z) {
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glm::ivec3 block_pos{x, y, z};
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if (!world.can_pass_block(block_pos)) {
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AABB block_box = World::get_block_aabb(block_pos);
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if (b.intersects(block_box)) {
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return false;
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}
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}
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}
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}
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}
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return true;
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}
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bool update_y(const glm::vec3& pos, const glm::vec3& distance, World& world,
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const AABB& box) {
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glm::vec3 p = pos;
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p.y += distance.y;
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AABB b = box;
|
||||
b.center += p;
|
||||
glm::vec3 min = b.min();
|
||||
glm::vec3 max = b.max();
|
||||
int minx = std::floor(min.x);
|
||||
int maxx = std::floor(max.x);
|
||||
int miny = std::floor(min.y);
|
||||
int maxy = std::floor(max.y);
|
||||
int minz = std::floor(min.z);
|
||||
int maxz = std::floor(max.z);
|
||||
|
||||
for (int x = minx; x <= maxx; ++x) {
|
||||
for (int y = miny; y <= maxy; ++y) {
|
||||
for (int z = minz; z <= maxz; ++z) {
|
||||
glm::ivec3 block_pos{x, y, z};
|
||||
if (!world.can_pass_block(block_pos)) {
|
||||
AABB block_box = World::get_block_aabb(block_pos);
|
||||
if (b.intersects(block_box)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool update_z(const glm::vec3& pos, const glm::vec3& distance, World& world,
|
||||
const AABB& box) {
|
||||
glm::vec3 p = pos;
|
||||
p.z += distance.z;
|
||||
AABB b = box;
|
||||
b.center += p;
|
||||
glm::vec3 min = b.min();
|
||||
glm::vec3 max = b.max();
|
||||
int minx = std::floor(min.x);
|
||||
int maxx = std::floor(max.x);
|
||||
int miny = std::floor(min.y);
|
||||
int maxy = std::floor(max.y);
|
||||
int minz = std::floor(min.z);
|
||||
int maxz = std::floor(max.z);
|
||||
|
||||
for (int x = minx; x <= maxx; ++x) {
|
||||
for (int y = miny; y <= maxy; ++y) {
|
||||
for (int z = minz; z <= maxz; ++z) {
|
||||
glm::ivec3 block_pos{x, y, z};
|
||||
if (!world.can_pass_block(block_pos)) {
|
||||
AABB block_box = World::get_block_aabb(block_pos);
|
||||
if (b.intersects(block_box)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
std::tuple<bool, bool, bool> PhysicalSystem::update(float dt, Entity& e,
|
||||
World& world) {
|
||||
glm::vec3 pos = e.pos().value;
|
||||
auto ans = update(dt, e, world, pos);
|
||||
e.pos().value = pos;
|
||||
return ans;
|
||||
}
|
||||
|
||||
std::tuple<bool, bool, bool> PhysicalSystem::update(float dt, Entity& e,
|
||||
World& world,
|
||||
glm::vec3& moved_pos) {
|
||||
auto distance = get_move_distance(dt, e);
|
||||
auto& m_velocity = e.velocity();
|
||||
auto& m_move_state = e.move_state();
|
||||
AABB box = HitboxManager::aabb("cubed:player");
|
||||
bool x = false;
|
||||
bool y = false;
|
||||
bool z = false;
|
||||
if (update_x(moved_pos, distance, world, box)) {
|
||||
moved_pos.x += distance.x;
|
||||
x = true;
|
||||
} else {
|
||||
m_velocity.value.x = 0.0f;
|
||||
}
|
||||
|
||||
if (update_y(moved_pos, distance, world, box)) {
|
||||
moved_pos.y += distance.y;
|
||||
y = true;
|
||||
} else {
|
||||
m_velocity.value.y = 0.0f;
|
||||
if (distance.y < 0) {
|
||||
m_move_state.can_up = true;
|
||||
m_move_state.is_fly = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (update_z(moved_pos, distance, world, box)) {
|
||||
moved_pos.z += distance.z;
|
||||
z = true;
|
||||
} else {
|
||||
m_velocity.value.z = 0.0f;
|
||||
}
|
||||
return {x, y, z};
|
||||
}
|
||||
|
||||
glm::vec3 PhysicalSystem::get_move_distance(float dt, const Entity& e) {
|
||||
auto& m_direction = e.direction();
|
||||
auto& m_velocity = e.velocity();
|
||||
return glm::vec3{m_direction.value.x * m_velocity.value.x * dt,
|
||||
m_velocity.value.y * dt,
|
||||
m_direction.value.z * m_velocity.value.z * dt};
|
||||
}
|
||||
} // namespace Cubed
|
||||
56
src/gameplay/systems/speed_system.cpp
Normal file
56
src/gameplay/systems/speed_system.cpp
Normal file
@@ -0,0 +1,56 @@
|
||||
#include "Cubed/gameplay/systems/speed_system.hpp"
|
||||
|
||||
namespace Cubed {
|
||||
void SpeedSystem::update(float dt, Entity& e) {
|
||||
auto& m_velocity = e.velocity();
|
||||
auto& m_move_state = e.move_state();
|
||||
auto& m_movement = e.movement();
|
||||
auto& direction = e.direction();
|
||||
auto& m_gravity = e.gravity();
|
||||
// calculate speed
|
||||
if (m_move_state.forward || m_move_state.back || m_move_state.left ||
|
||||
m_move_state.right) {
|
||||
direction.value = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
m_velocity.value.x += m_movement.acceleration * dt;
|
||||
m_velocity.value.z += m_movement.acceleration * dt;
|
||||
if (m_velocity.value.x > m_velocity.max.x) {
|
||||
m_velocity.value.x = m_velocity.max.x;
|
||||
}
|
||||
if (m_velocity.value.z > m_velocity.max.z) {
|
||||
m_velocity.value.z = m_velocity.max.z;
|
||||
}
|
||||
} else {
|
||||
m_velocity.value.x += -m_movement.deceleration * dt;
|
||||
m_velocity.value.z += -m_movement.deceleration * dt;
|
||||
if (m_velocity.value.z < 0.0f) {
|
||||
m_velocity.value.z = 0.0f;
|
||||
}
|
||||
if (m_velocity.value.x < 0.0f) {
|
||||
m_velocity.value.x = 0.0f;
|
||||
}
|
||||
if (m_velocity.value.z < 0.0f && m_velocity.value.x < 0.0f) {
|
||||
direction.value = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
}
|
||||
if (m_move_state.is_fly) {
|
||||
if (m_move_state.up) {
|
||||
m_velocity.value.y = m_velocity.max.y;
|
||||
}
|
||||
|
||||
if (m_move_state.down) {
|
||||
m_velocity.value.y = -m_velocity.max.y;
|
||||
}
|
||||
|
||||
if (!m_move_state.down && !m_move_state.up) {
|
||||
m_velocity.value.y = 0.0f;
|
||||
}
|
||||
} else {
|
||||
if (m_move_state.up && m_move_state.can_up) {
|
||||
m_velocity.value.y = m_movement.jump_power;
|
||||
m_move_state.can_up = false;
|
||||
}
|
||||
|
||||
m_velocity.value.y += -m_gravity.value * dt;
|
||||
}
|
||||
}
|
||||
} // namespace Cubed
|
||||
Reference in New Issue
Block a user