feat: add collision detection

This commit is contained in:
2026-03-29 20:19:08 +08:00
parent 01d6e91da9
commit fb11fee955
8 changed files with 276 additions and 168 deletions

19
include/Cubed/AABB.hpp Normal file
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@@ -0,0 +1,19 @@
#pragma once
#include <glm/glm.hpp>
struct AABB {
glm::vec3 min{0.0f, 0.0f, 0.0f};
glm::vec3 max{0.0f, 0.0f, 0.0f};
AABB(glm::vec3 min_point, glm::vec3 max_point):
min(min_point),
max(max_point)
{
}
bool intersects(const AABB& other) const {
return (min.x <= other.max.x && max.x >= other.min.x) &&
(min.y <= other.max.y && max.y >= other.min.y) &&
(min.z <= other.max.z && max.z >= other.min.z);
}
};

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@@ -30,14 +30,14 @@ private:
Window m_window{m_renderer};
GLuint m_texture_array;
GLuint m_texture_array = 0;
inline static double last_time = glfwGetTime();
inline static double current_time = glfwGetTime();
inline static double delta_time = 0.0f;
inline static double fps_time_count = 0.0f;
inline static int frame_count = 0;
inline static int fps;
inline static int fps = 0;
void init();

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@@ -103,13 +103,13 @@ constexpr float SQUARE_TEXTURE_POS[6][2] = {
};
struct Vertex {
float x, y, z;
float s, t;
float layer;
float x = 0.0f, y = 0.0f, z = 0.0f;
float s = 0.0f, t = 0.0f;
float layer = 0.0f;
};
struct Vertex2D {
float x, y;
float s, t;
float layer;
float x = 0.0f, y = 0.0f;
float s = 0.0f, t = 0.0f;
float layer = 0.0f;
};

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@@ -1,6 +1,7 @@
#pragma once
#include <glm/glm.hpp>
#include <Cubed/AABB.hpp>
#include <Cubed/config.hpp>
#include <Cubed/gameplay/block.hpp>
#include <Cubed/input.hpp>
@@ -21,22 +22,35 @@ private:
float m_sensitivity = 0.15f;
float m_speed = 4.5f;
float down_speed = 0.0f;
bool can_up = true;
float speed = 0;
glm::vec3 direction = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 move_distance {0.0f, 0.0f, 0.0f};
// player is tow block tall, the pos is the lower pos
glm::vec3 m_player_pos = glm::vec3(0.0f, 15.0f, 0.0f);
glm::vec3 m_front = glm::vec3(0, 0, -1);
glm::vec3 m_right;
MoveState m_move_state;
glm::vec3 m_player_pos {0.0f, 15.0f, 0.0f};
glm::vec3 m_front {0, 0, -1};
glm::vec3 m_right {0, 0, 0};
glm::vec3 m_size {0.6f, 1.8f, 0.6f};
MoveState m_move_state {};
std::optional<LookBlock> m_look_block = std::nullopt;
std::string m_name;
std::string m_name {};
World& m_world;
bool ray_cast(const glm::vec3& start, const glm::vec3& dir, glm::ivec3& block_pos, glm::vec3& normal, float distance = 4.0f);
void update_direction();
void update_lookup_block();
void update_move(float delta_time);
void update_x_move();
void update_y_move();
void update_z_move();
public:
Player(World& world, const std::string& name);
~Player();
AABB get_aabb() const;
const glm::vec3& get_front() const;
const std::optional<LookBlock>& get_look_block_pos() const;
const glm::vec3& get_player_pos() const;

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@@ -2,6 +2,7 @@
#include <optional>
#include <unordered_map>
#include <Cubed/AABB.hpp>
#include <Cubed/gameplay/chunk.hpp>
class Player;
@@ -16,7 +17,7 @@ public:
World();
~World();
bool can_move(const glm::vec3& new_pos) const;
bool can_move(const AABB& player_box) const;
const BlockRenderData& get_block_render_data(int x, int y ,int z);
const std::optional<LookBlock>& get_look_block_pos(const std::string& name) const;
Player& get_player(const std::string& name);

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@@ -1,6 +1,7 @@
#include <Cubed/gameplay/player.hpp>
#include <Cubed/gameplay/world.hpp>
#include <Cubed/map_table.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/log.hpp>
#include <GLFW/glfw3.h>
@@ -14,6 +15,27 @@ Player::Player(World& world, const std::string& name) :
Player::~Player() {
}
AABB Player::get_aabb() const {
float half_width = m_size.x / 2.0f;
float half_depth = m_size.z / 2.0f;
glm::vec3 min{
m_player_pos.x - half_width,
m_player_pos.y,
m_player_pos.z - half_depth
};
glm::vec3 max {
m_player_pos.x + half_width,
m_player_pos.y + m_size.y,
m_player_pos.z + half_depth
};
return AABB{min, max};
}
const glm::vec3& Player::get_front() const {
return m_front;
}
@@ -109,152 +131,8 @@ void Player::set_player_pos(const glm::vec3& pos) {
}
void Player::update(float delta_time) {
static float speed = 0;
static glm::vec3 direction = glm::vec3(0.0f, 0.0f, 0.0f);
if (m_move_state.forward || m_move_state.back || m_move_state.left || m_move_state.right || m_move_state.up) {
direction = glm::vec3(0.0f, 0.0f, 0.0f);
speed += ACCELERATION * delta_time;
if (speed > m_speed) {
speed = m_speed;
}
} else {
speed += -DECELERATION * delta_time;
if (speed < 0) {
speed = 0;
direction = glm::vec3(0.0f, 0.0f, 0.0f);
}
}
m_right = glm::normalize(glm::cross(m_front, glm::vec3(0.0f, 1.0f, 0.0f)));
glm::vec3 move_dir_front = glm::vec3(0.0f);
glm::vec3 move_dir_right = glm::vec3(0.0f);
glm::vec3 move_dir = glm::vec3(0.0f);
if (m_move_state.forward) {
move_dir_front += glm::normalize(glm::vec3(m_front.x, 0.0f, m_front.z));
}
if (m_move_state.back) {
move_dir_front -= glm::normalize(glm::vec3(m_front.x, 0.0f, m_front.z));
}
if (m_move_state.left) {
move_dir_right -= glm::normalize(glm::vec3(m_right.x, 0.0f, m_right.z));
}
if (m_move_state.right) {
move_dir_right += glm::normalize(glm::vec3(m_right.x, 0.0f, m_right.z));
}
move_dir = move_dir_front + move_dir_right;
if (glm::length(move_dir) > 0.001f) {
direction = glm::normalize(move_dir);
}
if (glm::length(direction) > 0.001f) {
auto new_pos = m_player_pos + direction * speed * delta_time;
new_pos.y += 1.0f;
if (m_world.can_move(new_pos)) {
new_pos.y -= 1.0f;
m_player_pos = new_pos;
} else {
if (glm::length(move_dir_front) > 0.001f) {
if (std::abs(move_dir_front.x) > std::abs(move_dir_front.z)) {
move_dir_front.z = 0.0f;
} else {
move_dir_front.x = 0.0f;
}
direction = glm::normalize(move_dir_front);
auto new_pos = m_player_pos + direction * speed * delta_time;
new_pos.y += 1.0f;
if (m_world.can_move(new_pos)) {
new_pos.y -= 1.0f;
m_player_pos = new_pos;
} else {
direction = glm::vec3(0.0f, 0.0f, 0.0f);
}
}
if (glm::length(move_dir_right) > 0.001f) {
if (std::abs(move_dir_right.x) > std::abs(move_dir_right.z)) {
move_dir_right.z = 0.0f;
} else {
move_dir_right.x = 0.0f;
}
direction = glm::normalize(move_dir_right);
auto new_pos = m_player_pos + direction * speed * delta_time;
new_pos.y += 1.0f;
if (m_world.can_move(new_pos)) {
new_pos.y -= 1.0f;
m_player_pos = new_pos;
} else {
direction = glm::vec3(0.0f, 0.0f, 0.0f);
}
}
}
}
if (m_move_state.up) {
auto new_pos = m_player_pos + glm::vec3(0.0f, 1.0f, 0.0f) * speed * 2.0f * delta_time;
new_pos.y += 2.0f;
if (!m_world.is_block(glm::floor(new_pos))) {
new_pos.y -= 2.0f;
m_player_pos = new_pos;
}
}
/*
if (m_move_state.down) {
m_player_pos -= glm::vec3(0.0f, 1.0f, 0.0f) * speed;
}
*/
// calculate the block that is looked
glm::ivec3 block_pos;
glm::vec3 block_normal;
if(ray_cast(glm::vec3(m_player_pos.x, (m_player_pos.y + 1.6f), m_player_pos.z), m_front, block_pos, block_normal)) {
m_look_block = std::move(LookBlock{block_pos, glm::floor(block_normal)});
} else {
m_look_block = std::nullopt;
}
if (m_look_block != std::nullopt) {
if (Input::get_input_state().mouse_state.left) {
if (m_world.is_block(m_look_block->pos)) {
m_world.set_block(m_look_block->pos, 0);
}
Input::get_input_state().mouse_state.left = false;
}
if (Input::get_input_state().mouse_state.right) {
glm::ivec3 near_pos = m_look_block->pos + m_look_block->normal;
if (!m_world.is_block(near_pos)) {
glm::ivec3 p_pos = glm::floor(m_player_pos);
if ((near_pos != p_pos) && (near_pos != (p_pos + glm::ivec3(0 ,1, 0))) && (near_pos != (p_pos + glm::ivec3(0, 2, 0)))) {
m_world.set_block(near_pos, 1);
}
}
Input::get_input_state().mouse_state.right = false;
}
}
static float down_speed = 0.0f;
if (!m_world.is_block(glm::floor(m_player_pos)) && !m_move_state.up) {
down_speed += G * delta_time;
m_player_pos -= glm::vec3(0.0f, 1.0f, 0.0f) * down_speed * delta_time;
} else {
down_speed = 0.0f;
}
if (m_player_pos.y < -50.0f) {
m_player_pos = glm::vec3(0.0f, 16.0f, 0.0f);
}
update_move(delta_time);
update_lookup_block();
}
void Player::update_player_move_state(int key, int action) {
@@ -325,4 +203,198 @@ void Player::update_front_vec(float offset_x, float offset_y) {
m_front.z = -cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
m_front = glm::normalize(m_front);
}
void Player::update_direction() {
m_right = glm::normalize(glm::cross(m_front, glm::vec3(0.0f, 1.0f, 0.0f)));
glm::vec3 move_dir_front = glm::vec3(0.0f);
glm::vec3 move_dir_right = glm::vec3(0.0f);
glm::vec3 move_dir = glm::vec3(0.0f);
if (m_move_state.forward) {
move_dir_front += glm::normalize(glm::vec3(m_front.x, 0.0f, m_front.z));
}
if (m_move_state.back) {
move_dir_front -= glm::normalize(glm::vec3(m_front.x, 0.0f, m_front.z));
}
if (m_move_state.left) {
move_dir_right -= glm::normalize(glm::vec3(m_right.x, 0.0f, m_right.z));
}
if (m_move_state.right) {
move_dir_right += glm::normalize(glm::vec3(m_right.x, 0.0f, m_right.z));
}
move_dir = move_dir_front + move_dir_right;
if (glm::length(move_dir) > 0.001f) {
direction = glm::normalize(move_dir);
}
}
void Player::update_lookup_block() {
// calculate the block that is looked
glm::ivec3 block_pos;
glm::vec3 block_normal;
if(ray_cast(glm::vec3(m_player_pos.x, (m_player_pos.y + 1.6f), m_player_pos.z), m_front, block_pos, block_normal)) {
m_look_block = LookBlock{block_pos, glm::floor(block_normal)};
} else {
m_look_block = std::nullopt;
}
if (m_look_block != std::nullopt) {
if (Input::get_input_state().mouse_state.left) {
if (m_world.is_block(m_look_block->pos)) {
m_world.set_block(m_look_block->pos, 0);
}
Input::get_input_state().mouse_state.left = false;
}
if (Input::get_input_state().mouse_state.right) {
glm::ivec3 near_pos = m_look_block->pos + m_look_block->normal;
if (!m_world.is_block(near_pos)) {
glm::ivec3 p_pos = glm::floor(m_player_pos);
if ((near_pos != p_pos) && (near_pos != (p_pos + glm::ivec3(0 ,1, 0))) ) {
m_world.set_block(near_pos, 1);
}
}
Input::get_input_state().mouse_state.right = false;
}
}
}
void Player::update_move(float delta_time) {
// calculate speed
if (m_move_state.forward || m_move_state.back || m_move_state.left || m_move_state.right || m_move_state.up) {
direction = glm::vec3(0.0f, 0.0f, 0.0f);
speed += ACCELERATION * delta_time;
if (speed > m_speed) {
speed = m_speed;
}
} else {
speed += -DECELERATION * delta_time;
if (speed < 0) {
speed = 0;
direction = glm::vec3(0.0f, 0.0f, 0.0f);
}
}
update_direction();
move_distance = {direction.x * speed * delta_time, 0.0f, direction.z * speed * delta_time};
static float up_a = 0.0f;
static float y_a = 0.0f;
if (m_move_state.up && can_up) {
up_a = 100.f;
can_up = false;
}
y_a = -G + up_a;
down_speed += y_a * delta_time;
move_distance.y = down_speed * delta_time;
up_a -= 490.0f * delta_time;
if (up_a < 0.0f) {
up_a = 0.0f;
}
// y
update_y_move();
// x
update_x_move();
update_z_move();
if (m_player_pos.y < -15.0f) {
m_player_pos.y = 15.0f;
}
}
void Player::update_x_move() {
m_player_pos.x += move_distance.x;
AABB player_box = get_aabb();
int minx = std::floor(player_box.min.x);
int maxx = std::floor(player_box.max.x);
int miny = std::floor(player_box.min.y);
int maxy = std::floor(player_box.max.y);
int minz = std::floor(player_box.min.z);
int maxz = std::floor(player_box.max.z);
for (int x = minx; x <= maxx; ++x) {
for (int y = miny; y <= maxy; ++y) {
for (int z = minz; z <= maxz; ++z) {
if (m_world.is_block(glm::vec3{x, y, z})) {
AABB block_box = {
glm::vec3{static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)},
glm::vec3{static_cast<float>(x + 1), static_cast<float>(y + 1), static_cast<float>(z + 1)}
};
if (player_box.intersects(block_box)) {
m_player_pos.x -= move_distance.x;
return;
}
}
}
}
}
}
void Player::update_y_move() {
m_player_pos.y += move_distance.y;
AABB player_box = get_aabb();
int minx = std::floor(player_box.min.x);
int maxx = std::floor(player_box.max.x);
int miny = std::floor(player_box.min.y);
int maxy = std::floor(player_box.max.y);
int minz = std::floor(player_box.min.z);
int maxz = std::floor(player_box.max.z);
for (int x = minx; x <= maxx; ++x) {
for (int y = miny; y <= maxy; ++y) {
for (int z = minz; z <= maxz; ++z) {
if (m_world.is_block(glm::vec3{x, y, z})) {
AABB block_box = {
glm::vec3{static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)},
glm::vec3{static_cast<float>(x + 1), static_cast<float>(y + 1), static_cast<float>(z + 1)}
};
if (player_box.intersects(block_box)) {
m_player_pos.y -= move_distance.y;
down_speed = 0.0f;
can_up = true;
return;
}
}
}
}
}
}
void Player::update_z_move() {
m_player_pos.z += move_distance.z;
AABB player_box = get_aabb();
int minx = std::floor(player_box.min.x);
int maxx = std::floor(player_box.max.x);
int miny = std::floor(player_box.min.y);
int maxy = std::floor(player_box.max.y);
int minz = std::floor(player_box.min.z);
int maxz = std::floor(player_box.max.z);
for (int x = minx; x <= maxx; ++x) {
for (int y = miny; y <= maxy; ++y) {
for (int z = minz; z <= maxz; ++z) {
if (m_world.is_block(glm::vec3{x, y, z})) {
AABB block_box = {
glm::vec3{static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)},
glm::vec3{static_cast<float>(x + 1), static_cast<float>(y + 1), static_cast<float>(z + 1)}
};
if (player_box.intersects(block_box)) {
m_player_pos.z -= move_distance.z;
return;
}
}
}
}
}
}

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@@ -12,15 +12,10 @@ World::~World() {
}
bool World::can_move(const glm::vec3& pos) const{
bool World::can_move(const AABB& player_box) const{
if (is_block(glm::floor(glm::vec3(pos.x, pos.y - 0.5f, pos.z)))) {
return false;
}
if (is_block(glm::floor(glm::vec3(pos.x, pos.y + 0.5f, pos.z)))) {
return false;
}
return true;
}

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@@ -1,6 +1,7 @@
#include <Cubed/app.hpp>
#include <Cubed/camera.hpp>
#include <Cubed/config.hpp>
#include <Cubed/gameplay/player.hpp>
#include <Cubed/gameplay/world.hpp>
#include <Cubed/texture_manager.hpp>
#include <Cubed/renderer.hpp>
@@ -12,6 +13,8 @@
#include <GLFW/glfw3.h>
#include <glm/gtc/type_ptr.hpp>
#include <format>
Renderer::Renderer(const Camera& camera, World& world, const TextureManager& texture_manager):
m_camera(camera),
m_texture_manager(texture_manager),
@@ -190,6 +193,10 @@ void Renderer::render_text() {
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_ui_proj));
Font::render_text(shader, std::string{"FPS: " + std::to_string(static_cast<int>(App::get_fps()))}, 0.0f, 50.0f, 1.0f, glm::vec3(1.0f, 1.0f, 1.0f));
Font::render_text(shader, "Version: v0.0.1-Debug", 0.0f, 100.0f, 0.8f, glm::vec3(1.0f, 1.0f, 1.0f));
const auto& player = m_world.get_player("TestPlayer");
const auto& pos = player.get_player_pos();
std::string player_pos = std::format("x: {:.2f} y: {:.2f} z: {:.2f}", pos.x, pos.y, pos.z);
Font::render_text(shader, player_pos, 0.0f, 150.0f, 0.8f, glm::vec3(1.0f, 1.0f, 1.0f));
glEnable(GL_DEPTH_TEST);
}