collision and motion test (very scuffed)
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1 changed files with 61 additions and 41 deletions
102
main.c
102
main.c
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@ -106,6 +106,33 @@ void *render_chunks(void *args) {
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return NULL;
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}
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int collision(struct chunk chunk, vec3 pos, vec3 dir_temp, int col, int n) {
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vec3 closestVert = {floor(pos[0] + 0.5), floor(pos[1] + 0.5),
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floor(pos[2] + 0.5)};
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if (col) {
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double xd = dir_temp[0] / (closestVert[0] - (pos[0]));
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double yd = dir_temp[1] / (closestVert[1] - (pos[1]));
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double zd = dir_temp[2] / (closestVert[2] - (pos[2]));
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if (xd < 0 && n == 0) {
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dir_temp[0] = 0;
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pos[0] = closestVert[0];
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return 1;
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}
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if (yd < 0 && n == 1) {
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dir_temp[1] = 0;
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pos[1] = closestVert[1];
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return 1;
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}
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if (zd < 0 && n == 2) {
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dir_temp[2] = 0;
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pos[2] = closestVert[2];
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return 1;
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}
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}
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return 0;
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}
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#define WinMain main
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int main(void) {
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@ -196,7 +223,7 @@ int main(void) {
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pos[1] += (state ? 1 : -1);
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}
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pos[1] += 2.8;
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pos[1] += 15;
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// int x = 0, y = 25, z = 0;
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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@ -210,6 +237,8 @@ int main(void) {
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struct chunk chunk = fetch_chunk(pos[0] / CHUNK_LENGTH, pos[1] / CHUNK_LENGTH,
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pos[2] / CHUNK_LENGTH, 0, 0);
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vec3 dir_temp = {0, 0, 0};
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while (!glfwWindowShouldClose(window)) {
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glfwGetFramebufferSize(window, &width, &height);
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@ -223,78 +252,69 @@ int main(void) {
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mat4x4_identity(m);
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mat4x4_perspective(p, 45.0 / 180.0 * M_PI, ratio, 0.1, 1000);
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vec3 direction = {cosf(cy) * sinf(cx) * 0.2, sinf(cy) * 0.2,
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cosf(cy) * cosf(cx) * 0.2};
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vec3 right = {sinf(cx - 3.14f / 2.0f) * 0.2, 0,
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cosf(cx - 3.14f / 2.0f) * 0.2};
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// TODO: make control code its own thing
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vec3 direction = {cosf(cy) * sinf(cx) * 0.1, sinf(cy) * 0.1,
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cosf(cy) * cosf(cx) * 0.1};
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vec3 right = {sinf(cx - 3.14f / 2.0f) * 0.1, 0,
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cosf(cx - 3.14f / 2.0f) * 0.1};
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vec3 front = {sinf(cx) * 0.2, 0, cosf(cx) * 0.2};
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vec3 dir_temp = {0, 0, 0};
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vec3 front = {sinf(cx) * 0.1, 0, cosf(cx) * 0.1};
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vec3 pos_temp = {0, 0, 0};
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vec3_dup(pos_temp, pos);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
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vec3_sub(dir_temp, dir_temp, front);
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vec3_sub(pos, pos, front);
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}
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
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vec3_add(dir_temp, dir_temp, front);
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vec3_add(pos, pos, front);
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}
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
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vec3_sub(dir_temp, dir_temp, direction);
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vec3_sub(pos, pos, direction);
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}
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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vec3_add(dir_temp, dir_temp, direction);
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vec3_add(pos, pos, direction);
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}
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
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vec3_add(dir_temp, dir_temp, right);
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vec3_add(pos, pos, right);
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}
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
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vec3_sub(dir_temp, dir_temp, right);
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vec3_sub(pos, pos, right);
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}
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vec3 closestVert = {floor(pos[0] + 0.5), floor(pos[1] + 0.5),
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floor(pos[2] + 0.5)};
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vec3_scale(dir_temp, dir_temp, 0.6);
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if ((dir_temp[0] != 0 || dir_temp[1] != 0 || dir_temp[2] != 0) &&
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(cube_exists(pos[0], pos[1], pos[2], chunk, 0) ||
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cube_exists(pos[0], pos[1] - 1.0, pos[2], chunk, 0) ||
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cube_exists(pos[0], pos[1] - 1.8, pos[2], chunk, 0))) {
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double xd = dir_temp[0] / (closestVert[0] - pos[0]);
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double yd = dir_temp[1] / (closestVert[1] - pos[1]);
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double zd = dir_temp[2] / (closestVert[2] - pos[2]);
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int s = 0;
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if (xd < 0.0) {
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pos[0] = closestVert[0];
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}
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if (yd < 0.0) {
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pos[1] = closestVert[1];
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}
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if (zd < 0.0) {
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pos[2] = closestVert[2];
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}
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// double d = fabs(1.0 / od);
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// vec3_scale(dir_temp, dir_temp, (d > 1.0) ? 1.0 : d);
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// vec3_sub(pos_temp, pos, dir_temp);
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// vec3_dup(pos, pos_temp);
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vec3 off = {0, 0, 0};
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int col = 0;
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for (int a = -2; a < 0; a++) {
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off[1] = a;
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col = col || cube_exists(pos[0] + off[0], pos[1] + off[1],
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pos[2] + off[2], chunk, 0);
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}
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vec3_add(pos, pos, dir_temp);
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dir_temp[1] -= 0.07;
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if (collision(chunk, pos, dir_temp, col, 1)) {
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col = 0;
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for (int a = -2; a < 0; a++) {
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off[1] = a;
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col = col || cube_exists(pos[0] + off[0], pos[1] + off[1],
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pos[2] + off[2], chunk, 0);
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}
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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dir_temp[1] = 3;
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}
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}
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collision(chunk, pos, dir_temp, col, 0);
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collision(chunk, pos, dir_temp, col, 2);
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vec3 dir_pos;
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vec3_scale(direction, direction, 100.0);
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vec3_add(dir_pos, direction, pos);
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