fix collision bugs
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parent
0f38b89e1c
commit
fa7bb205cc
2 changed files with 33 additions and 26 deletions
57
control.c
57
control.c
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@ -5,6 +5,7 @@
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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int is_space;
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int is_space;
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int ticks = 0;
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int collision(struct chunk chunk, vec3 pos, vec3 dir_temp, int col, int n) {
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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]), floor(pos[1] + 0.5), floor(pos[2])};
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vec3 closestVert = {floor(pos[0]), floor(pos[1] + 0.5), floor(pos[2])};
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@ -13,8 +14,8 @@ int collision(struct chunk chunk, vec3 pos, vec3 dir_temp, int col, int n) {
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double yd = dir_temp[1] / (closestVert[1] - (pos[1]));
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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] - 0.5));
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double zd = dir_temp[2] / (closestVert[2] - (pos[2] - 0.5));
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if (xd < 0 && n == 0) {
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if (xd < 0 && n == 0) {
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pos[0] = (closestVert[0] + 0.5);
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dir_temp[0] = 0;
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dir_temp[0] = 0;
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pos[0] = closestVert[0] + 0.5;
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return 1;
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return 1;
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}
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}
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if (yd < 0 && n == 1) {
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if (yd < 0 && n == 1) {
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@ -23,8 +24,8 @@ int collision(struct chunk chunk, vec3 pos, vec3 dir_temp, int col, int n) {
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return 1;
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return 1;
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}
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}
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if (zd < 0 && n == 2) {
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if (zd < 0 && n == 2) {
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pos[2] = (closestVert[2] + 0.5);
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dir_temp[2] = 0;
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dir_temp[2] = 0;
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pos[2] = closestVert[2] + 0.5;
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return 1;
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return 1;
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}
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}
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}
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}
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@ -36,7 +37,8 @@ struct v3f control_handler(double cx, double cy, vec3 pos, vec3 dir_temp,
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GLFWwindow *window, struct chunk chunk) {
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GLFWwindow *window, struct chunk chunk) {
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double delta = glfwGetTime();
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double delta = glfwGetTime();
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if (delta > 1/60.0) delta = 1/60.0;
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if (delta > 1 / 60.0)
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delta = 1 / 60.0;
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glfwSetTime(0);
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glfwSetTime(0);
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delta *= 30;
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delta *= 30;
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vec3 direction = {cosf(cy) * sinf(cx), sinf(cy), cosf(cy) * cosf(cx)};
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vec3 direction = {cosf(cy) * sinf(cx), sinf(cy), cosf(cy) * cosf(cx)};
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@ -48,39 +50,22 @@ struct v3f control_handler(double cx, double cy, vec3 pos, vec3 dir_temp,
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vec3_dup(pos_temp, pos);
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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_scale(dir_temp, dir_temp, pow(0.9, delta));
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vec3_sub(dir_temp, dir_temp, 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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}
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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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}
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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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}
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vec3_scale(dir_temp, dir_temp, pow(0.9,delta));
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vec3 off = {0, 0, 0};
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vec3 off = {0, 0, 0};
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int col = 0;
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int col = 0;
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for (int a = -2; a < 0; a++) {
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for (int a = -2; a < 1; a++) {
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off[1] = a;
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off[1] = a;
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for (int b = -1; b < 1; b++) {
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for (int b = -1; b < 1; b++) {
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off[0] = (b + 0.5) * 0.95;
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off[0] = (b + 0.5) * 0.8;
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for (int c = -1; c < 1; c++) {
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for (int c = -1; c < 1; c++) {
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off[2] = (c + 0.5) * 0.95;
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off[2] = (c + 0.5) * 0.8;
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col = col || gen_cube(pos[0] + off[0], pos[1] + off[1], pos[2] + off[2],
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col = col || gen_cube(pos[0] + off[0], pos[1] + off[1], pos[2] + off[2],
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chunk, 0, -1);
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chunk, 0, -1);
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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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vec3_add(pos, pos, dir_temp);
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vec3_add(pos, pos, dir_temp);
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dir_temp[1] -= 0.03 * delta;
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dir_temp[1] -= 0.03 * delta;
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@ -99,13 +84,35 @@ struct v3f control_handler(double cx, double cy, vec3 pos, vec3 dir_temp,
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}
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}
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}
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}
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS && !col) {
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dir_temp[1] = 0.5 * delta;
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dir_temp[1] = 0.5 * delta;
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}
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}
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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, 0);
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collision(chunk, pos, dir_temp, col, 2);
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collision(chunk, pos, dir_temp, col, 2);
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if (col) {
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ticks = 4;
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}
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ticks--;
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if (ticks < 0) {
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ticks = 0;
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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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}
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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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}
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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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}
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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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}
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}
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struct v3f dirOut;
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struct v3f dirOut;
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vec3_dup(dirOut.pos, direction);
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vec3_dup(dirOut.pos, direction);
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