switched distance calculation to ||.||_2

This commit is contained in:
Alexandre 2025-02-07 20:36:13 +01:00
parent 1fe7b14d86
commit e161db3807
13 changed files with 49 additions and 55 deletions

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@ -274,28 +274,19 @@ double distance_pt_seg_3d(double x, double y, double z, double sx, double sy, do
double distance_pt_cube_axis(double coord, double begin, double end) { double distance_pt_cube_axis(double coord, double begin, double end) {
if(coord < begin) { if(coord < begin) {
return (begin-coord); return (begin);
} else if(coord > end) { } else if(coord > end) {
return (coord-end); return (end);
} else { } else {
return 0.0; return (coord);
}
}
double distance_pt_cube_axis_max(double coord, double begin, double end) {
if(coord < (begin+end)/2) {
return absf(end-coord);
} else {
return absf(begin-coord);
} }
} }
double distance_pt_cube_aligned_3d(double x0, double y0, double z0, double cx, double cy, double cz, double cw, double ch, double cd) { double distance_pt_cube_aligned_3d(double x0, double y0, double z0, double cx, double cy, double cz, double cw, double ch, double cd) {
return (distance_pt_cube_axis(x0, cx, cx+cw)+distance_pt_cube_axis(y0, cy, cy+ch)+distance_pt_cube_axis(z0, cz, cz+cd)); double clx = distance_pt_cube_axis(x0, cx, cx+cw);
} double cly = distance_pt_cube_axis(y0, cy, cy+ch);
double clz = distance_pt_cube_axis(z0, cz, cz+cd);
double distance_pt_cube_aligned_3d_max(double x0, double y0, double z0, double cx, double cy, double cz, double cw, double ch, double cd) { return sqrt((x0-clx)*(x0-clx) + (y0-cly)*(y0-cly) + (z0-clz)*(z0-clz));
return (distance_pt_cube_axis_max(x0, cx, cx+cw)+distance_pt_cube_axis_max(y0, cy, cy+ch)+distance_pt_cube_axis_max(z0, cz, cz+cd));
} }
double distance_pt_cube_0_3d(double x0, double y0, double z0, cube_0* c) { double distance_pt_cube_0_3d(double x0, double y0, double z0, cube_0* c) {

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@ -48,13 +48,8 @@ double distance_pt_pt_3d(double x0, double y0, double z0, double x1, double y1,
double distance_pt_pt_2d_sq(double x0, double y0, double x1, double y1); double distance_pt_pt_2d_sq(double x0, double y0, double x1, double y1);
double distance_pt_pt_3d_sq(double x0, double y0, double z0, double x1, double y1, double z1); double distance_pt_pt_3d_sq(double x0, double y0, double z0, double x1, double y1, double z1);
double distance_pt_seg_3d(double x, double y, double z, double sx, double sy, double sz, double ex, double ey, double ez); double distance_pt_seg_3d(double x, double y, double z, double sx, double sy, double sz, double ex, double ey, double ez);
double distance_pt_cube_axis(double coord, double begin, double end);
double distance_pt_cube_aligned_3d(double x0, double y0, double z0, double cx, double cy, double cz, double cw, double ch, double cd);
double distance_pt_cube_0_3d(double x0, double y0, double z0, cube_0* c); double distance_pt_cube_0_3d(double x0, double y0, double z0, cube_0* c);
double distance_pt_cube_axis_max(double coord, double begin, double end);
double distance_pt_cube_aligned_3d_max(double x0, double y0, double z0, double cx, double cy, double cz, double cw, double ch, double cd);
void remove_entity(entity** arr, int* memlen, int* len, int index); void remove_entity(entity** arr, int* memlen, int* len, int index);
void add_entity(entity** arr, int* memlen, int* len, entity* ent); void add_entity(entity** arr, int* memlen, int* len, entity* ent);

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@ -68,7 +68,8 @@ void gl_renderTriangle(unsigned int shaderProgram, unsigned int VAO, unsigned in
glDrawArrays(GL_TRIANGLES, 0, 3); glDrawArrays(GL_TRIANGLES, 0, 3);
} }
double near = 0.4 ; //double near = 0.4 ;
double near = 0.0 ;
double far = 10.0 ; double far = 10.0 ;
double top = 1.0 ; double top = 1.0 ;

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@ -108,9 +108,9 @@ void translatePlayer(float dtime, int* hp, int* dmg, entity* ent, cube_0* ret) {
double dx = ent->metad4*(cos((double)(ent->metai1*(sim_time+(double)dtime)/ent->metai2 + ent->metai3*3.14159/180.0))-cos((double)(ent->metai1*sim_time/ent->metai2 + ent->metai3*3.14159/180.0))); double dx = ent->metad4*(cos((double)(ent->metai1*(sim_time+(double)dtime)/ent->metai2 + ent->metai3*3.14159/180.0))-cos((double)(ent->metai1*sim_time/ent->metai2 + ent->metai3*3.14159/180.0)));
double dy = ent->metad5*(cos((double)(ent->metai1*(sim_time+(double)dtime)/ent->metai2 + ent->metai3*3.14159/180.0))-cos((double)(ent->metai1*sim_time/ent->metai2 + ent->metai3*3.14159/180.0))); double dy = ent->metad5*(cos((double)(ent->metai1*(sim_time+(double)dtime)/ent->metai2 + ent->metai3*3.14159/180.0))-cos((double)(ent->metai1*sim_time/ent->metai2 + ent->metai3*3.14159/180.0)));
double dz = ent->metad6*(cos((double)(ent->metai1*(sim_time+(double)dtime)/ent->metai2 + ent->metai3*3.14159/180.0))-cos((double)(ent->metai1*sim_time/ent->metai2 + ent->metai3*3.14159/180.0))); double dz = ent->metad6*(cos((double)(ent->metai1*(sim_time+(double)dtime)/ent->metai2 + ent->metai3*3.14159/180.0))-cos((double)(ent->metai1*sim_time/ent->metai2 + ent->metai3*3.14159/180.0)));
fx += dx/(dtime*dtime); //fx += dx/(dtime*dtime);
fy += dy/(dtime*dtime); fy += dy/(dtime*dtime);
fz += dz/(dtime*dtime); //fz += dz/(dtime*dtime);
} }
void go_to_player(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret) { void go_to_player(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret) {

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@ -342,7 +342,7 @@ int main_alt() {
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// ------------------------------------------------------------------------------- // -------------------------------------------------------------------------------
processInput(window, delta); processInput(window, delta);
movePlayerG(deltad); movePlayerG(delta);
teleport_on_edge(); teleport_on_edge();
update_entities(delta); update_entities(delta);
updateProj(delta); updateProj(delta);

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@ -21,7 +21,7 @@ double fov = 90.0;
double creative_speed = 0.3; double creative_speed = 0.3;
double speed = 8.0; double speed = 8.0;
double vtmult = 1.5; double vtmult = 1.5;
double min_dist = 0.7; double min_dist = 0.1;
double friction = 0.8; double friction = 0.8;
double gravity_factor = 9.8; double gravity_factor = 9.8;
// ---------------------------------------------------------------------------------------------------- // // ---------------------------------------------------------------------------------------------------- //
@ -56,6 +56,8 @@ int collisionVal = 0;
double room_width; double room_width;
double room_depth; double room_depth;
double sq2;
void init_csts() { void init_csts() {
camx = 2.0; camx = 2.0;
camy = 5.0; camy = 5.0;
@ -70,6 +72,7 @@ void init_csts() {
fade_dmg = 0; fade_dmg = 0;
room_width = 16.0; room_width = 16.0;
room_depth = 16.0; room_depth = 16.0;
sq2 = sqrt(2);
stop_evetything = false; stop_evetything = false;
tan_fov = tan((fov * 3.14159 / 180.0) / 2.0); tan_fov = tan((fov * 3.14159 / 180.0) / 2.0);
} }
@ -93,26 +96,26 @@ pt_2d normal;
double p1, p2, p3; double p1, p2, p3;
void getSF(cube_0* cb, int sf) { void getSF(cube_0* cb, int sf) {
if(sf == 0 || sf == 1) { if(sf == 0 || sf == 1) {
project_to_cube(cb->x + (sf==0)*cb->w, cb->y -(min_dist*0), cb->z -(min_dist*0), &p1, &p2, &p3, cb); project_to_cube(cb->x + (sf==0)*(cb->w), cb->y , cb->z , &p1, &p2, &p3, cb);
surface[0] = (pt_2d){.x = p1, .y = p2, .z = p3}; surface[0] = (pt_2d){.x = p1, .y = p2, .z = p3};
project_to_cube(cb->x + (sf==0)*cb->w, cb->y + cb->h +2*(min_dist*0), cb->z -(min_dist*0), &p1, &p2, &p3, cb); project_to_cube(cb->x + (sf==0)*(cb->w), cb->y + cb->h, cb->z , &p1, &p2, &p3, cb);
surface[1] = (pt_2d){.x = p1, .y = p2, .z = p3}; surface[1] = (pt_2d){.x = p1, .y = p2, .z = p3};
project_to_cube(cb->x + (sf==0)*cb->w, cb->y -(min_dist*0), cb->z + cb->d +2*(min_dist*0), &p1, &p2, &p3, cb); project_to_cube(cb->x + (sf==0)*(cb->w), cb->y , cb->z + cb->d, &p1, &p2, &p3, cb);
surface[2] = (pt_2d){.x = p1, .y = p2, .z = p3}; surface[2] = (pt_2d){.x = p1, .y = p2, .z = p3};
} else if(sf == 2 || sf == 3) { } else if(sf == 2 || sf == 3) {
project_to_cube(cb->x -(min_dist*0), cb->y + (sf==2)*cb->h, cb->z -(min_dist*0), &p1, &p2, &p3, cb); project_to_cube(cb->x , cb->y + (sf==2)*(cb->h), cb->z , &p1, &p2, &p3, cb);
surface[0] = (pt_2d){.x = p1, .y = p2, .z = p3}; surface[0] = (pt_2d){.x = p1, .y = p2, .z = p3};
project_to_cube(cb->x + cb->w +2*(min_dist*0), cb->y + (sf==2)*cb->h, cb->z -(min_dist*0), &p1, &p2, &p3, cb); project_to_cube(cb->x + cb->w, cb->y + (sf==2)*(cb->h), cb->z , &p1, &p2, &p3, cb);
surface[1] = (pt_2d){.x = p1, .y = p2, .z = p3}; surface[1] = (pt_2d){.x = p1, .y = p2, .z = p3};
project_to_cube(cb->x -(min_dist*0), cb->y + (sf==2)*cb->h, cb->z + cb->d +2*(min_dist*0), &p1, &p2, &p3, cb); project_to_cube(cb->x , cb->y + (sf==2)*(cb->h), cb->z + cb->d, &p1, &p2, &p3, cb);
surface[2] = (pt_2d){.x = p1, .y = p2, .z = p3}; surface[2] = (pt_2d){.x = p1, .y = p2, .z = p3};
} else { } else {
project_to_cube(cb->x -(min_dist*0), cb->y -(min_dist*0), cb->z + cb->d*(sf==4), &p1, &p2, &p3, cb); project_to_cube(cb->x , cb->y , cb->z + (sf==4)*(cb->d), &p1, &p2, &p3, cb);
surface[0] = (pt_2d){.x = p1, .y = p2, .z = p3}; surface[0] = (pt_2d){.x = p1, .y = p2, .z = p3};
project_to_cube(cb->x + cb->w +2*(min_dist*0), cb->y -(min_dist*0), cb->z + cb->d*(sf==4), &p1, &p2, &p3, cb); project_to_cube(cb->x + cb->w, cb->y , cb->z + (sf==4)*(cb->d), &p1, &p2, &p3, cb);
surface[1] = (pt_2d){.x = p1, .y = p2, .z = p3}; surface[1] = (pt_2d){.x = p1, .y = p2, .z = p3};
project_to_cube(cb->x -(min_dist*0), cb->y + cb->h +2*(min_dist*0), cb->z + cb->d*(sf==4), &p1, &p2, &p3, cb); project_to_cube(cb->x , cb->y + cb->h, cb->z + (sf==4)*(cb->d), &p1, &p2, &p3, cb);
surface[2] = (pt_2d){.x = p1, .y = p2, .z = p3}; surface[2] = (pt_2d){.x = p1, .y = p2, .z = p3};
} }
} }
@ -140,7 +143,11 @@ void normalize(pt_2d* p) {
void updateF(cube_0* cb, double dtime) { void updateF(cube_0* cb, double dtime) {
for(int d = 0; d < 6; d++) { for(int d = 0; d < 6; d++) {
cb->x -= min_dist; cb->y -= min_dist; cb->z -= min_dist;
cb->w += 2*min_dist; cb->h += 2*min_dist; cb->d += 2*min_dist;
getSF(cb, d); getSF(cb, d);
cb->x += min_dist; cb->y += min_dist; cb->z += min_dist;
cb->w -= 2*min_dist; cb->h -= 2*min_dist; cb->d -= 2*min_dist;
getDirectors(); getDirectors();
getNormal(); getNormal();
if(d%2==1) { if(d%2==1) {
@ -153,10 +160,10 @@ void updateF(cube_0* cb, double dtime) {
normalize(&vtdt); normalize(&vtdt);
normalize(&vt); normalize(&vt);
if( if(
(dot3D(vt, normal) <= 0.0 && dot3D(vtdt, normal) > 0.0) || (dot3D(vt, normal) <= 0.0 && dot3D(vtdt, normal) >= 0.0) ||
(dot3D(vt, normal) >= 0.0 && dot3D(vtdt, normal) < 0.0) (dot3D(vt, normal) >= 0.0 && dot3D(vtdt, normal) <= 0.0)
) { ) {
//printf("%d\n", d); printf("%d\n", d);
double normv = sqrt(camvx*camvx + camvy*camvy + camvz*camvz); double normv = sqrt(camvx*camvx + camvy*camvy + camvz*camvz);
double alpha = acos(dot3D(normal, (pt_2d){.x = camvx, .y = camvy, .z = camvz})/normv); double alpha = acos(dot3D(normal, (pt_2d){.x = camvx, .y = camvy, .z = camvz})/normv);
@ -201,9 +208,6 @@ bool is_colliding(float dtime) {
for(int k = 0; k < current_room->ent_len; k++) { for(int k = 0; k < current_room->ent_len; k++) {
double dist = distance_pt_cube_0_3d(camx, camy, camz, current_room->ents[k]->pos); double dist = distance_pt_cube_0_3d(camx, camy, camz, current_room->ents[k]->pos);
if(dist <= min_dist) { if(dist <= min_dist) {
if(updateForces) {
updateF(current_room->ents[k]->pos, (double)dtime);
}
if(current_room->ents[k]->onHit != NULL) { if(current_room->ents[k]->onHit != NULL) {
(*current_room->ents[k]->onHit)(dtime, current_room->ents[k]->hitpoints, &current_room->ents[k]->damage, current_room->ents[k], &(*(current_room->ents[k]->pos))); (*current_room->ents[k]->onHit)(dtime, current_room->ents[k]->hitpoints, &current_room->ents[k]->damage, current_room->ents[k], &(*(current_room->ents[k]->pos)));
if(*(current_room->ents[k]->hitpoints) <= 0) { if(*(current_room->ents[k]->hitpoints) <= 0) {
@ -211,6 +215,10 @@ bool is_colliding(float dtime) {
(*current_room->ents[k]->onDeath)(dtime); (*current_room->ents[k]->onDeath)(dtime);
} }
remove_entity(current_room->ents, &current_room->ent_memlen, &current_room->ent_len, k); remove_entity(current_room->ents, &current_room->ent_memlen, &current_room->ent_len, k);
} else {
if(updateForces) {
updateF(current_room->ents[k]->pos, (double)dtime);
}
} }
} }
return true; return true;
@ -219,7 +227,7 @@ bool is_colliding(float dtime) {
return false; return false;
} }
void movePlayerG(double dtime) { void movePlayerG(float dtime) {
updateForces = true; updateForces = true;
fx = 0.0; fx = 0.0;
fy = 0.0; fy = 0.0;
@ -234,9 +242,8 @@ void movePlayerG(double dtime) {
camy += dely; camy += dely;
camz += delz; camz += delz;
if(is_colliding(dtime)) { if(is_colliding(dtime)) {
//camvx = 0.0; printf("HIT\n");
//camvy = 0.0; //printf("[%lf, %lf, %lf]\n{%lf, %lf, %lf}\n\n", fx, fy, fz, camvx, camvy, camvz);
//camvz = 0.0;
} }
camx -= delx; camx -= delx;
camy -= dely; camy -= dely;

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@ -5,6 +5,6 @@ void init_csts();
bool is_colliding(float dtime); bool is_colliding(float dtime);
void teleport_on_edge(); void teleport_on_edge();
void movePlayerG(double dtime); void movePlayerG(float dtime);
#endif #endif