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Copy pathPhysicsHandler.py
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138 lines (106 loc) · 4.63 KB
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Copy pathPhysicsHandler.py
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138 lines (106 loc) · 4.63 KB
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from glm import vec3, length
from time import time
import ChunkHandler
import RayHandler
import TagHandler
import TweeningHandler
@TagHandler.ClassTag("PhysicsObjectAABB")
class PhysicsObjectAABB(object):
def __init__(self, world=None, relativePositions=None, relativePositionPriority=None, gravityAffected=False, **kwargs):
super(PhysicsObjectAABB, self).__init__(**kwargs)
self.world = world
self.relativePositions = relativePositions
self.relativePositionPriority = relativePositionPriority
self.gravityAffected = gravityAffected
self.gravityVelocity = 0
self.headPos = vec3(0, 0, 0)
self.movementVector = vec3()
self.movementTweenInfo = TweeningHandler.TweenInfo(time=1/20)
def linkHeadPosToCamera(self, phyHeadPos):
# Ensuring Variable self.phyHeadPos is linked to phyHeadPos
self.headPos = phyHeadPos
@TagHandler.FunctionTag("physics-tick")
def handleMovementAndCollision(self):
movementVectorCopy = vec3(self.movementVector)
self.movementVector = vec3(0, 0, 0)
# Gravity
if self.gravityAffected:
self.gravityVelocity = (self.gravityVelocity - 0.08) * 0.98
movementVectorCopy += vec3(0, self.gravityVelocity, 0)
defaultBlock, closeChunks = RayHandler.DefaultBlockAABB(), ChunkHandler.GetCloseAdjacentChunks(self.world, self.headPos)
multipliers = [
vec3(0, 1, 0),
vec3(0, 0, 1),
vec3(1, 0, 0),
]
inverse = [
vec3(1, 0, 1),
vec3(1, 1, 0),
vec3(0, 1, 1),
]
vectorIndexOrder = [
1, # Y
2, # Z
0 # X
]
if movementVectorCopy.z > movementVectorCopy.x:
multipliers[1], multipliers[2] = multipliers[2], multipliers[1]
inverse[1], inverse[2] = inverse[2], inverse[1]
vectorIndexOrder[1], vectorIndexOrder[2] = vectorIndexOrder[2], vectorIndexOrder[1]
phyHeadPosTemp = vec3(self.headPos)
collisionIndex = [False, False, False]
for vI, vMultiplier in enumerate(multipliers):
movementDirection = movementVectorCopy * vMultiplier
if length(movementDirection) == 0:
continue
moveRay = RayHandler.Ray(
orig=phyHeadPosTemp,
dir=movementDirection
)
didCollide = False
distanceCollisions = []
distanceI = []
s = time()
for i, relPos in enumerate(self.relativePositions):
moveRay.orig = phyHeadPosTemp + relPos
hitPos, *_, hitPosRoundV = RayHandler.FindRayHitBlock(
moveRay,
defaultBlock,
closeChunks,
maxDist=abs(movementDirection[vectorIndexOrder[vI]]),
debug=False
)
if hitPos:
didCollide = True
# Not Instant Collide
if length(hitPos - moveRay.orig):
# True Correction
relBPos = moveRay.dir * -vec3(0.5, 1, 0.5)
hitPos = hitPos * inverse[vI] + (hitPosRoundV + relBPos) * multipliers[vI]
distanceCollisions.append(length(hitPos - moveRay.orig))
distanceI.append(i)
e = time() - s
if not didCollide:
phyHeadPosTemp += movementDirection
else:
vectorCheckIndex = vectorIndexOrder[vI]
direction = round(moveRay.dir[vectorCheckIndex])
priorityDistanceGroup = []
priorityI = []
for priorityGroup in self.relativePositionPriority[(vectorCheckIndex, direction)]:
foundRay = False
for rayIndex in priorityGroup:
if rayIndex in distanceI:
foundRay = True
priorityDistanceGroup.append(distanceCollisions[distanceI.index(rayIndex)])
priorityI.append(rayIndex)
if foundRay:
break
minimumDistance = min(priorityDistanceGroup)
phyHeadPosTemp += moveRay.dir * max(minimumDistance - 0.001, 0)
collisionIndex[vectorCheckIndex] = True
if collisionIndex[1]:
self.gravityVelocity = 0
if self.headPos != phyHeadPosTemp:
tween = TweeningHandler.Tween(self, self.movementTweenInfo, {"headPos": phyHeadPosTemp})
tween.playT()