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fc4960f25d
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@ -41,3 +41,9 @@ When placing a block, the program now raycasts to place where the camera is look
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It took me a couple of days to fix the ray casting. I forgot that my mesh is offset by 0.5, so 3/4 raycasts looked at least a block off of what the camera was looking at.
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It took me a couple of days to fix the ray casting. I forgot that my mesh is offset by 0.5, so 3/4 raycasts looked at least a block off of what the camera was looking at.
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## 0.7.0 : Physics - 11/18/25
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Woah! The camera doesn't just phase through placed blocks anymore! The camera can also fall into the void for eternity! So cool!
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15
src/Camera.h
15
src/Camera.h
@ -6,7 +6,7 @@
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#include "World.h"
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#include "World.h"
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const float CAMERA_HEIGHT = 0.0f;
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const float CAMERA_HEIGHT = 1.8f;
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const float GRAVITY = 18.6f; // Should be in m/s^2 but it doesn't really work out with 9.8 so we double it
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const float GRAVITY = 18.6f; // Should be in m/s^2 but it doesn't really work out with 9.8 so we double it
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class Camera
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class Camera
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@ -22,6 +22,8 @@ class Camera
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glm::vec3 forward_velocity;
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glm::vec3 forward_velocity;
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glm::vec3 vertical_velocity;
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glm::vec3 vertical_velocity;
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bool grounded;
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float speed;
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float speed;
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glm::vec3 worldUp;
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glm::vec3 worldUp;
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@ -42,6 +44,8 @@ class Camera
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glm::vec3 right = glm::normalize(glm::cross(up, this->direction));
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glm::vec3 right = glm::normalize(glm::cross(up, this->direction));
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this->up = glm::cross(this->direction, right);
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this->up = glm::cross(this->direction, right);
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this->grounded = false;
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}
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}
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Camera(glm::vec3 pos, glm::vec3 target, float speed)
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Camera(glm::vec3 pos, glm::vec3 target, float speed)
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@ -60,6 +64,8 @@ class Camera
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glm::vec3 right = glm::normalize(glm::cross(up, this->direction));
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glm::vec3 right = glm::normalize(glm::cross(up, this->direction));
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this->up = glm::cross(this->direction, right);
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this->up = glm::cross(this->direction, right);
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this->grounded = false;
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}
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}
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glm::mat4 getView()
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glm::mat4 getView()
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@ -100,8 +106,9 @@ class Camera
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target_position[axis] += position_delta[axis];
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target_position[axis] += position_delta[axis];
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glm::vec3 aabb_center = target_position + aabb_center_offset;
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glm::vec3 aabb_center = target_position + aabb_center_offset;
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glm::vec3 min = glm::floor(aabb_center - aabb_half_dims);
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glm::vec3 adjusted_center = aabb_center + glm::vec3(0.5f, 0.5f, 0.5f);
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glm::vec3 max = glm::ceil(aabb_center + aabb_half_dims);
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glm::vec3 min = glm::floor(adjusted_center - aabb_half_dims);
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glm::vec3 max = glm::ceil(adjusted_center + aabb_half_dims);
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bool collided = false;
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bool collided = false;
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for (int x = min.x; x < max.x && !collided; x++) {
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for (int x = min.x; x < max.x && !collided; x++) {
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@ -120,12 +127,14 @@ class Camera
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this->position[axis] = target_position[axis];
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this->position[axis] = target_position[axis];
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} else if (axis == 1) {
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} else if (axis == 1) {
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y_axis_collided = true;
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y_axis_collided = true;
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grounded = true;
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this->vertical_velocity.y = 0.0f;
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this->vertical_velocity.y = 0.0f;
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}
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}
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}
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}
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if (!y_axis_collided) {
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if (!y_axis_collided) {
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this->vertical_velocity.y -= GRAVITY * time;
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this->vertical_velocity.y -= GRAVITY * time;
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grounded = false;
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}
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}
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@ -77,7 +77,7 @@ std::optional<std::pair<glm::ivec3, glm::ivec3>> World::raycast_voxel(glm::vec3
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// Adjust start position to account for voxels being centered at integer + 0.5
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// Adjust start position to account for voxels being centered at integer + 0.5
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// (voxel at pos (0,0,0) occupies space from (-0.5,-0.5,-0.5) to (0.5,0.5,0.5))
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// (voxel at pos (0,0,0) occupies space from (-0.5,-0.5,-0.5) to (0.5,0.5,0.5))
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glm::vec3 adjusted_start = start + glm::vec3(0.5f, 0.5f, 0.5f);
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glm::vec3 adjusted_start = start + glm::vec3(0.5f, 0.5f, 0.5f);
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glm::ivec3 pos = glm::ivec3(std::floor(adjusted_start.x), std::floor(adjusted_start.y), std::floor(adjusted_start.z));
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glm::ivec3 pos = glm::ivec3(std::floor(adjusted_start.x), std::floor(adjusted_start.y), std::floor(adjusted_start.z));
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// std::cout << "[RAYCAST] Starting voxel: (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl;
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// std::cout << "[RAYCAST] Starting voxel: (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl;
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@ -17,7 +17,7 @@ const int EDIT_RANGE = 5;
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// Jump
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// Jump
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const float JUMP_COOLDOWN = 0.0f;
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const float JUMP_COOLDOWN = 0.0f;
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const float JUMP_POWER = 10.0f; // Initial Jump Speed
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const float JUMP_POWER = 7.5f; // Initial Jump Speed
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float last_jump = 0.0f;
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float last_jump = 0.0f;
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// Camera
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// Camera
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@ -193,7 +193,7 @@ void processInput(GLFWwindow *window)
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if(glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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if(glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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// camera.velocity -= glm::normalize(glm::cross(camera.target, glm::normalize(glm::cross(camera.target, camera.worldUp)))) * camera.speed * 0.5f;
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// camera.velocity -= glm::normalize(glm::cross(camera.target, glm::normalize(glm::cross(camera.target, camera.worldUp)))) * camera.speed * 0.5f;
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{
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{
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if (current_time - last_jump > JUMP_COOLDOWN && camera.position.y == 0)
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if (current_time - last_jump > JUMP_COOLDOWN && camera.grounded)
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{
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{
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camera.vertical_velocity.y = JUMP_POWER;
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camera.vertical_velocity.y = JUMP_POWER;
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last_jump = current_time;
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last_jump = current_time;
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@ -269,7 +269,7 @@ int main() {
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// 2. --- Create a Window ---
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// 2. --- Create a Window ---
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Voxel Engine 0.6.1", NULL, NULL);
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Voxel Engine 0.7.0", NULL, NULL);
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if (window == NULL) {
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if (window == NULL) {
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std::cerr << "Failed to create GLFW window" << std::endl;
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std::cerr << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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glfwTerminate();
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