/// check if this ray hits a block
/// depth in the collision is the distance between the ray's
/// origin and the intersection point
- /// M is the global transform for given reference chunk
+ /// reference is the chunk offset of the ray in world space
bool Intersection(
const Ray &,
- const glm::mat4 &M,
- const Chunk::Pos &reference,
+ const ExactLocation::Coarse &reference,
WorldCollision &);
/// check if this ray hits an entity
/// intersections with the reference are not tested
- /// M is the global transform for the chunk of given reference entity
+ /// the ray is assumed to be in world space offset by entity's chunk coords
bool Intersection(
const Ray &,
- const glm::mat4 &M,
const Entity &reference,
EntityCollision &);
/// check if given entity intersects with the world
bool Intersection(const Entity &e, const EntityState &, std::vector<WorldCollision> &);
+ /// combine contacts into a single penetration vector
+ /// depth is given to point towards position of given state
+ static glm::vec3 CombinedInterpenetration(
+ const EntityState &,
+ const std::vector<WorldCollision> &) noexcept;
/// check if given box (M * AABB) intersects with the world
/// M is assumed to be calculated in reference to given chunk coords
const Entity &,
const EntityState &
);
- glm::vec3 CollisionForce(
+ void CollisionFix(
const Entity &,
- const EntityState &
+ EntityState &
);
glm::vec3 Gravity(
const Entity &,