]> git.localhorst.tv Git - blank.git/blobdiff - src/world/World.cpp
made chunk neighbor linkage a little safer
[blank.git] / src / world / World.cpp
index cb8186d5f1f10ce27e337030215d060fbe1ee931..94cd092f88c03a7fd40562342231e06c6bb00dfc 100644 (file)
@@ -6,6 +6,7 @@
 
 #include <iostream>
 #include <limits>
+#include <glm/gtx/io.hpp>
 #include <glm/gtx/transform.hpp>
 
 
@@ -28,84 +29,123 @@ World::World(const Config &config)
 
        { // white block
                BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape);
+               type.label = "White Block";
                type.block_light = true;
+               type.collision = true;
+               type.collide_block = true;
                type.fill = block_fill;
                blockType.Add(type);
        }
        { // white slab
                BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape);
+               type.label = "White Slab";
                type.block_light = true;
+               type.collision = true;
+               type.collide_block = true;
                type.fill = slab_fill;
                blockType.Add(type);
        }
        { // white stair
                BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape);
+               type.label = "White Stair";
                type.block_light = true;
+               type.collision = true;
+               type.collide_block = true;
                type.fill = stair_fill;
                blockType.Add(type);
        }
 
        { // red block
                BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape);
+               type.label = "Red Block";
                type.block_light = true;
+               type.collision = true;
+               type.collide_block = true;
                type.fill = block_fill;
                blockType.Add(type);
        }
        { // red slab
                BlockType type(true, { 1.0f, 0.0f, 0.0f }, &slabShape);
+               type.label = "Red Slab";
                type.block_light = true;
+               type.collision = true;
+               type.collide_block = true;
                type.fill = slab_fill;
                blockType.Add(type);
        }
        { // red stair
                BlockType type(true, { 1.0f, 0.0f, 0.0f }, &stairShape);
+               type.label = "Red Stair";
                type.block_light = true;
+               type.collision = true;
+               type.collide_block = true;
                type.fill = stair_fill;
                blockType.Add(type);
        }
 
        { // green block
                BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape);
+               type.label = "Green Block";
                type.block_light = true;
+               type.collision = true;
+               type.collide_block = true;
                type.fill = block_fill;
                blockType.Add(type);
        }
        { // green slab
                BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape);
+               type.label = "Green Slab";
                type.block_light = true;
+               type.collision = true;
+               type.collide_block = true;
                type.fill = slab_fill;
                blockType.Add(type);
        }
        { // green stair
                BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape);
+               type.label = "Green Stair";
                type.block_light = true;
+               type.collision = true;
+               type.collide_block = true;
                type.fill = stair_fill;
                blockType.Add(type);
        }
 
        { // blue block
                BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape);
+               type.label = "Blue Block";
                type.block_light = true;
+               type.collision = true;
+               type.collide_block = true;
                type.fill = block_fill;
                blockType.Add(type);
        }
        { // blue slab
                BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape);
+               type.label = "Blue Slab";
                type.block_light = true;
+               type.collision = true;
+               type.collide_block = true;
                type.fill = slab_fill;
                blockType.Add(type);
        }
        { // blue stair
                BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape);
+               type.label = "Blue Stair";
                type.block_light = true;
+               type.collision = true;
+               type.collide_block = true;
                type.fill = stair_fill;
                blockType.Add(type);
        }
 
        { // glowing yellow block
                BlockType type(true, { 1.0f, 1.0f, 0.0f }, &blockShape);
+               type.label = "Light";
                type.luminosity = 15;
                type.block_light = true;
+               type.collision = true;
+               type.collide_block = true;
                type.fill = block_fill;
                blockType.Add(type);
        }
@@ -179,14 +219,15 @@ bool World::Intersection(
 bool World::Intersection(const Entity &e, std::vector<WorldCollision> &col) {
        AABB box = e.Bounds();
        glm::mat4 M = e.Transform(player->ChunkCoords());
+       bool any = false;
        // TODO: this only needs to check the chunks surrounding the entity's chunk position
        //       need find out if that is quicker than the rough chunk bounds test
        for (Chunk &cur_chunk : chunks.Loaded()) {
                if (cur_chunk.Intersection(box, M, cur_chunk.Transform(player->ChunkCoords()), col)) {
-                       return true;
+                       any = true;
                }
        }
-       return false;
+       return any;
 }
 
 
@@ -221,8 +262,36 @@ void World::Update(int dt) {
        chunks.Update(dt);
 }
 
-void World::Resolve(const Entity &e, std::vector<WorldCollision> &col) {
-       std::cout << e.Name() << " entity intersects world at " << col.size() << " blocks" << std::endl;
+void World::Resolve(Entity &e, std::vector<WorldCollision> &col) {
+       // determine displacement for each cardinal axis and move entity accordingly
+       glm::vec3 min_disp(0.0f);
+       glm::vec3 max_disp(0.0f);
+       for (const WorldCollision &c : col) {
+               if (!c.Blocks()) continue;
+               glm::vec3 local_disp(c.normal * c.depth);
+               // swap if neccessary (normal may point away from the entity)
+               if (dot(c.normal, e.Position() - c.BlockCoords()) < 0) {
+                       local_disp *= -1;
+               }
+               min_disp = min(min_disp, local_disp);
+               max_disp = max(max_disp, local_disp);
+       }
+       // for each axis
+       // if only one direction is set, use that as the final
+       // if both directions are set, use average
+       glm::vec3 final_disp(0.0f);
+       for (int axis = 0; axis < 3; ++axis) {
+               if (std::abs(min_disp[axis]) > std::numeric_limits<float>::epsilon()) {
+                       if (std::abs(max_disp[axis]) > std::numeric_limits<float>::epsilon()) {
+                               final_disp[axis] = (min_disp[axis] + max_disp[axis]) * 0.5f;
+                       } else {
+                               final_disp[axis] = min_disp[axis];
+                       }
+               } else if (std::abs(max_disp[axis]) > std::numeric_limits<float>::epsilon()) {
+                       final_disp[axis] = max_disp[axis];
+               }
+       }
+       e.Move(final_disp);
 }