]> git.localhorst.tv Git - blank.git/blobdiff - src/world/World.cpp
use collision structures for ray tests
[blank.git] / src / world / World.cpp
index 3d3eb6c3d9ba11a6aebc685e01480dca6b6e773f..997a5f0b83346238890a8c952e589613b84c2930 100644 (file)
@@ -1,5 +1,6 @@
 #include "World.hpp"
 
+#include "EntityCollision.hpp"
 #include "WorldCollision.hpp"
 #include "../app/Assets.hpp"
 #include "../app/TextureIndex.hpp"
@@ -57,10 +58,7 @@ std::vector<Candidate> candidates;
 bool World::Intersection(
        const Ray &ray,
        const glm::mat4 &M,
-       Chunk *&chunk,
-       int &blkid,
-       float &dist,
-       glm::vec3 &normal
+       WorldCollision &coll
 ) {
        candidates.clear();
 
@@ -73,35 +71,60 @@ bool World::Intersection(
 
        if (candidates.empty()) return false;
 
-       chunk = nullptr;
-       dist = std::numeric_limits<float>::infinity();
-       blkid = -1;
+       coll.chunk = nullptr;
+       coll.block = -1;
+       coll.depth = std::numeric_limits<float>::infinity();
 
        for (Candidate &cand : candidates) {
-               if (cand.dist > dist) continue;
-               int cur_blkid;
+               if (cand.dist > coll.depth) continue;
+               WorldCollision cur_coll;
+               if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(player->ChunkCoords()), cur_coll)) {
+                       if (cur_coll.depth < coll.depth) {
+                               coll = cur_coll;
+                       }
+               }
+       }
+
+       return coll.chunk;
+}
+
+bool World::Intersection(
+       const Ray &ray,
+       const glm::mat4 &M,
+       EntityCollision &coll
+) {
+       coll.entity = nullptr;
+       coll.depth = std::numeric_limits<float>::infinity();
+       for (Entity &cur_entity : entities) {
+               // TODO: better check for skipping self (because the check might not be for the player)
+               if (&cur_entity == player) {
+                       continue;
+               }
                float cur_dist;
                glm::vec3 cur_normal;
-               if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(player->ChunkCoords()), cur_blkid, cur_dist, cur_normal)) {
-                       if (cur_dist < dist) {
-                               chunk = cand.chunk;
-                               blkid = cur_blkid;
-                               dist = cur_dist;
-                               normal = cur_normal;
+               if (blank::Intersection(ray, cur_entity.Bounds(), M * cur_entity.Transform(player->ChunkCoords()), &cur_dist, &cur_normal)) {
+                       // TODO: fine grained check goes here? maybe?
+                       if (cur_dist < coll.depth) {
+                               coll.entity = &cur_entity;
+                               coll.depth = cur_dist;
+                               coll.normal = cur_normal;
                        }
                }
        }
 
-       return chunk;
+       return coll.entity;
 }
 
 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 (manhattan_radius(cur_chunk.Position() - e.ChunkCoords()) > 1) {
+                       // chunk is not one of the 3x3x3 surrounding the entity
+                       // since there's no entity which can extent over 16 blocks, they can be skipped
+                       continue;
+               }
                if (cur_chunk.Intersection(box, M, cur_chunk.Transform(player->ChunkCoords()), col)) {
                        any = true;
                }