]> git.localhorst.tv Git - blank.git/blobdiff - src/world/chunk.cpp
okay, I screwed up collision it seems ^^
[blank.git] / src / world / chunk.cpp
index a6f1521eeeafc39bdacf7478475f21b725007104..4790f28d8456506a3520d98e37f4e0997e0a6571 100644 (file)
@@ -19,6 +19,9 @@
 #include <ostream>
 #include <queue>
 
+#include <iostream>
+#include <glm/gtx/io.hpp>
+
 
 namespace blank {
 
@@ -400,32 +403,95 @@ bool Chunk::Intersection(
        const glm::mat4 &Mchunk,
        std::vector<WorldCollision> &col
 ) noexcept {
+       bool any = false;
+       float penetration;
+       glm::vec3 normal;
+
+       if (!blank::Intersection(box, Mbox, Bounds(), Mchunk, penetration, normal)) {
+               return false;
+       }
+
        // box's origin relative to the chunk
        const glm::vec3 box_coords(Mbox[3] - Mchunk[3]);
        const float box_rad = box.OriginRadius();
 
-       if (distance_squared(box_coords, Center()) > (box_rad + Radius()) * (box_rad + Radius())) {
+       // assume a bounding radius of 2 for blocks
+       constexpr float block_rad = 2.0f;
+       const float bb_radius = box_rad + block_rad;
+
+       const RoughLocation::Fine begin(max(
+               RoughLocation::Fine(0),
+               RoughLocation::Fine(floor(box_coords - bb_radius))
+       ));
+       const RoughLocation::Fine end(min(
+               RoughLocation::Fine(side - 1),
+               RoughLocation::Fine(ceil(box_coords + bb_radius))
+       ) - 1);
+
+       for (RoughLocation::Fine pos(begin); pos.z < end.y; ++pos.z) {
+               for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
+                       for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
+                               int idx = ToIndex(pos);
+                               const BlockType &type = Type(idx);
+                               if (!type.collision || !type.shape) {
+                                       continue;
+                               }
+                               if (type.shape->Intersects(Mchunk * ToTransform(pos, idx), box, Mbox, penetration, normal)) {
+                                       col.emplace_back(this, idx, penetration, normal);
+                                       any = true;
+                               }
+                       }
+               }
+       }
+       return any;
+}
+
+bool Chunk::Intersection(
+       const Entity &entity,
+       const glm::mat4 &Mentity,
+       const glm::mat4 &Mchunk,
+       std::vector<WorldCollision> &col
+) noexcept {
+       // entity's origin relative to the chunk
+       const glm::vec3 entity_coords(Mentity[3] - Mchunk[3]);
+       const float ec_radius = entity.Radius() + Radius();
+
+       if (distance_squared(entity_coords, Center()) > ec_radius * ec_radius) {
                return false;
        }
 
+       if (entity.ID() == 1) {
+               std::cout << "chunk: " << (Position() * 16) << ", entity: " << entity.AbsolutePosition() << std::endl;
+               std::cout << "\tMentity[3]: " << Mentity[3] << std::endl;
+               std::cout << "\tMchunk[3]: " << Mentity[3] << std::endl;
+       }
+
        bool any = false;
        float penetration;
        glm::vec3 normal;
 
        // assume a bounding radius of 2 for blocks
        constexpr float block_rad = 2.0f;
-       for (int idx = 0, z = 0; z < side; ++z) {
-               for (int y = 0; y < side; ++y) {
-                       for (int x = 0; x < side; ++x, ++idx) {
+       const float eb_radius = entity.Radius() + block_rad;
+
+       const RoughLocation::Fine begin(max(
+               RoughLocation::Fine(0),
+               RoughLocation::Fine(floor(entity_coords - eb_radius))
+       ));
+       const RoughLocation::Fine end(min(
+               RoughLocation::Fine(side - 1),
+               RoughLocation::Fine(ceil(entity_coords + eb_radius))
+       ) - 1);
+
+       for (RoughLocation::Fine pos(begin); pos.z < end.y; ++pos.z) {
+               for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
+                       for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
+                               int idx = ToIndex(pos);
                                const BlockType &type = Type(idx);
                                if (!type.collision || !type.shape) {
                                        continue;
                                }
-                               const RoughLocation::Fine block_pos(x, y, z);
-                               const ExactLocation::Fine block_coords(ToCoords(block_pos));
-                               if (distance_squared(box_coords, block_coords) <= (box_rad + block_rad) * (box_rad + block_rad)
-                                       && type.shape->Intersects(Mchunk * ToTransform(block_pos, idx), box, Mbox, penetration, normal)
-                               ) {
+                               if (type.shape->Intersects(Mchunk * ToTransform(pos, idx), entity.Bounds(), Mentity, penetration, normal)) {
                                        col.emplace_back(this, idx, penetration, normal);
                                        any = true;
                                }