]> git.localhorst.tv Git - blank.git/blobdiff - src/world/world.cpp
try to cleanly destruct world
[blank.git] / src / world / world.cpp
index 51c060c1c5bf411c183e01da278f2ab12422e451..738fa4ad9b06bb7256f66886bfeca86bd5e3bd2c 100644 (file)
@@ -33,6 +33,7 @@ Entity::Entity() noexcept
 , id(-1)
 , name("anonymous")
 , bounds()
+, radius(0.0f)
 , state()
 , heading(0.0f, 0.0f, -1.0f)
 , max_vel(5.0f)
@@ -339,7 +340,20 @@ World::World(const BlockTypeRegistry &types, const Config &config)
 }
 
 World::~World() {
-
+       for (Entity &e : entities) {
+               e.Kill();
+       }
+       std::size_t removed = 0;
+       do {
+               removed = 0;
+               for (auto e = entities.begin(), end = entities.end(); e != end; ++e) {
+                       if (e->CanRemove()) {
+                               e = RemoveEntity(e);
+                               end = entities.end();
+                               ++removed;
+                       }
+               }
+       } while (removed > 0 && !entities.empty());
 }
 
 
@@ -458,7 +472,6 @@ std::vector<Candidate> candidates;
 
 bool World::Intersection(
        const Ray &ray,
-       const glm::mat4 &M,
        const ExactLocation::Coarse &reference,
        WorldCollision &coll
 ) {
@@ -466,7 +479,7 @@ bool World::Intersection(
 
        for (Chunk &cur_chunk : chunks) {
                float cur_dist;
-               if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(reference), cur_dist)) {
+               if (cur_chunk.Intersection(ray, reference, cur_dist)) {
                        candidates.push_back({ &cur_chunk, cur_dist });
                }
        }
@@ -482,7 +495,7 @@ bool World::Intersection(
        for (Candidate &cand : candidates) {
                if (cand.dist > coll.depth) continue;
                WorldCollision cur_coll;
-               if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(reference), cur_coll)) {
+               if (cand.chunk->Intersection(ray, reference, cur_coll)) {
                        if (cur_coll.depth < coll.depth) {
                                coll = cur_coll;
                        }
@@ -494,7 +507,6 @@ bool World::Intersection(
 
 bool World::Intersection(
        const Ray &ray,
-       const glm::mat4 &M,
        const Entity &reference,
        EntityCollision &coll
 ) {
@@ -506,7 +518,7 @@ bool World::Intersection(
                }
                float cur_dist;
                glm::vec3 cur_normal;
-               if (blank::Intersection(ray, cur_entity.Bounds(), M * cur_entity.Transform(reference.ChunkCoords()), &cur_dist, &cur_normal)) {
+               if (blank::Intersection(ray, cur_entity.Bounds(), cur_entity.Transform(reference.ChunkCoords()), &cur_dist, &cur_normal)) {
                        // TODO: fine grained check goes here? maybe?
                        if (cur_dist < coll.depth) {
                                coll.entity = &cur_entity;
@@ -520,10 +532,26 @@ bool World::Intersection(
 }
 
 bool World::Intersection(const Entity &e, const EntityState &s, std::vector<WorldCollision> &col) {
-       AABB box = e.Bounds();
+       // TODO: make special case for entities here and in Chunk::Intersection so entity's bounding radius
+       //       doesn't have to be calculated over and over again (sqrt)
        glm::ivec3 reference = s.pos.chunk;
        glm::mat4 M = s.Transform(reference);
-       return Intersection(box, M, reference, col);
+
+       ExactLocation::Coarse begin(reference - 1);
+       ExactLocation::Coarse end(reference + 2);
+
+       bool any = false;
+       for (ExactLocation::Coarse 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) {
+                               Chunk *chunk = chunks.Get(pos);
+                               if (chunk && chunk->Intersection(e, M, chunk->Transform(reference), col)) {
+                                       any = true;
+                               }
+                       }
+               }
+       }
+       return any;
 }
 
 bool World::Intersection(