#include "../app/Assets.hpp"
#include "../geometry/const.hpp"
#include "../geometry/distance.hpp"
+#include "../geometry/rotation.hpp"
#include "../graphics/Format.hpp"
#include "../graphics/Viewport.hpp"
namespace blank {
+namespace {
+
+/// used as a buffer for merging collisions
+std::vector<WorldCollision> col;
+
+}
+
Entity::Entity() noexcept
-: ctrl(nullptr)
+: steering(*this)
+, ctrl(nullptr)
, model()
, id(-1)
, name("anonymous")
, bounds()
, radius(0.0f)
, state()
+, model_transform(1.0f)
+, view_transform(1.0f)
+, speed(0.0f)
, heading(0.0f, 0.0f, -1.0f)
, max_vel(5.0f)
, max_force(25.0f)
}
Entity::Entity(const Entity &other) noexcept
-: ctrl(other.ctrl)
+: steering(*this)
+, ctrl(other.ctrl)
, model(other.model)
, id(-1)
, name(other.name)
}
glm::vec3 Entity::ControlForce(const EntityState &s) const noexcept {
- glm::vec3 force;
- if (HasController()) {
- force = GetController().ControlForce(*this, s);
- } else {
- force = -s.velocity;
- }
- limit(force, max_force);
- return force;
+ return steering.Force(s);
}
void Entity::Position(const glm::ivec3 &c, const glm::vec3 &b) noexcept {
Ray Entity::Aim(const ExactLocation::Coarse &chunk_offset) const noexcept {
glm::mat4 transform = ViewTransform(chunk_offset);
- return Ray{ glm::vec3(transform[3]), -glm::vec3(transform[2]) };
+ Ray ray{ glm::vec3(transform[3]), -glm::vec3(transform[2]) };
+ ray.Update();
+ return ray;
}
void Entity::Update(World &world, float dt) {
if (HasController()) {
GetController().Update(*this, dt);
}
+ steering.Update(world, dt);
UpdatePhysics(world, dt);
UpdateTransforms();
UpdateHeading();
next.pos.block += delta.position * dt;
next.velocity += delta.velocity * dt;
limit(next.velocity, max_vel);
- world.ResolveWorldCollision(*this, next);
next.AdjustPosition();
EntityDerivative out;
if (model) {
view_transform = model.EyesTransform();
} else {
- view_transform = toMat4(glm::quat(glm::vec3(state.pitch, state.yaw, 0.0f)));
+ view_transform = glm::toMat4(glm::quat(glm::vec3(state.pitch, state.yaw, 0.0f)));
}
}
void Entity::UpdateHeading() noexcept {
- speed = length(Velocity());
+ speed = glm::length(Velocity());
if (speed > std::numeric_limits<float>::epsilon()) {
heading = Velocity() / speed;
} else {
// check if our orientation and velocity are aligned
const glm::vec3 forward(-model_transform[2]);
// facing is local -Z rotated about local Y by yaw and transformed into world space
- const glm::vec3 facing(normalize(glm::vec3(glm::vec4(rotateY(glm::vec3(0.0f, 0.0f, -1.0f), state.yaw), 0.0f) * transpose(model_transform))));
+ const glm::vec3 facing(glm::normalize(glm::vec3(glm::vec4(glm::rotateY(glm::vec3(0.0f, 0.0f, -1.0f), state.yaw), 0.0f) * glm::transpose(model_transform))));
// only adjust if velocity isn't almost parallel to up
- float vel_dot_up = dot(Velocity(), up);
+ float vel_dot_up = glm::dot(Velocity(), up);
if (std::abs(1.0f - std::abs(vel_dot_up)) > std::numeric_limits<float>::epsilon()) {
// get direction of velocity projected onto model plane
- glm::vec3 direction(normalize(Velocity() - (Velocity() * vel_dot_up)));
+ glm::vec3 direction(glm::normalize(Velocity() - (Velocity() * vel_dot_up)));
// if velocity points away from our facing (with a little bias), flip it around
// (the entity is "walking backwards")
- if (dot(facing, direction) < -0.1f) {
+ if (glm::dot(facing, direction) < -0.1f) {
direction = -direction;
}
// calculate the difference between forward and direction
- const float absolute_difference = std::acos(dot(forward, direction));
+ const float absolute_difference = std::acos(glm::dot(forward, direction));
// if direction is clockwise with respect to up vector, invert the angle
- const float relative_difference = dot(cross(forward, direction), up) < 0.0f
+ const float relative_difference = glm::dot(glm::cross(forward, direction), up) < 0.0f
? -absolute_difference
: absolute_difference;
// only correct by half the difference max
std::cout << std::endl;
}
// now rotate body by correction and head by -correction
- state.orient = rotate(state.orient, correction, up);
+ state.orient = glm::rotate(state.orient, correction, up);
state.yaw -= correction;
}
}
if (std::abs(state.yaw) > max_head_yaw) {
float deviation = state.yaw < 0.0f ? state.yaw + max_head_yaw : state.yaw - max_head_yaw;
// rotate the entity by deviation about local Y
- state.orient = rotate(state.orient, deviation, up);
+ state.orient = glm::rotate(state.orient, deviation, up);
// and remove from head yaw
state.yaw -= deviation;
// shouldn't be necessary if max_head_yaw is < PI, but just to be sure :p
}
-bool EntityController::MaxOutForce(
- glm::vec3 &out,
- const glm::vec3 &add,
- float max
-) noexcept {
- if (iszero(add) || any(isnan(add))) {
- return false;
- }
- float current = iszero(out) ? 0.0f : length(out);
- float remain = max - current;
- if (remain <= 0.0f) {
- return true;
- }
- float additional = length(add);
- if (additional > remain) {
- out += normalize(add) * remain;
- return true;
- } else {
- out += add;
- return false;
- }
-}
-
EntityState::EntityState()
: pos()
glm::mat4 EntityState::Transform(const glm::ivec3 &reference) const noexcept {
const glm::vec3 translation = RelativePosition(reference);
- glm::mat4 transform(toMat4(orient));
+ glm::mat4 transform(glm::toMat4(orient));
transform[3] = glm::vec4(translation, 1.0f);
return transform;
}
}
+Steering::Steering(const Entity &e)
+: entity(e)
+, target_entity(nullptr)
+, target_velocity(0.0f)
+, accel(1.0f)
+, speed(entity.MaxVelocity())
+, wander_radius(1.0f)
+, wander_dist(2.0f)
+, wander_disp(1.0f)
+, wander_pos(1.0f, 0.0f, 0.0f)
+, obstacle_dir(0.0f)
+, enabled(0) {
+
+}
+
+Steering::~Steering() {
+ ClearTargetEntity();
+}
+
+Steering &Steering::SetTargetEntity(Entity &e) noexcept {
+ ClearTargetEntity();
+ target_entity = &e;
+ e.Ref();
+ return *this;
+}
+
+Steering &Steering::ClearTargetEntity() noexcept {
+ if (target_entity) {
+ target_entity->UnRef();
+ target_entity = nullptr;
+ }
+ return *this;
+}
+
+void Steering::Update(World &world, float dt) {
+ if (AnyEnabled(WANDER)) {
+ UpdateWander(world, dt);
+ }
+ if (AnyEnabled(OBSTACLE_AVOIDANCE)) {
+ UpdateObstacle(world);
+ }
+}
+
+void Steering::UpdateWander(World &world, float dt) {
+ glm::vec3 displacement(
+ world.Random().SNorm() * wander_disp,
+ world.Random().SNorm() * wander_disp,
+ world.Random().SNorm() * wander_disp
+ );
+ if (!iszero(displacement)) {
+ wander_pos = glm::normalize(wander_pos + displacement * dt) * wander_radius;
+ }
+}
+
+void Steering::UpdateObstacle(World &world) {
+ if (!entity.Moving()) {
+ obstacle_dir = glm::vec3(0.0f);
+ return;
+ }
+ AABB box(entity.Bounds());
+ box.min.z = -entity.Speed();
+ box.max.z = 0.0f;
+ glm::mat4 transform(find_rotation(glm::vec3(0.0f, 0.0f, -1.0f), entity.Heading()));
+ transform[3] = glm::vec4(entity.Position(), 1.0f);
+ // check if that box intersects with any blocks
+ col.clear();
+ if (!world.Intersection(box, transform, entity.ChunkCoords(), col)) {
+ obstacle_dir = glm::vec3(0.0f);
+ return;
+ }
+ // if so, pick the nearest collision
+ const WorldCollision *nearest = nullptr;
+ glm::vec3 difference(0.0f);
+ float distance = std::numeric_limits<float>::infinity();
+ for (const WorldCollision &c : col) {
+ // diff points from block to state
+ glm::vec3 diff = entity.GetState().RelativePosition(c.ChunkPos()) - c.BlockCoords();
+ float dist = glm::length2(diff);
+ if (dist < distance) {
+ nearest = &c;
+ difference = diff;
+ distance = dist;
+ }
+ }
+ if (!nearest) {
+ // intersection test lied to us
+ obstacle_dir = glm::vec3(0.0f);
+ return;
+ }
+ // and try to avoid it
+ float to_go = glm::dot(difference, entity.Heading());
+ glm::vec3 point(entity.Position() + entity.Heading() * to_go);
+ obstacle_dir = glm::normalize(point - nearest->BlockCoords()) * (entity.Speed() / std::sqrt(distance));
+}
+
+glm::vec3 Steering::Force(const EntityState &state) const noexcept {
+ glm::vec3 force(0.0f);
+ if (!enabled) {
+ return force;
+ }
+ const float max = entity.MaxControlForce();
+ if (AnyEnabled(HALT)) {
+ if (SumForce(force, Halt(state), max)) {
+ return force;
+ }
+ }
+ if (AnyEnabled(TARGET_VELOCITY)) {
+ if (SumForce(force, TargetVelocity(state, target_velocity), max)) {
+ return force;
+ }
+ }
+ if (AnyEnabled(OBSTACLE_AVOIDANCE)) {
+ if (SumForce(force, ObstacleAvoidance(state), max)) {
+ return force;
+ }
+ }
+ if (AnyEnabled(EVADE_TARGET)) {
+ if (HasTargetEntity()) {
+ if (SumForce(force, Evade(state, GetTargetEntity()), max)) {
+ return force;
+ }
+ } else {
+ std::cout << "Steering: evade enabled, but target entity not set" << std::endl;
+ }
+ }
+ if (AnyEnabled(PURSUE_TARGET)) {
+ if (HasTargetEntity()) {
+ if (SumForce(force, Pursuit(state, GetTargetEntity()), max)) {
+ return force;
+ }
+ } else {
+ std::cout << "Steering: pursuit enabled, but target entity not set" << std::endl;
+ }
+ }
+ if (AnyEnabled(WANDER)) {
+ if (SumForce(force, Wander(state), max)) {
+ return force;
+ }
+ }
+ return force;
+}
+
+bool Steering::SumForce(glm::vec3 &out, const glm::vec3 &in, float max) noexcept {
+ if (iszero(in) || glm::any(glm::isnan(in))) {
+ return false;
+ }
+ float current = iszero(out) ? 0.0f : glm::length(out);
+ float remain = max - current;
+ if (remain <= 0.0f) {
+ return true;
+ }
+ float additional = glm::length(in);
+ if (additional > remain) {
+ out += glm::normalize(in) * remain;
+ return true;
+ } else {
+ out += in;
+ return false;
+ }
+}
+
+glm::vec3 Steering::Halt(const EntityState &state) const noexcept {
+ return state.velocity * -accel;
+}
+
+glm::vec3 Steering::TargetVelocity(const EntityState &state, const glm::vec3 &vel) const noexcept {
+ return (vel - state.velocity) * accel;
+}
+
+glm::vec3 Steering::Seek(const EntityState &state, const ExactLocation &loc) const noexcept {
+ const glm::vec3 diff(loc.Difference(state.pos).Absolute());
+ if (iszero(diff)) {
+ return glm::vec3(0.0f);
+ } else {
+ return TargetVelocity(state, glm::normalize(diff) * speed);
+ }
+}
+
+glm::vec3 Steering::Flee(const EntityState &state, const ExactLocation &loc) const noexcept {
+ const glm::vec3 diff(state.pos.Difference(loc).Absolute());
+ if (iszero(diff)) {
+ return glm::vec3(0.0f);
+ } else {
+ return TargetVelocity(state, glm::normalize(diff) * speed);
+ }
+}
+
+glm::vec3 Steering::Arrive(const EntityState &state, const ExactLocation &loc) const noexcept {
+ const glm::vec3 diff(loc.Difference(state.pos).Absolute());
+ const float dist = glm::length(diff);
+ if (dist < std::numeric_limits<float>::epsilon()) {
+ return glm::vec3(0.0f);
+ } else {
+ const float att_speed = std::min(dist * accel, speed);
+ return TargetVelocity(state, diff * att_speed / dist);
+ }
+}
+
+glm::vec3 Steering::Pursuit(const EntityState &state, const Entity &other) const noexcept {
+ const glm::vec3 diff(state.Diff(other.GetState()));
+ if (iszero(diff)) {
+ return TargetVelocity(state, other.Velocity());
+ } else {
+ const float time_estimate = glm::length(diff) / speed;
+ ExactLocation prediction(other.ChunkCoords(), other.Position() + (other.Velocity() * time_estimate));
+ return Seek(state, prediction);
+ }
+}
+
+glm::vec3 Steering::Evade(const EntityState &state, const Entity &other) const noexcept {
+ const glm::vec3 diff(state.Diff(other.GetState()));
+ if (iszero(diff)) {
+ return TargetVelocity(state, -other.Velocity());
+ } else {
+ const float time_estimate = glm::length(diff) / speed;
+ ExactLocation prediction(other.ChunkCoords(), other.Position() + (other.Velocity() * time_estimate));
+ return Flee(state, prediction);
+ }
+}
+
+glm::vec3 Steering::Wander(const EntityState &state) const noexcept {
+ return TargetVelocity(state, glm::normalize(entity.Heading() * wander_dist + wander_pos) * speed);
+}
+
+glm::vec3 Steering::ObstacleAvoidance(const EntityState &state) const noexcept {
+ return obstacle_dir;
+}
+
+
World::World(const BlockTypeRegistry &types, const Config &config)
: config(config)
, block_type(types)
, chunks(types)
, players()
, entities()
+, rng(
+#ifdef BLANK_PROFILING
+0
+#else
+std::time(nullptr)
+#endif
+)
, light_direction(config.light_direction)
, fog_density(config.fog_density) {
-
+ for (int i = 0; i < 4; ++i) {
+ rng.Next<int>();
+ }
}
World::~World() {
const ExactLocation::Coarse &reference,
WorldCollision &coll
) {
+ // only consider chunks of the index closest to reference
+ // this makes the ray not be infinite anymore (which means it's
+ // actually a line segment), but oh well
+ ChunkIndex *index = chunks.ClosestIndex(reference);
+ if (!index) {
+ return false;
+ }
+
candidates.clear();
- for (Chunk &cur_chunk : chunks) {
- float cur_dist;
- if (cur_chunk.Intersection(ray, reference, cur_dist)) {
- candidates.push_back({ &cur_chunk, cur_dist });
+ // maybe worht to try:
+ // change this so the test starts at the chunk of the ray's
+ // origin and "walks" forward until it hits (actually casting
+ // the ray, so to say). if this performs well (at least, better
+ // than now), this could also qualify for the chunk test itself
+ // see Bresenham's line algo or something similar
+
+ ExactLocation ray_loc(reference, ray.orig);
+ ray_loc.Correct();
+
+ ExactLocation::Coarse begin(index->CoordsBegin());
+ ExactLocation::Coarse end(index->CoordsEnd());
+
+ // ignore chunks that are bind the ray's origin
+ for (int i = 0; i < 3; ++i) {
+ if (ray.dir[i] >= 0.0f) {
+ begin[i] = ray_loc.chunk[i];
+ }
+ if (ray.dir[i] <= 0.0f) {
+ end[i] = ray_loc.chunk[i] + 1;
+ }
+ }
+
+ for (ExactLocation::Coarse pos(begin); pos.z < end.z; ++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 *cur_chunk = index->Get(pos);
+ float cur_dist;
+ if (cur_chunk && cur_chunk->Intersection(ray, reference, cur_dist)) {
+ candidates.push_back({ cur_chunk, cur_dist });
+ }
+ }
}
}
ExactLocation::Coarse end(reference + 2);
bool any = false;
- for (ExactLocation::Coarse pos(begin); pos.z < end.y; ++pos.z) {
+ for (ExactLocation::Coarse pos(begin); pos.z < end.z; ++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);
const glm::ivec3 &reference,
std::vector<WorldCollision> &col
) {
+ // this only works if box's diameter is < than 16
+ ExactLocation::Coarse begin(reference - 1);
+ ExactLocation::Coarse end(reference + 2);
+
bool any = false;
- for (Chunk &cur_chunk : chunks) {
- if (manhattan_radius(cur_chunk.Position() - reference) > 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
- // TODO: change to indexed (like with entity)
- continue;
- }
- if (cur_chunk.Intersection(box, M, cur_chunk.Transform(reference), col)) {
- any = true;
+ for (ExactLocation::Coarse pos(begin); pos.z < end.z; ++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(box, M, chunk->Transform(reference), col)) {
+ any = true;
+ }
+ }
}
}
return any;
}
}
-namespace {
-
-std::vector<WorldCollision> col;
-
-}
-
void World::ResolveWorldCollision(
const Entity &entity,
EntityState &state
}
// if entity is already going in the direction of correction,
// let the problem resolve itself
- if (dot(state.velocity, correction) >= 0.0f) {
+ if (glm::dot(state.velocity, correction) >= 0.0f) {
return;
}
// apply correction, maybe could use some damping, gotta test
state.pos.block += correction;
// kill velocity?
- glm::vec3 normal_velocity(proj(state.velocity, correction));
+ glm::vec3 normal_velocity(glm::proj(state.velocity, correction));
state.velocity -= normal_velocity;
}
if (!c.Blocks()) continue;
glm::vec3 normal(c.normal);
// swap if neccessary (normal may point away from the entity)
- if (dot(normal, state.RelativePosition(c.ChunkPos()) - c.BlockCoords()) < 0) {
+ if (glm::dot(normal, state.RelativePosition(c.ChunkPos()) - c.BlockCoords()) < 0) {
normal = -normal;
}
// check if block surface is "inside"
continue;
}
glm::vec3 local_pen(normal * c.depth);
- min_pen = min(min_pen, local_pen);
- max_pen = max(max_pen, local_pen);
+ min_pen = glm::min(min_pen, local_pen);
+ max_pen = glm::max(max_pen, local_pen);
}
glm::vec3 pen(0.0f);
// only apply correction for axes where penetration is only in one direction
glm::vec3 &col,
glm::vec3 &amb
) {
- BlockLookup center(chunks.Get(e.ChunkCoords()), e.Position());
+ BlockLookup center(chunks.Get(e.ChunkCoords()), RoughLocation::Fine(e.Position()));
if (!center) {
// chunk unavailable, so make it really dark and from
// some arbitrary direction
PrimitiveMesh debug_mesh;
PlainColor &prog = viewport.WorldColorProgram();
for (const Entity &entity : entities) {
- debug_buf.OutlineBox(entity.Bounds(), glm::vec4(1.0f, 0.0f, 0.0f, 1.0f));
+ debug_buf.OutlineBox(entity.Bounds(), TVEC4<unsigned char, glm::precision(0)>(255, 0, 0, 255));
debug_mesh.Update(debug_buf);
prog.SetM(entity.Transform(players.front().GetEntity().ChunkCoords()));
debug_mesh.DrawLines();