X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.cpp;h=7ac9e18a6287e80ef989657f57b10d71c35b9ce3;hb=e872614d387c4bfc3afb04bcc7cba3d9b8f3954b;hp=2c0d164d5b4acb8f09bc4eba77b8a83faf881967;hpb=b0c2d423138dfb4849c679b3fb93e4336dcf5845;p=blank.git diff --git a/src/world/World.cpp b/src/world/World.cpp index 2c0d164..7ac9e18 100644 --- a/src/world/World.cpp +++ b/src/world/World.cpp @@ -1,5 +1,6 @@ #include "World.hpp" +#include "EntityCollision.hpp" #include "WorldCollision.hpp" #include "../app/Assets.hpp" #include "../app/TextureIndex.hpp" @@ -57,76 +58,68 @@ std::vector candidates; bool World::Intersection( const Ray &ray, const glm::mat4 &M, - Chunk *&chunk, - int &blkid, - float &dist, - glm::vec3 &normal + const Chunk::Pos &reference, + WorldCollision &coll ) { candidates.clear(); for (Chunk &cur_chunk : chunks.Loaded()) { float cur_dist; - if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player->ChunkCoords()), cur_dist)) { + if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(reference), cur_dist)) { candidates.push_back({ &cur_chunk, cur_dist }); } } if (candidates.empty()) return false; - chunk = nullptr; - dist = std::numeric_limits::infinity(); - blkid = -1; + coll.chunk = nullptr; + coll.block = -1; + coll.depth = std::numeric_limits::infinity(); for (Candidate &cand : candidates) { - if (cand.dist > dist) continue; - int cur_blkid; - 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 (cand.dist > coll.depth) continue; + WorldCollision cur_coll; + if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(reference), cur_coll)) { + if (cur_coll.depth < coll.depth) { + coll = cur_coll; } } } - return chunk; + return coll.chunk; } bool World::Intersection( const Ray &ray, const glm::mat4 &M, - Entity *&entity, - float &dist, - glm::vec3 &normal + const Entity &reference, + EntityCollision &coll ) { - entity = nullptr; - dist = std::numeric_limits::infinity(); + coll.entity = nullptr; + coll.depth = std::numeric_limits::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) { + if (&cur_entity == &reference) { continue; } float cur_dist; glm::vec3 cur_normal; - if (blank::Intersection(ray, cur_entity.Bounds(), M * cur_entity.Transform(player->ChunkCoords()), &cur_dist, &cur_normal)) { + if (blank::Intersection(ray, cur_entity.Bounds(), M * cur_entity.Transform(reference.ChunkCoords()), &cur_dist, &cur_normal)) { // TODO: fine grained check goes here? maybe? - if (cur_dist < dist) { - entity = &cur_entity; - dist = cur_dist; - normal = cur_normal; + if (cur_dist < coll.depth) { + coll.entity = &cur_entity; + coll.depth = cur_dist; + coll.normal = cur_normal; } } } - return entity; + return coll.entity; } bool World::Intersection(const Entity &e, std::vector &col) { AABB box = e.Bounds(); - glm::mat4 M = e.Transform(player->ChunkCoords()); + Chunk::Pos reference = e.ChunkCoords(); + glm::mat4 M = e.Transform(reference); bool any = false; for (Chunk &cur_chunk : chunks.Loaded()) { if (manhattan_radius(cur_chunk.Position() - e.ChunkCoords()) > 1) { @@ -134,7 +127,7 @@ bool World::Intersection(const Entity &e, std::vector &col) { // 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)) { + if (cur_chunk.Intersection(box, M, cur_chunk.Transform(reference), col)) { any = true; } } @@ -146,11 +139,6 @@ Chunk &World::PlayerChunk() { return chunks.ForceLoad(player->ChunkCoords()); } -Chunk &World::Next(const Chunk &to, const glm::ivec3 &dir) { - const Chunk::Pos tgt_pos = to.Position() + dir; - return chunks.ForceLoad(tgt_pos); -} - namespace {