X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.cpp;h=997a5f0b83346238890a8c952e589613b84c2930;hb=d2fa8ca97d291508ce3812fb052a8255d3190d00;hp=3d3eb6c3d9ba11a6aebc685e01480dca6b6e773f;hpb=65dbb0391afb6867bd9b388c6351b947a022abad;p=blank.git diff --git a/src/world/World.cpp b/src/world/World.cpp index 3d3eb6c..997a5f0 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" @@ -57,10 +58,7 @@ std::vector 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::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; + 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::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 &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; }