X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=d17cba65e70e6f767182a64bf253f7ad8735fdfb;hb=dbaf7ce2273e86297d04662452ad4c2e89d9b9e4;hp=8754d3992e800f518dd9b5db021a8c997a80ec9b;hpb=4727825186798902f68df5b99a6a32f0ef618454;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index 8754d39..d17cba6 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -45,24 +45,27 @@ public: /// check if this ray hits a block /// depth in the collision is the distance between the ray's /// origin and the intersection point - /// M is the global transform for given reference chunk + /// reference is the chunk offset of the ray in world space bool Intersection( const Ray &, - const glm::mat4 &M, const ExactLocation::Coarse &reference, WorldCollision &); /// check if this ray hits an entity /// intersections with the reference are not tested - /// M is the global transform for the chunk of given reference entity + /// the ray is assumed to be in world space offset by entity's chunk coords bool Intersection( const Ray &, - const glm::mat4 &M, const Entity &reference, EntityCollision &); /// check if given entity intersects with the world bool Intersection(const Entity &e, const EntityState &, std::vector &); + /// combine contacts into a single penetration vector + /// depth is given to point towards position of given state + static glm::vec3 CombinedInterpenetration( + const EntityState &, + const std::vector &) noexcept; /// check if given box (M * AABB) intersects with the world /// M is assumed to be calculated in reference to given chunk coords @@ -121,9 +124,9 @@ private: const Entity &, const EntityState & ); - glm::vec3 CollisionForce( + void CollisionFix( const Entity &, - const EntityState & + EntityState & ); glm::vec3 Gravity( const Entity &,