X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fworld.cpp;h=28e419552829262d33c4a74a4716b24bb3f859a1;hb=b94a7dc7daad9ae9be90a39d723e332dae375325;hp=a17b0cb1f6e2a19f64676f5b575f8f2c11cca8ee;hpb=0d580658b896dfec07466c31ae4847455724ee95;p=blank.git diff --git a/src/world/world.cpp b/src/world/world.cpp index a17b0cb..28e4195 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -9,6 +9,8 @@ #include "EntityCollision.hpp" #include "WorldCollision.hpp" #include "../app/Assets.hpp" +#include "../geometry/const.hpp" +#include "../geometry/distance.hpp" #include "../graphics/Format.hpp" #include "../graphics/Viewport.hpp" @@ -18,6 +20,7 @@ #include #include #include +#include #include #include #include @@ -31,6 +34,7 @@ Entity::Entity() noexcept , id(-1) , name("anonymous") , bounds() +, radius(0.0f) , state() , heading(0.0f, 0.0f, -1.0f) , max_vel(5.0f) @@ -86,20 +90,23 @@ void Entity::UnsetController() noexcept { } glm::vec3 Entity::ControlForce(const EntityState &s) const noexcept { + glm::vec3 force; if (HasController()) { - return GetController().ControlForce(*this, s); + force = GetController().ControlForce(*this, s); } else { - return -s.velocity; + force = -s.velocity; } + limit(force, max_force); + return force; } void Entity::Position(const glm::ivec3 &c, const glm::vec3 &b) noexcept { - state.chunk_pos = c; - state.block_pos = b; + state.pos.chunk = c; + state.pos.block = b; } void Entity::Position(const glm::vec3 &pos) noexcept { - state.block_pos = pos; + state.pos.block = pos; state.AdjustPosition(); } @@ -113,30 +120,73 @@ void Entity::SetHead(float p, float y) noexcept { } glm::mat4 Entity::Transform(const glm::ivec3 &reference) const noexcept { - return glm::translate(glm::vec3((state.chunk_pos - reference) * Chunk::Extent())) * model_transform; + return glm::translate(glm::vec3((state.pos.chunk - reference) * ExactLocation::Extent())) * model_transform; } glm::mat4 Entity::ViewTransform(const glm::ivec3 &reference) const noexcept { return Transform(reference) * view_transform; } -Ray Entity::Aim(const Chunk::Pos &chunk_offset) const 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]) }; } -void Entity::Update(float dt) { - UpdateTransforms(); - UpdateHeading(); +void Entity::Update(World &world, float dt) { if (HasController()) { GetController().Update(*this, dt); } + UpdatePhysics(world, dt); + UpdateTransforms(); + UpdateHeading(); UpdateModel(dt); } +void Entity::UpdatePhysics(World &world, float dt) { + EntityState s(state); + + EntityDerivative a(CalculateStep(world, s, 0.0f, EntityDerivative())); + EntityDerivative b(CalculateStep(world, s, dt * 0.5f, a)); + EntityDerivative c(CalculateStep(world, s, dt * 0.5f, b)); + EntityDerivative d(CalculateStep(world, s, dt, c)); + + EntityDerivative f; + constexpr float sixth = 1.0f / 6.0f; + f.position = sixth * (a.position + 2.0f * (b.position + c.position) + d.position); + f.velocity = sixth * (a.velocity + 2.0f * (b.velocity + c.velocity) + d.velocity); + + s.pos.block += f.position * dt; + s.velocity += f.velocity * dt; + limit(s.velocity, max_vel); + world.ResolveWorldCollision(*this, s); + s.AdjustPosition(); + + SetState(s); +} + +EntityDerivative Entity::CalculateStep( + World &world, + const EntityState &cur, + float dt, + const EntityDerivative &delta +) const { + EntityState next(cur); + next.pos.block += delta.position * dt; + next.velocity += delta.velocity * dt; + limit(next.velocity, max_vel); + world.ResolveWorldCollision(*this, next); + next.AdjustPosition(); + + EntityDerivative out; + out.position = next.velocity; + out.velocity = ControlForce(next) + world.GravityAt(next.pos); // by mass = 1kg + return out; +} + + void Entity::UpdateTransforms() noexcept { // model transform is the one given by current state - model_transform = state.Transform(state.chunk_pos); + model_transform = state.Transform(state.pos.chunk); // view transform is either the model's eyes transform or, // should the entity have no model, the pitch (yaw already is // in model transform) @@ -204,9 +254,9 @@ void Entity::OrientBody(float dt) noexcept { std::cout << "forward: " << forward << std::endl; std::cout << "facing: " << facing << std::endl; std::cout << "direction: " << direction << std::endl; - std::cout << "difference: " << rad2deg(relative_difference) << "°" << std::endl; - std::cout << "correction: " << rad2deg(correction) << "°" << std::endl; - std::cout << std::endl; + std::cout << "difference: " << glm::degrees(relative_difference) << "°" << std::endl; + std::cout << "correction: " << glm::degrees(correction) << "°" << std::endl; + std::cout << std::endl; } // now rotate body by correction and head by -correction state.orient = rotate(state.orient, correction, up); @@ -216,8 +266,8 @@ void Entity::OrientBody(float dt) noexcept { } void Entity::OrientHead(float dt) noexcept { - // maximum yaw of head (90°) - constexpr float max_head_yaw = PI_0p5; + // maximum yaw of head (60°) + constexpr float max_head_yaw = PI / 3.0f; // use local Y as up const glm::vec3 up(model_transform[1]); // if yaw is bigger than max, rotate the body to accomodate @@ -266,8 +316,7 @@ bool EntityController::MaxOutForce( EntityState::EntityState() -: chunk_pos(0) -, block_pos(0.0f) +: pos() , velocity(0.0f) , orient(1.0f, 0.0f, 0.0f, 0.0f) , pitch(0.0f) @@ -276,30 +325,7 @@ EntityState::EntityState() } void EntityState::AdjustPosition() noexcept { - while (block_pos.x >= Chunk::width) { - block_pos.x -= Chunk::width; - ++chunk_pos.x; - } - while (block_pos.x < 0) { - block_pos.x += Chunk::width; - --chunk_pos.x; - } - while (block_pos.y >= Chunk::height) { - block_pos.y -= Chunk::height; - ++chunk_pos.y; - } - while (block_pos.y < 0) { - block_pos.y += Chunk::height; - --chunk_pos.y; - } - while (block_pos.z >= Chunk::depth) { - block_pos.z -= Chunk::depth; - ++chunk_pos.z; - } - while (block_pos.z < 0) { - block_pos.z += Chunk::depth; - --chunk_pos.z; - } + pos.Correct(); } void EntityState::AdjustHeading() noexcept { @@ -361,7 +387,20 @@ 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()); } @@ -480,15 +519,14 @@ std::vector candidates; bool World::Intersection( const Ray &ray, - const glm::mat4 &M, - const Chunk::Pos &reference, + const ExactLocation::Coarse &reference, WorldCollision &coll ) { candidates.clear(); 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 }); } } @@ -504,7 +542,7 @@ 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; } @@ -516,7 +554,6 @@ bool World::Intersection( bool World::Intersection( const Ray &ray, - const glm::mat4 &M, const Entity &reference, EntityCollision &coll ) { @@ -528,7 +565,7 @@ 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; @@ -542,10 +579,24 @@ bool World::Intersection( } bool World::Intersection(const Entity &e, const EntityState &s, std::vector &col) { - AABB box = e.Bounds(); - Chunk::Pos reference = s.chunk_pos; + 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( @@ -559,6 +610,7 @@ bool World::Intersection( 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)) { @@ -571,10 +623,7 @@ bool World::Intersection( void World::Update(int dt) { float fdt(dt * 0.001f); for (Entity &entity : entities) { - Update(entity, fdt); - } - for (Entity &entity : entities) { - entity.Update(fdt); + entity.Update(*this, fdt); } for (Player &player : players) { player.Update(dt); @@ -588,125 +637,94 @@ void World::Update(int dt) { } } -void World::Update(Entity &entity, float dt) { - EntityState state(entity.GetState()); - - EntityDerivative a(CalculateStep(entity, state, 0.0f, EntityDerivative())); - EntityDerivative b(CalculateStep(entity, state, dt * 0.5f, a)); - EntityDerivative c(CalculateStep(entity, state, dt * 0.5f, b)); - EntityDerivative d(CalculateStep(entity, state, dt, c)); - - EntityDerivative f; - constexpr float sixth = 1.0f / 6.0f; - f.position = sixth * ((a.position + 2.0f * (b.position + c.position)) + d.position); - f.velocity = sixth * ((a.velocity + 2.0f * (b.velocity + c.velocity)) + d.velocity); +namespace { - state.block_pos += f.position * dt; - state.velocity += f.velocity * dt; - state.AdjustPosition(); +std::vector col; - entity.SetState(state); } -EntityDerivative World::CalculateStep( +void World::ResolveWorldCollision( const Entity &entity, - const EntityState &cur, - float dt, - const EntityDerivative &delta + EntityState &state ) { - EntityState next(cur); - next.block_pos += delta.position * dt; - next.velocity += delta.velocity * dt; - next.AdjustPosition(); - - if (dot(next.velocity, next.velocity) > entity.MaxVelocity() * entity.MaxVelocity()) { - next.velocity = normalize(next.velocity) * entity.MaxVelocity(); + col.clear(); + if (!entity.WorldCollidable() || !Intersection(entity, state, col)) { + // no collision, no fix + return; } - - EntityDerivative out; - out.position = next.velocity; - out.velocity = CalculateForce(entity, next); // by mass = 1kg - return out; -} - -glm::vec3 World::CalculateForce( - const Entity &entity, - const EntityState &state -) { - glm::vec3 force(ControlForce(entity, state) + CollisionForce(entity, state) + Gravity(entity, state)); - if (dot(force, force) > entity.MaxControlForce() * entity.MaxControlForce()) { - return normalize(force) * entity.MaxControlForce(); - } else { - return force; + glm::vec3 correction = CombinedInterpenetration(state, col); + // correction may be zero in which case normalize() returns NaNs + if (iszero(correction)) { + return; } + // if entity is already going in the direction of correction, + // let the problem resolve itself + if (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)); + state.velocity -= normal_velocity; } -glm::vec3 World::ControlForce( - const Entity &entity, - const EntityState &state -) { - return entity.ControlForce(state); +glm::vec3 World::CombinedInterpenetration( + const EntityState &state, + const std::vector &col +) noexcept { + // determine displacement for each cardinal axis and move entity accordingly + glm::vec3 min_pen(0.0f); + glm::vec3 max_pen(0.0f); + for (const WorldCollision &c : col) { + 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) { + normal = -normal; + } + // check if block surface is "inside" + Block::Face coll_face = Block::NormalFace(normal); + BlockLookup neighbor(c.chunk, c.BlockPos(), coll_face); + if (neighbor && neighbor.FaceFilled(Block::Opposite(coll_face))) { + // yep, so ignore this contact + continue; + } + glm::vec3 local_pen(normal * c.depth); + min_pen = min(min_pen, local_pen); + max_pen = max(max_pen, local_pen); + } + glm::vec3 pen(0.0f); + // only apply correction for axes where penetration is only in one direction + for (std::size_t i = 0; i < 3; ++i) { + if (min_pen[i] < -std::numeric_limits::epsilon()) { + if (max_pen[i] < std::numeric_limits::epsilon()) { + pen[i] = min_pen[i]; + } + } else { + pen[i] = max_pen[i]; + } + } + return pen; } -namespace { - -std::vector col; - -} +glm::vec3 World::GravityAt(const ExactLocation &loc) const noexcept { + glm::vec3 force(0.0f); + ExactLocation::Coarse begin(loc.chunk - 1); + ExactLocation::Coarse end(loc.chunk + 2); -glm::vec3 World::CollisionForce( - const Entity &entity, - const EntityState &state -) { - col.clear(); - if (entity.WorldCollidable() && Intersection(entity, state, col)) { - // determine displacement for each cardinal axis and move entity accordingly - glm::vec3 min_pen(0.0f); - glm::vec3 max_pen(0.0f); - for (const WorldCollision &c : col) { - if (!c.Blocks()) continue; - glm::vec3 local_pen(c.normal * c.depth); - // swap if neccessary (normal may point away from the entity) - if (dot(c.normal, state.RelativePosition(c.ChunkPos()) - c.BlockCoords()) > 0) { - local_pen *= -1; - } - min_pen = min(min_pen, local_pen); - max_pen = max(max_pen, local_pen); - } - glm::vec3 correction(0.0f); - // only apply correction for axes where penetration is only in one direction - for (std::size_t i = 0; i < 3; ++i) { - if (min_pen[i] < -std::numeric_limits::epsilon()) { - if (max_pen[i] < std::numeric_limits::epsilon()) { - correction[i] = -min_pen[i]; + 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) { + const Chunk *chunk = chunks.Get(pos); + if (chunk) { + force += chunk->GravityAt(loc); } - } else { - correction[i] = -max_pen[i]; } } - // correction may be zero in which case normalize() returns NaNs - if (dot(correction, correction) < std::numeric_limits::epsilon()) { - return glm::vec3(0.0f); - } - glm::vec3 normal(normalize(correction)); - glm::vec3 normal_velocity(normal * dot(state.velocity, normal)); - // apply force proportional to penetration - // use velocity projected onto normal as damper - constexpr float k = 1000.0f; // spring constant - constexpr float b = 10.0f; // damper constant - const glm::vec3 x(-correction); // endpoint displacement from equilibrium in m - const glm::vec3 v(normal_velocity); // relative velocity between endpoints in m/s - return (((-k) * x) - (b * v)); // times 1kg/s, in kg*m/s² - } else { - return glm::vec3(0.0f); } -} -glm::vec3 World::Gravity( - const Entity &entity, - const EntityState &state -) { - return glm::vec3(0.0f); + return force; } World::EntityHandle World::RemoveEntity(EntityHandle &eh) {