X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fworld.cpp;h=28e419552829262d33c4a74a4716b24bb3f859a1;hb=da21395e4900bf283ece7364c67d9bad27dca279;hp=199343c33103d2c7377fff7338f0594e6852f96b;hpb=da355888d84cba0a712e1b8227156c1f08327bba;p=blank.git diff --git a/src/world/world.cpp b/src/world/world.cpp index 199343c..28e4195 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -90,11 +90,14 @@ 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 { @@ -129,15 +132,58 @@ Ray Entity::Aim(const ExactLocation::Coarse &chunk_offset) const noexcept { 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.pos.chunk); @@ -210,7 +256,7 @@ void Entity::OrientBody(float dt) noexcept { std::cout << "direction: " << direction << std::endl; std::cout << "difference: " << glm::degrees(relative_difference) << "°" << std::endl; std::cout << "correction: " << glm::degrees(correction) << "°" << std::endl; - std::cout << std::endl; + std::cout << std::endl; } // now rotate body by correction and head by -correction state.orient = rotate(state.orient, correction, up); @@ -533,8 +579,6 @@ bool World::Intersection( } bool World::Intersection(const Entity &e, const EntityState &s, std::vector &col) { - // TODO: make special case for entities here and in Chunk::Intersection so entity's bounding radius - // doesn't have to be calculated over and over again (sqrt) glm::ivec3 reference = s.pos.chunk; glm::mat4 M = s.Transform(reference); @@ -566,6 +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)) { @@ -578,10 +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); @@ -595,99 +637,36 @@ 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); - - state.pos.block += f.position * dt; - state.velocity += f.velocity * dt; - state.AdjustPosition(); - - entity.SetState(state); -} - -EntityDerivative World::CalculateStep( - const Entity &entity, - const EntityState &cur, - float dt, - const EntityDerivative &delta -) { - EntityState next(cur); - next.pos.block += 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(); - } - - 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 World::ControlForce( - const Entity &entity, - const EntityState &state -) { - return entity.ControlForce(state); -} - namespace { std::vector col; } -glm::vec3 World::CollisionForce( +void World::ResolveWorldCollision( const Entity &entity, - const EntityState &state + EntityState &state ) { col.clear(); - if (entity.WorldCollidable() && Intersection(entity, state, col)) { - glm::vec3 correction = -CombinedInterpenetration(state, col); - // correction may be zero in which case normalize() returns NaNs - if (iszero(correction)) { - return glm::vec3(0.0f); - } - // if entity is already going in the direction of correction, - // let the problem resolve itself - if (dot(state.velocity, correction) >= 0.0f) { - return glm::vec3(0.0f); - } - glm::vec3 normal_velocity(proj(state.velocity, correction)); - // apply force proportional to penetration - // use velocity projected onto correction 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); + if (!entity.WorldCollidable() || !Intersection(entity, state, col)) { + // no collision, no fix + return; + } + 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::CombinedInterpenetration( @@ -729,20 +708,17 @@ glm::vec3 World::CombinedInterpenetration( return pen; } -glm::vec3 World::Gravity( - const Entity &entity, - const EntityState &state -) { +glm::vec3 World::GravityAt(const ExactLocation &loc) const noexcept { glm::vec3 force(0.0f); - ExactLocation::Coarse begin(state.pos.chunk - 1); - ExactLocation::Coarse end(state.pos.chunk + 2); + ExactLocation::Coarse begin(loc.chunk - 1); + ExactLocation::Coarse end(loc.chunk + 2); 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 Chunk *chunk = chunks.Get(pos); if (chunk) { - force += chunk->GravityAt(state.pos); + force += chunk->GravityAt(loc); } } }