X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fworld.cpp;h=8f22f0c091645486c99913cfa4925bdc1533e5be;hb=9f220f26cd81235a43993deed53b5780d17fb5fa;hp=15f1cabae2a124ff6eaa8e61baf1f0087b8fce89;hpb=4da2ae6f12d7cf4594edb2d560c5c112e9bcd094;p=blank.git diff --git a/src/world/world.cpp b/src/world/world.cpp index 15f1cab..8f22f0c 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -45,8 +45,20 @@ void Entity::Position(const glm::vec3 &pos) noexcept { state.AdjustPosition(); } +glm::mat4 Entity::Transform(const glm::ivec3 &reference) const noexcept { + return state.Transform(reference); +} + +glm::mat4 Entity::ViewTransform(const glm::ivec3 &reference) const noexcept { + glm::mat4 transform = Transform(reference); + if (model) { + transform *= model.EyesTransform(); + } + return transform; +} + Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept { - glm::mat4 transform = Transform(chunk_offset); + glm::mat4 transform = ViewTransform(chunk_offset); glm::vec4 from = transform * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f); from /= from.w; glm::vec4 to = transform * glm::vec4(0.0f, 0.0f, -1.0f, 1.0f); @@ -456,14 +468,28 @@ glm::vec3 World::CollisionForce( min_pen = min(min_pen, local_pen); max_pen = max(max_pen, local_pen); } - glm::vec3 penetration(min_pen + max_pen); - glm::vec3 normal(normalize(penetration) * -1.0f); + 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]; + } + } 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 = 100.0f; // damper constant - const glm::vec3 x(penetration); // endpoint displacement from equilibrium in m + 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 {