X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fworld.cpp;h=d7771f320e8b55d10b47d126aeeba2a790551601;hb=bc171dfe0897bccbbf9d9114d128be0801a1aff9;hp=b07d05ade64d3788ca8ea953a07ad1f8398ba42b;hpb=f40ef0f5cc3d451c3789112e760719abb393ac03;p=blank.git diff --git a/src/world/world.cpp b/src/world/world.cpp index b07d05a..d7771f3 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -20,6 +20,7 @@ #include #include #include +#include #include #include #include @@ -209,7 +210,7 @@ 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); @@ -219,8 +220,8 @@ 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 @@ -340,7 +341,20 @@ 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()); } @@ -519,8 +533,6 @@ 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); @@ -591,11 +603,12 @@ void World::Update(Entity &entity, float dt) { 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); + 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; + CollisionFix(entity, state); state.AdjustPosition(); entity.SetState(state); @@ -610,6 +623,7 @@ EntityDerivative World::CalculateStep( EntityState next(cur); next.pos.block += delta.position * dt; next.velocity += delta.velocity * dt; + CollisionFix(entity, next); next.AdjustPosition(); if (dot(next.velocity, next.velocity) > entity.MaxVelocity() * entity.MaxVelocity()) { @@ -626,12 +640,11 @@ glm::vec3 World::CalculateForce( const Entity &entity, const EntityState &state ) { - glm::vec3 force(ControlForce(entity, state) + CollisionForce(entity, state) + Gravity(entity, state)); + glm::vec3 force(ControlForce(entity, state)); if (dot(force, force) > entity.MaxControlForce() * entity.MaxControlForce()) { - return normalize(force) * entity.MaxControlForce(); - } else { - return force; + force = normalize(force) * entity.MaxControlForce(); } + return force + Gravity(entity, state); } glm::vec3 World::ControlForce( @@ -647,59 +660,91 @@ std::vector col; } -glm::vec3 World::CollisionForce( +void World::CollisionFix( const Entity &entity, - const EntityState &state + 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); + 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( + 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; } - 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]; - } + // 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; } - // 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 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]; } - 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); } + return pen; } glm::vec3 World::Gravity( const Entity &entity, const EntityState &state ) { - return glm::vec3(0.0f); + glm::vec3 force(0.0f); + ExactLocation::Coarse begin(state.pos.chunk - 1); + ExactLocation::Coarse end(state.pos.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); + if (chunk) { + force += chunk->GravityAt(state.pos); + } + } + } + } + + return force; } World::EntityHandle World::RemoveEntity(EntityHandle &eh) {