X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fworld.cpp;h=d7771f320e8b55d10b47d126aeeba2a790551601;hb=bc171dfe0897bccbbf9d9114d128be0801a1aff9;hp=d2b05d66850e96923704bfd262335af5cc464832;hpb=e4a1425dccd0ba9b106e415dd02809f4308a85ee;p=blank.git diff --git a/src/world/world.cpp b/src/world/world.cpp index d2b05d6..d7771f3 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -210,7 +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); @@ -533,8 +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); @@ -610,6 +608,7 @@ void World::Update(Entity &entity, float dt) { state.pos.block += f.position * dt; state.velocity += f.velocity * dt; + CollisionFix(entity, state); state.AdjustPosition(); entity.SetState(state); @@ -624,6 +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()) { @@ -640,12 +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( @@ -661,33 +660,30 @@ 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)) { - 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( @@ -699,11 +695,19 @@ glm::vec3 World::CombinedInterpenetration( glm::vec3 max_pen(0.0f); for (const WorldCollision &c : col) { if (!c.Blocks()) continue; - glm::vec3 local_pen(c.normal * c.depth); + glm::vec3 normal(c.normal); // swap if neccessary (normal may point away from the entity) - if (dot(c.normal, state.RelativePosition(c.ChunkPos()) - c.BlockCoords()) > 0) { - local_pen *= -1; + 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); }