From: Daniel Karbach Date: Fri, 21 Aug 2015 07:59:01 +0000 (+0200) Subject: explicit reference for world coordinates X-Git-Url: http://git.localhorst.tv/?a=commitdiff_plain;h=e872614d387c4bfc3afb04bcc7cba3d9b8f3954b;p=blank.git explicit reference for world coordinates --- diff --git a/src/ai/ai.cpp b/src/ai/ai.cpp index 5f5474b..fd03ebb 100644 --- a/src/ai/ai.cpp +++ b/src/ai/ai.cpp @@ -33,10 +33,9 @@ void Chaser::Update(int dt) { glm::vec3 norm_diff(diff / dist); bool line_of_sight = true; - // FIXME: this only works if target is in the reference chunk (which is true for the player) Ray aim{Target().Position() - diff, norm_diff}; WorldCollision coll; - if (world.Intersection(aim, glm::mat4(1.0f), coll)) { + if (world.Intersection(aim, glm::mat4(1.0f), Target().ChunkCoords(), coll)) { line_of_sight = coll.depth > dist; } diff --git a/src/ui/ui.cpp b/src/ui/ui.cpp index aeaccc5..037fcb5 100644 --- a/src/ui/ui.cpp +++ b/src/ui/ui.cpp @@ -592,10 +592,10 @@ OutlineModel::Buffer outl_buf; } void Interface::CheckAim() { - if (!world.Intersection(aim, glm::mat4(1.0f), aim_world)) { + if (!world.Intersection(aim, glm::mat4(1.0f), ctrl.Controlled().ChunkCoords(), aim_world)) { aim_world = WorldCollision(); } - if (!world.Intersection(aim, glm::mat4(1.0f), aim_entity)) { + if (!world.Intersection(aim, glm::mat4(1.0f), ctrl.Controlled(), aim_entity)) { aim_entity = EntityCollision(); } if (aim_world && aim_entity) { diff --git a/src/world/World.cpp b/src/world/World.cpp index 997a5f0..7ac9e18 100644 --- a/src/world/World.cpp +++ b/src/world/World.cpp @@ -58,13 +58,14 @@ std::vector candidates; bool World::Intersection( const Ray &ray, const glm::mat4 &M, + const Chunk::Pos &reference, WorldCollision &coll ) { candidates.clear(); for (Chunk &cur_chunk : chunks.Loaded()) { float cur_dist; - if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player->ChunkCoords()), cur_dist)) { + if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(reference), cur_dist)) { candidates.push_back({ &cur_chunk, cur_dist }); } } @@ -78,7 +79,7 @@ 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(player->ChunkCoords()), cur_coll)) { + if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(reference), cur_coll)) { if (cur_coll.depth < coll.depth) { coll = cur_coll; } @@ -91,18 +92,18 @@ bool World::Intersection( bool World::Intersection( const Ray &ray, const glm::mat4 &M, + const Entity &reference, EntityCollision &coll ) { coll.entity = nullptr; coll.depth = std::numeric_limits::infinity(); for (Entity &cur_entity : entities) { - // TODO: better check for skipping self (because the check might not be for the player) - if (&cur_entity == player) { + if (&cur_entity == &reference) { continue; } float cur_dist; glm::vec3 cur_normal; - if (blank::Intersection(ray, cur_entity.Bounds(), M * cur_entity.Transform(player->ChunkCoords()), &cur_dist, &cur_normal)) { + if (blank::Intersection(ray, cur_entity.Bounds(), M * 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; @@ -117,7 +118,8 @@ bool World::Intersection( bool World::Intersection(const Entity &e, std::vector &col) { AABB box = e.Bounds(); - glm::mat4 M = e.Transform(player->ChunkCoords()); + Chunk::Pos reference = e.ChunkCoords(); + glm::mat4 M = e.Transform(reference); bool any = false; for (Chunk &cur_chunk : chunks.Loaded()) { if (manhattan_radius(cur_chunk.Position() - e.ChunkCoords()) > 1) { @@ -125,7 +127,7 @@ bool World::Intersection(const Entity &e, std::vector &col) { // since there's no entity which can extent over 16 blocks, they can be skipped continue; } - if (cur_chunk.Intersection(box, M, cur_chunk.Transform(player->ChunkCoords()), col)) { + if (cur_chunk.Intersection(box, M, cur_chunk.Transform(reference), col)) { any = true; } } @@ -137,11 +139,6 @@ Chunk &World::PlayerChunk() { return chunks.ForceLoad(player->ChunkCoords()); } -Chunk &World::Next(const Chunk &to, const glm::ivec3 &dir) { - const Chunk::Pos tgt_pos = to.Position() + dir; - return chunks.ForceLoad(tgt_pos); -} - namespace { diff --git a/src/world/World.hpp b/src/world/World.hpp index a138513..e0209c9 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -42,15 +42,20 @@ public: /// check if this ray hits a block /// depth in the collision is the distance between the ray's /// origin and the intersection point + /// M is the global transform for given reference chunk bool Intersection( const Ray &, const glm::mat4 &M, + const Chunk::Pos &reference, WorldCollision &); /// check if this ray hits an entity + /// intersections with the reference are not tested + /// M is the global transform for the chunk of given reference entity bool Intersection( const Ray &, const glm::mat4 &M, + const Entity &reference, EntityCollision &); /// check if given entity intersects with the world @@ -64,7 +69,6 @@ public: Entity &AddEntity() { entities.emplace_back(); return entities.back(); } Chunk &PlayerChunk(); - Chunk &Next(const Chunk &to, const glm::ivec3 &dir); void Update(int dt);