X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fchunk.cpp;h=9e95458ef45ac7b9b818cd40d32193bc52fc9f51;hb=7354c74fb8f409336db3a6d70455fbc10232ae64;hp=cedc532aed726a838d2b9ad10b7ea04be16eafb5;hpb=4727825186798902f68df5b99a6a32f0ef618454;p=blank.git diff --git a/src/world/chunk.cpp b/src/world/chunk.cpp index cedc532..9e95458 100644 --- a/src/world/chunk.cpp +++ b/src/world/chunk.cpp @@ -359,7 +359,7 @@ bool Chunk::IsSurface(const RoughLocation::Fine &pos) const noexcept { bool Chunk::Intersection( const Ray &ray, - const glm::mat4 &M, + const ExactLocation::Coarse &reference, WorldCollision &coll ) noexcept { int idx = 0; @@ -375,7 +375,7 @@ bool Chunk::Intersection( } float cur_dist; glm::vec3 cur_norm; - if (type.shape->Intersects(ray, M * ToTransform(RoughLocation::Fine(x, y, z), idx), cur_dist, cur_norm)) { + if (type.shape->Intersects(ray, ToTransform(reference, RoughLocation::Fine(x, y, z), idx), cur_dist, cur_norm)) { if (cur_dist < coll.depth) { coll.block = idx; coll.depth = cur_dist; @@ -407,14 +407,82 @@ bool Chunk::Intersection( if (!blank::Intersection(box, Mbox, Bounds(), Mchunk, penetration, normal)) { return false; } - for (int idx = 0, z = 0; z < side; ++z) { - for (int y = 0; y < side; ++y) { - for (int x = 0; x < side; ++x, ++idx) { + + // box's origin relative to the chunk + const glm::vec3 box_coords(Mbox[3] - Mchunk[3]); + const float box_rad = box.OriginRadius(); + + // assume a bounding radius of 2 for blocks + constexpr float block_rad = 2.0f; + const float bb_radius = box_rad + block_rad; + + const RoughLocation::Fine begin(max( + RoughLocation::Fine(0), + RoughLocation::Fine(floor(box_coords - bb_radius)) + )); + const RoughLocation::Fine end(min( + RoughLocation::Fine(side - 1), + RoughLocation::Fine(ceil(box_coords + bb_radius)) + ) - 1); + + for (RoughLocation::Fine pos(begin); pos.z < end.y; ++pos.z) { + for (pos.y = begin.y; pos.y < end.y; ++pos.y) { + for (pos.x = begin.x; pos.x < end.x; ++pos.x) { + int idx = ToIndex(pos); const BlockType &type = Type(idx); if (!type.collision || !type.shape) { continue; } - if (type.shape->Intersects(Mchunk * ToTransform(RoughLocation::Fine(x, y, z), idx), box, Mbox, penetration, normal)) { + if (type.shape->Intersects(Mchunk * ToTransform(pos, idx), box, Mbox, penetration, normal)) { + col.emplace_back(this, idx, penetration, normal); + any = true; + } + } + } + } + return any; +} + +bool Chunk::Intersection( + const Entity &entity, + const glm::mat4 &Mentity, + const glm::mat4 &Mchunk, + std::vector &col +) noexcept { + // entity's origin relative to the chunk + const glm::vec3 entity_coords(Mentity[3] - Mchunk[3]); + const float ec_radius = entity.Radius() + Radius(); + + if (distance_squared(entity_coords, Center()) > ec_radius * ec_radius) { + return false; + } + + bool any = false; + float penetration; + glm::vec3 normal; + + // assume a bounding radius of 2 for blocks + constexpr float block_rad = 2.0f; + const float eb_radius = entity.Radius() + block_rad; + + const RoughLocation::Fine begin(max( + RoughLocation::Fine(0), + RoughLocation::Fine(floor(entity_coords - eb_radius)) + )); + const RoughLocation::Fine end(min( + RoughLocation::Fine(side), + RoughLocation::Fine(ceil(entity_coords + eb_radius)) + )); + + for (RoughLocation::Fine 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) { + int idx = ToIndex(pos); + const BlockType &type = Type(idx); + if (!type.collision || !type.shape) { + continue; + } + if (type.shape->Intersects(Mchunk * ToTransform(pos, idx), entity.Bounds(), Mentity, penetration, normal)) { col.emplace_back(this, idx, penetration, normal); any = true; } @@ -492,6 +560,10 @@ glm::mat4 Chunk::ToTransform(const RoughLocation::Fine &pos, int idx) const noex return glm::translate(ToCoords(pos)) * BlockAt(idx).Transform(); } +glm::mat4 Chunk::ToTransform(const ExactLocation::Coarse &ref, const RoughLocation::Fine &pos, int idx) const noexcept { + return glm::translate(ExactLocation::Fine((position - ref) * ExactLocation::Extent()) + ToCoords(pos)) * BlockAt(idx).Transform(); +} + BlockLookup::BlockLookup(Chunk *c, const RoughLocation::Fine &p) noexcept : chunk(c), pos(p) {