that as the light power for the directional lighting shader and use a
direction that's fixed relative to the camera?
+ there's a bug where a chunk's model is not updated if its neighbor
+ changes border light levels
+
gravity
maybe like light levels? should also store a direction with it in
profiling indicates that this is not neccessary atm. maybe it will
when there's some more action in the world
+ I got a segfault (sadly in release mode, so no sensible trace, but
+ it was in ChunkLoader::Update). I suspect it has something to do
+ with how chunks are relinked after a near death experience.
+
transparency (blocks and entities)
transparent blocks because awesome
entity/world collision
- entities should be stopped from entering solid parts of the world
-
- also, current ray/obb intersection test sucks
+ first draft of entity/world collision is implemented
+ it jitters and has some surprising behaviour
+ finding a spawn point which doesn't put entities in solids is
+ now a little more crucial. press N if you're in trouble
better noise
#include <iostream>
#include <limits>
+#include <glm/gtx/io.hpp>
#include <glm/gtx/transform.hpp>
{ // white block
BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape);
type.block_light = true;
+ type.collision = true;
+ type.collide_block = true;
type.fill = block_fill;
blockType.Add(type);
}
{ // white slab
BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape);
type.block_light = true;
+ type.collision = true;
+ type.collide_block = true;
type.fill = slab_fill;
blockType.Add(type);
}
{ // white stair
BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape);
type.block_light = true;
+ type.collision = true;
+ type.collide_block = true;
type.fill = stair_fill;
blockType.Add(type);
}
{ // red block
BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape);
type.block_light = true;
+ type.collision = true;
+ type.collide_block = true;
type.fill = block_fill;
blockType.Add(type);
}
{ // red slab
BlockType type(true, { 1.0f, 0.0f, 0.0f }, &slabShape);
type.block_light = true;
+ type.collision = true;
+ type.collide_block = true;
type.fill = slab_fill;
blockType.Add(type);
}
{ // red stair
BlockType type(true, { 1.0f, 0.0f, 0.0f }, &stairShape);
type.block_light = true;
+ type.collision = true;
+ type.collide_block = true;
type.fill = stair_fill;
blockType.Add(type);
}
{ // green block
BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape);
type.block_light = true;
+ type.collision = true;
+ type.collide_block = true;
type.fill = block_fill;
blockType.Add(type);
}
{ // green slab
BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape);
type.block_light = true;
+ type.collision = true;
+ type.collide_block = true;
type.fill = slab_fill;
blockType.Add(type);
}
{ // green stair
BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape);
type.block_light = true;
+ type.collision = true;
+ type.collide_block = true;
type.fill = stair_fill;
blockType.Add(type);
}
{ // blue block
BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape);
type.block_light = true;
+ type.collision = true;
+ type.collide_block = true;
type.fill = block_fill;
blockType.Add(type);
}
{ // blue slab
BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape);
type.block_light = true;
+ type.collision = true;
+ type.collide_block = true;
type.fill = slab_fill;
blockType.Add(type);
}
{ // blue stair
BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape);
type.block_light = true;
+ type.collision = true;
+ type.collide_block = true;
type.fill = stair_fill;
blockType.Add(type);
}
BlockType type(true, { 1.0f, 1.0f, 0.0f }, &blockShape);
type.luminosity = 15;
type.block_light = true;
+ type.collision = true;
+ type.collide_block = true;
type.fill = block_fill;
blockType.Add(type);
}
bool World::Intersection(const Entity &e, std::vector<WorldCollision> &col) {
AABB box = e.Bounds();
glm::mat4 M = e.Transform(player->ChunkCoords());
+ bool any = false;
// TODO: this only needs to check the chunks surrounding the entity's chunk position
// need find out if that is quicker than the rough chunk bounds test
for (Chunk &cur_chunk : chunks.Loaded()) {
if (cur_chunk.Intersection(box, M, cur_chunk.Transform(player->ChunkCoords()), col)) {
- return true;
+ any = true;
}
}
- return false;
+ return any;
}
chunks.Update(dt);
}
-void World::Resolve(const Entity &e, std::vector<WorldCollision> &col) {
- std::cout << e.Name() << " entity intersects world at " << col.size() << " blocks" << std::endl;
+void World::Resolve(Entity &e, std::vector<WorldCollision> &col) {
+ // determine displacement for each cardinal axis and move entity accordingly
+ glm::vec3 min_disp(0.0f);
+ glm::vec3 max_disp(0.0f);
+ for (const WorldCollision &c : col) {
+ if (!c.Blocks()) continue;
+ glm::vec3 local_disp(c.normal * c.depth);
+ // swap if neccessary (normal may point away from the entity)
+ if (dot(c.normal, e.Position() - c.BlockCoords()) < 0) {
+ local_disp *= -1;
+ }
+ min_disp = min(min_disp, local_disp);
+ max_disp = max(max_disp, local_disp);
+ }
+ // for each axis
+ // if only one direction is set, use that as the final
+ // if both directions are set, use average
+ glm::vec3 final_disp(0.0f);
+ for (int axis = 0; axis < 3; ++axis) {
+ if (std::abs(min_disp[axis]) > std::numeric_limits<float>::epsilon()) {
+ if (std::abs(max_disp[axis]) > std::numeric_limits<float>::epsilon()) {
+ final_disp[axis] = (min_disp[axis] + max_disp[axis]) * 0.5f;
+ } else {
+ final_disp[axis] = min_disp[axis];
+ }
+ } else if (std::abs(max_disp[axis]) > std::numeric_limits<float>::epsilon()) {
+ final_disp[axis] = max_disp[axis];
+ }
+ }
+ e.Move(final_disp);
}