#include <ostream>
#include <queue>
+#include <iostream>
+#include <glm/gtx/io.hpp>
+
namespace blank {
const glm::mat4 &Mchunk,
std::vector<WorldCollision> &col
) noexcept {
+ bool any = false;
+ float penetration;
+ glm::vec3 normal;
+
+ if (!blank::Intersection(box, Mbox, Bounds(), Mchunk, penetration, normal)) {
+ return false;
+ }
+
// box's origin relative to the chunk
const glm::vec3 box_coords(Mbox[3] - Mchunk[3]);
const float box_rad = box.OriginRadius();
- if (distance_squared(box_coords, Center()) > (box_rad + Radius()) * (box_rad + Radius())) {
+ // 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(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<WorldCollision> &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;
}
+ if (entity.ID() == 1) {
+ std::cout << "chunk: " << (Position() * 16) << ", entity: " << entity.AbsolutePosition() << std::endl;
+ std::cout << "\tMentity[3]: " << Mentity[3] << std::endl;
+ std::cout << "\tMchunk[3]: " << Mentity[3] << std::endl;
+ }
+
bool any = false;
float penetration;
glm::vec3 normal;
// assume a bounding radius of 2 for blocks
constexpr float block_rad = 2.0f;
- for (int idx = 0, z = 0; z < side; ++z) {
- for (int y = 0; y < side; ++y) {
- for (int x = 0; x < side; ++x, ++idx) {
+ 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 - 1),
+ RoughLocation::Fine(ceil(entity_coords + eb_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;
}
- const RoughLocation::Fine block_pos(x, y, z);
- const ExactLocation::Fine block_coords(ToCoords(block_pos));
- if (distance_squared(box_coords, block_coords) <= (box_rad + block_rad) * (box_rad + block_rad)
- && type.shape->Intersects(Mchunk * ToTransform(block_pos, idx), box, Mbox, penetration, normal)
- ) {
+ if (type.shape->Intersects(Mchunk * ToTransform(pos, idx), entity.Bounds(), Mentity, penetration, normal)) {
col.emplace_back(this, idx, penetration, normal);
any = true;
}