From: Daniel Karbach Date: Fri, 6 Nov 2015 16:16:28 +0000 (+0100) Subject: okay, I screwed up collision it seems ^^ X-Git-Url: https://git.localhorst.tv/?a=commitdiff_plain;h=e20be973f6ef23164ae54398088e1b14d9bac3ab;p=blank.git okay, I screwed up collision it seems ^^ --- diff --git a/src/server/ServerState.cpp b/src/server/ServerState.cpp index 7e645ed..bb6a8a9 100644 --- a/src/server/ServerState.cpp +++ b/src/server/ServerState.cpp @@ -79,6 +79,9 @@ void ServerState::Update(int dt) { if (world_dt > 0) { server.Update(world_dt); } + if (world_dt > 32) { + std::cout << "world dt at " << world_dt << "ms!" << std::endl; + } } diff --git a/src/world/Chunk.hpp b/src/world/Chunk.hpp index e8773fa..4938c1b 100644 --- a/src/world/Chunk.hpp +++ b/src/world/Chunk.hpp @@ -14,6 +14,7 @@ namespace blank { class BlockType; +class Entity; class WorldCollision; /// cube of size 16 (256 tiles, 4096 blocks) @@ -146,6 +147,12 @@ public: const glm::mat4 &Mchunk, std::vector &) noexcept; + bool Intersection( + const Entity &entity, + const glm::mat4 &Mentity, + const glm::mat4 &Mchunk, + std::vector &) noexcept; + void Position(const ExactLocation::Coarse &pos) noexcept { position = pos; } const ExactLocation::Coarse &Position() const noexcept { return position; } glm::mat4 Transform(const ExactLocation::Coarse &offset) const noexcept { diff --git a/src/world/chunk.cpp b/src/world/chunk.cpp index a6f1521..4790f28 100644 --- a/src/world/chunk.cpp +++ b/src/world/chunk.cpp @@ -19,6 +19,9 @@ #include #include +#include +#include + namespace blank { @@ -400,32 +403,95 @@ bool Chunk::Intersection( const glm::mat4 &Mchunk, std::vector &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 &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; } diff --git a/src/world/world.cpp b/src/world/world.cpp index 3a1aac2..c43747a 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -523,7 +523,6 @@ 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) - AABB box = e.Bounds(); glm::ivec3 reference = s.pos.chunk; glm::mat4 M = s.Transform(reference); @@ -534,7 +533,7 @@ bool World::Intersection(const Entity &e, const EntityState &s, std::vector