summaryrefslogtreecommitdiffstats
path: root/src/game/shared/entity/collision.cc
diff options
context:
space:
mode:
authoruntodesu <kirill@untode.su>2025-12-26 17:29:40 +0500
committeruntodesu <kirill@untode.su>2025-12-26 17:29:40 +0500
commit50c6db34574ce5c9d67e9a7c70a7cafb19ac2007 (patch)
tree730a59d1f08b8344df7653b98d884328449fc8d1 /src/game/shared/entity/collision.cc
parente73282ec5c8fd2b04cdae5c2641e7bc622ccce1f (diff)
downloadvoxelius-50c6db34574ce5c9d67e9a7c70a7cafb19ac2007.tar.bz2
voxelius-50c6db34574ce5c9d67e9a7c70a7cafb19ac2007.zip
Rework collision. Possibly fixes #19
Diffstat (limited to 'src/game/shared/entity/collision.cc')
-rw-r--r--src/game/shared/entity/collision.cc148
1 files changed, 80 insertions, 68 deletions
diff --git a/src/game/shared/entity/collision.cc b/src/game/shared/entity/collision.cc
index af23047..1be1ded 100644
--- a/src/game/shared/entity/collision.cc
+++ b/src/game/shared/entity/collision.cc
@@ -18,35 +18,41 @@
static int vgrid_collide(const Dimension* dimension, int d, Collision& collision, Transform& transform, Velocity& velocity,
VoxelMaterial& touch_surface)
{
- const auto move = globals::fixed_frametime * velocity.value[d];
- const auto move_sign = math::sign<int>(move);
+ auto movespeed = globals::fixed_frametime * velocity.value[d];
+ auto movesign = math::sign<int>(movespeed);
- const auto& ref_aabb = collision.aabb;
- const auto current_aabb = ref_aabb.push(transform.local);
+ auto& ref_aabb = collision.aabb;
+ auto ref_center = 0.5f * ref_aabb.min + 0.5f * ref_aabb.max;
+ auto ref_halfsize = 0.5f * ref_aabb.max - 0.5f * ref_aabb.min;
- auto next_aabb = math::AABBf(current_aabb);
- next_aabb.min[d] += move;
- next_aabb.max[d] += move;
+ auto curr_aabb = ref_aabb.push(transform.local);
+
+ math::AABBf next_aabb(curr_aabb);
+ next_aabb.min[d] += movespeed;
+ next_aabb.max[d] += movespeed;
+
+ auto next_center = 0.5f * next_aabb.min + 0.5f * next_aabb.max;
+
+ auto csg_aabb = curr_aabb.combine(next_aabb);
local_pos lpos_min;
- lpos_min.x = static_cast<local_pos::value_type>(glm::floor(next_aabb.min.x));
- lpos_min.y = static_cast<local_pos::value_type>(glm::floor(next_aabb.min.y));
- lpos_min.z = static_cast<local_pos::value_type>(glm::floor(next_aabb.min.z));
+ lpos_min.x = static_cast<local_pos::value_type>(glm::floor(csg_aabb.min.x));
+ lpos_min.y = static_cast<local_pos::value_type>(glm::floor(csg_aabb.min.y));
+ lpos_min.z = static_cast<local_pos::value_type>(glm::floor(csg_aabb.min.z));
local_pos lpos_max;
- lpos_max.x = static_cast<local_pos::value_type>(glm::ceil(next_aabb.max.x));
- lpos_max.y = static_cast<local_pos::value_type>(glm::ceil(next_aabb.max.y));
- lpos_max.z = static_cast<local_pos::value_type>(glm::ceil(next_aabb.max.z));
+ lpos_max.x = static_cast<local_pos::value_type>(glm::ceil(csg_aabb.max.x));
+ lpos_max.y = static_cast<local_pos::value_type>(glm::ceil(csg_aabb.max.y));
+ lpos_max.z = static_cast<local_pos::value_type>(glm::ceil(csg_aabb.max.z));
- // Other axes
- const int u = (d + 1) % 3;
- const int v = (d + 2) % 3;
+ auto u = (d + 1) % 3;
+ auto v = (d + 2) % 3;
local_pos::value_type ddir;
local_pos::value_type dmin;
local_pos::value_type dmax;
- if(move < 0.0f) {
+ if(movespeed < 0.0f) {
ddir = local_pos::value_type(+1);
dmin = lpos_min[d];
dmax = lpos_max[d];
@@ -57,13 +63,14 @@ static int vgrid_collide(const Dimension* dimension, int d, Collision& collision
dmax = lpos_min[d];
}
- VoxelTouch latch_touch = VTOUCH_NONE;
- glm::fvec3 latch_values = glm::fvec3(0.0f, 0.0f, 0.0f);
- VoxelMaterial latch_surface = VMAT_UNKNOWN;
- math::AABBf latch_vbox;
+ auto closest_dist = std::numeric_limits<float>::infinity();
+ auto closest_touch = VTOUCH_NONE;
+ auto closest_surface = VMAT_UNKNOWN;
+ auto closest_tvalues = ZERO_VEC3<float>;
+ math::AABBf closest_vbox;
for(auto i = dmin; i != dmax; i += ddir) {
- for(auto j = lpos_min[u]; j < lpos_max[u]; ++j)
+ for(auto j = lpos_min[u]; j < lpos_max[u]; ++j) {
for(auto k = lpos_min[v]; k < lpos_max[v]; ++k) {
local_pos lpos;
lpos[d] = i;
@@ -73,79 +80,84 @@ static int vgrid_collide(const Dimension* dimension, int d, Collision& collision
auto vpos = coord::to_voxel(transform.chunk, lpos);
auto voxel = dimension->get_voxel(vpos);
- if(voxel == nullptr) {
- // Don't collide with something
- // that we assume to be nothing
- continue;
+ if(voxel == nullptr || voxel->is_touch_type<VTOUCH_NONE>()) {
+ continue; // non-collidable
}
- math::AABBf vbox(voxel->get_collision().push(lpos));
+ auto vbox = voxel->get_collision().push(lpos);
+ auto vbox_center = 0.5f * vbox.min + 0.5f * vbox.max;
- if(!next_aabb.intersect(vbox)) {
- // No intersection between the voxel
- // and the entity's collision hull
- continue;
+ if(!csg_aabb.intersect(vbox)) {
+ continue; // no intersection
}
- if(voxel->is_touch_type<VTOUCH_SOLID>()) {
- // Solid touch type makes a collision
- // response whenever it is encountered
- velocity.value[d] = 0.0f;
- touch_surface = voxel->get_surface_material();
- return move_sign;
- }
+ auto distance = glm::abs(vbox_center[d] - next_center[d]);
- // In case of other touch types, they
- // are latched and the last ever touch
- // type is then responded to
- if(voxel->get_touch_type() != VTOUCH_NONE) {
- latch_touch = voxel->get_touch_type();
- latch_values = voxel->get_touch_values();
- latch_surface = voxel->get_surface_material();
- latch_vbox = vbox;
- continue;
+ if(distance < closest_dist) {
+ closest_dist = distance;
+ closest_touch = voxel->get_touch_type();
+ closest_surface = voxel->get_surface_material();
+ closest_tvalues = voxel->get_touch_values();
+ closest_vbox = vbox;
}
}
+ }
}
- if(latch_touch != VTOUCH_NONE) {
- if(latch_touch == VTOUCH_BOUNCE) {
- const auto move_distance = glm::abs(current_aabb.min[d] - next_aabb.min[d]);
- const auto threshold = 2.0f * globals::fixed_frametime;
+ if(std::isfinite(closest_dist)) {
+ auto snap_to_closest_vbox = false;
- if(move_distance > threshold) {
- velocity.value[d] *= -latch_values[d];
+ if(closest_touch == VTOUCH_BOUNCE) {
+ auto threshold = 2.0f * static_cast<float>(globals::fixed_frametime);
+ auto travel_distance = glm::abs(curr_aabb.min[d] - next_aabb.min[d]);
+
+ if(travel_distance > threshold) {
+ velocity.value[d] = -velocity.value[d] * closest_tvalues[d];
}
else {
velocity.value[d] = 0.0f;
}
- touch_surface = latch_surface;
+ snap_to_closest_vbox = true;
+ }
+ else if(closest_touch == VTOUCH_SINK) {
+ constexpr auto threshold = 0.01f;
- return move_sign;
+ if(velocity.value[d] < threshold) {
+ velocity.value[d] = 0.0f;
+ }
+ else {
+ velocity.value[d] *= closest_tvalues[d];
+ }
+ }
+ else {
+ velocity.value[d] = 0.0f;
+ snap_to_closest_vbox = true;
}
- if(latch_touch == VTOUCH_SINK) {
- velocity.value[d] *= latch_values[d];
- touch_surface = latch_surface;
- return move_sign;
+ if(snap_to_closest_vbox) {
+ auto vbox_center = 0.5f * closest_vbox.min[d] + 0.5f * closest_vbox.max[d];
+ auto vbox_halfsize = 0.5f * closest_vbox.max[d] - 0.5f * closest_vbox.min[d];
+
+ if(movesign < 0) {
+ transform.local[d] = vbox_center + vbox_halfsize + ref_halfsize[d] - ref_center[d] + 0.01f;
+ }
+ else {
+ transform.local[d] = vbox_center - vbox_halfsize - ref_halfsize[d] - ref_center[d] - 0.01f;
+ }
}
+
+ touch_surface = closest_surface;
+
+ return movesign;
}
+ touch_surface = VMAT_UNKNOWN;
return 0;
}
void Collision::fixed_update(Dimension* dimension)
{
- // FIXME: this isn't particularly accurate considering
- // some voxels might be passable and some other voxels
- // might apply some slowing factor; what I might do in the
- // future is to add a specific value to the voxel registry
- // entries that would specify the amount of force we apply
- // to prevent player movement inside a specific voxel, plus
- // we shouldn't treat all voxels as full cubes if we want
- // to support slabs, stairs and non-full liquid voxels in the future
-
auto group = dimension->entities.group<Collision>(entt::get<Transform, Velocity>);
for(auto [entity, collision, transform, velocity] : group.each()) {