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| author | untodesu <kirill@untode.su> | 2025-12-11 15:14:26 +0500 |
|---|---|---|
| committer | untodesu <kirill@untode.su> | 2025-12-11 15:14:26 +0500 |
| commit | f40d09cb8f712e87691af4912f3630d92d692779 (patch) | |
| tree | 7ac3a4168ff722689372fd489c6f94d0a2546e8f /src/game/shared/entity/collision.cc | |
| parent | 8bcbd2729388edc63c82d77d314b583af1447c49 (diff) | |
| download | voxelius-f40d09cb8f712e87691af4912f3630d92d692779.tar.bz2 voxelius-f40d09cb8f712e87691af4912f3630d92d692779.zip | |
Shuffle stuff around
- Use the new and improved hierarchy I figured out when making Prospero chat
- Re-add NSIS scripts, again from Prospero
- Update most build and utility scripts with their most recent versions
Diffstat (limited to 'src/game/shared/entity/collision.cc')
| -rw-r--r-- | src/game/shared/entity/collision.cc | 173 |
1 files changed, 173 insertions, 0 deletions
diff --git a/src/game/shared/entity/collision.cc b/src/game/shared/entity/collision.cc new file mode 100644 index 0000000..bc9209b --- /dev/null +++ b/src/game/shared/entity/collision.cc @@ -0,0 +1,173 @@ +#include "shared/pch.hh" + +#include "shared/entity/collision.hh" + +#include "core/math/constexpr.hh" + +#include "shared/entity/gravity.hh" +#include "shared/entity/grounded.hh" +#include "shared/entity/transform.hh" +#include "shared/entity/velocity.hh" + +#include "shared/world/dimension.hh" +#include "shared/world/voxel_registry.hh" + +#include "shared/coord.hh" +#include "shared/globals.hh" + +static int vgrid_collide(const world::Dimension* dimension, int d, entity::Collision& collision, entity::Transform& transform, + entity::Velocity& velocity, world::VoxelMaterial& touch_surface) +{ + const auto move = globals::fixed_frametime * velocity.value[d]; + const auto move_sign = math::sign<int>(move); + + const auto& ref_aabb = collision.aabb; + const auto current_aabb = ref_aabb.push(transform.local); + + auto next_aabb = math::AABBf(current_aabb); + next_aabb.min[d] += move; + next_aabb.max[d] += move; + + 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)); + + 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)); + + // Other axes + const int u = (d + 1) % 3; + const int v = (d + 2) % 3; + + local_pos::value_type ddir; + local_pos::value_type dmin; + local_pos::value_type dmax; + + if(move < 0.0f) { + ddir = local_pos::value_type(+1); + dmin = lpos_min[d]; + dmax = lpos_max[d]; + } + else { + ddir = local_pos::value_type(-1); + dmin = lpos_max[d]; + dmax = lpos_min[d]; + } + + world::VoxelTouch latch_touch = world::VTOUCH_NONE; + glm::fvec3 latch_values = glm::fvec3(0.0f, 0.0f, 0.0f); + world::VoxelMaterial latch_surface = world::VMAT_UNKNOWN; + math::AABBf latch_vbox; + + for(auto i = dmin; i != dmax; i += ddir) { + 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; + lpos[u] = j; + lpos[v] = k; + + 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; + } + + math::AABBf vbox(voxel->get_collision().push(lpos)); + + if(!next_aabb.intersect(vbox)) { + // No intersection between the voxel + // and the entity's collision hull + continue; + } + + if(voxel->is_touch_type<world::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; + } + + // In case of other touch types, they + // are latched and the last ever touch + // type is then responded to + if(voxel->get_touch_type() != world::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(latch_touch != world::VTOUCH_NONE) { + if(latch_touch == world::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(move_distance > threshold) { + velocity.value[d] *= -latch_values[d]; + } + else { + velocity.value[d] = 0.0f; + } + + touch_surface = latch_surface; + + return move_sign; + } + + if(latch_touch == world::VTOUCH_SINK) { + velocity.value[d] *= latch_values[d]; + touch_surface = latch_surface; + return move_sign; + } + } + + return 0; +} + +void entity::Collision::fixed_update(world::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<entity::Collision>(entt::get<entity::Transform, entity::Velocity>); + + for(auto [entity, collision, transform, velocity] : group.each()) { + auto surface = world::VMAT_UNKNOWN; + auto vertical_move = vgrid_collide(dimension, 1, collision, transform, velocity, surface); + + if(dimension->entities.any_of<entity::Gravity>(entity)) { + if(vertical_move == math::sign<int>(dimension->get_gravity())) { + dimension->entities.emplace_or_replace<entity::Grounded>(entity, entity::Grounded { surface }); + } + else { + dimension->entities.remove<entity::Grounded>(entity); + } + } + else { + // The entity cannot be grounded because the component + // setup of said entity should not let it comprehend the + // concept of resting on the ground (it flies around) + dimension->entities.remove<entity::Grounded>(entity); + } + + vgrid_collide(dimension, 0, collision, transform, velocity, surface); + vgrid_collide(dimension, 2, collision, transform, velocity, surface); + } +} |
