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-rw-r--r--src/game/shared/collision.cc169
1 files changed, 0 insertions, 169 deletions
diff --git a/src/game/shared/collision.cc b/src/game/shared/collision.cc
deleted file mode 100644
index dd51dd5..0000000
--- a/src/game/shared/collision.cc
+++ /dev/null
@@ -1,169 +0,0 @@
-#include "shared/pch.hh"
-
-#include "shared/collision.hh"
-
-#include "core/constexpr.hh"
-
-#include "shared/coord.hh"
-#include "shared/dimension.hh"
-#include "shared/globals.hh"
-#include "shared/gravity.hh"
-#include "shared/grounded.hh"
-#include "shared/transform.hh"
-#include "shared/velocity.hh"
-#include "shared/voxel_registry.hh"
-
-static int vgrid_collide(const Dimension* dimension, int d, CollisionComponent& collision, TransformComponent& transform,
- VelocityComponent& velocity, voxel_surface& touch_surface)
-{
- const auto move = globals::fixed_frametime * velocity.value[d];
- const auto move_sign = vx::sign<int>(move);
-
- const auto& ref_aabb = collision.aabb;
- const auto current_aabb = ref_aabb.push(transform.local);
-
- auto next_aabb = AABB(current_aabb);
- next_aabb.min[d] += move;
- next_aabb.max[d] += move;
-
- local_pos lpos_min;
- lpos_min.x = vx::floor<local_pos::value_type>(next_aabb.min.x);
- lpos_min.y = vx::floor<local_pos::value_type>(next_aabb.min.y);
- lpos_min.z = vx::floor<local_pos::value_type>(next_aabb.min.z);
-
- local_pos lpos_max;
- lpos_max.x = vx::ceil<local_pos::value_type>(next_aabb.max.x);
- lpos_max.y = vx::ceil<local_pos::value_type>(next_aabb.max.y);
- lpos_max.z = vx::ceil<local_pos::value_type>(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];
- }
-
- voxel_touch latch_touch = voxel_touch::NOTHING;
- glm::fvec3 latch_values = glm::fvec3(0.0f, 0.0f, 0.0f);
- voxel_surface latch_surface = voxel_surface::UNKNOWN;
- AABB 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;
-
- const auto vpos = coord::to_voxel(transform.chunk, lpos);
- const auto info = voxel_registry::find(dimension->get_voxel(vpos));
-
- if(info == nullptr) {
- // Don't collide with something
- // that we assume to be nothing
- continue;
- }
-
- AABB vbox;
- vbox.min = glm::fvec3(lpos);
- vbox.max = glm::fvec3(lpos) + 1.0f;
-
- if(!next_aabb.intersect(vbox)) {
- // No intersection between the voxel
- // and the entity's collision hull
- continue;
- }
-
- if(info->touch_type == voxel_touch::SOLID) {
- // Solid touch type makes a collision
- // response whenever it is encountered
- velocity.value[d] = 0.0f;
- touch_surface = info->surface;
- return move_sign;
- }
-
- // In case of other touch types, they
- // are latched and the last ever touch
- // type is then responded to
- if(info->touch_type != voxel_touch::NOTHING) {
- latch_touch = info->touch_type;
- latch_values = info->touch_values;
- latch_surface = info->surface;
- latch_vbox = vbox;
- continue;
- }
- }
- }
-
- if(latch_touch != voxel_touch::NOTHING) {
- if(latch_touch == voxel_touch::BOUNCE) {
- const auto move_distance = vx::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 == voxel_touch::SINK) {
- velocity.value[d] *= latch_values[d];
- touch_surface = latch_surface;
- return move_sign;
- }
- }
-
- return 0;
-}
-
-void CollisionComponent::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<CollisionComponent>(entt::get<TransformComponent, VelocityComponent>);
-
- for(auto [entity, collision, transform, velocity] : group.each()) {
- auto surface = voxel_surface::UNKNOWN;
- auto vertical_move = vgrid_collide(dimension, 1, collision, transform, velocity, surface);
-
- if(dimension->entities.any_of<GravityComponent>(entity)) {
- if(vertical_move == vx::sign<int>(dimension->get_gravity())) {
- dimension->entities.emplace_or_replace<GroundedComponent>(entity, GroundedComponent { surface });
- } else {
- dimension->entities.remove<GroundedComponent>(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<GroundedComponent>(entity);
- }
-
- vgrid_collide(dimension, 0, collision, transform, velocity, surface);
- vgrid_collide(dimension, 2, collision, transform, velocity, surface);
- }
-}