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-rw-r--r--src/game/shared/collision.cc169
1 files changed, 169 insertions, 0 deletions
diff --git a/src/game/shared/collision.cc b/src/game/shared/collision.cc
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+++ b/src/game/shared/collision.cc
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+#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);
+ }
+}