From f40d09cb8f712e87691af4912f3630d92d692779 Mon Sep 17 00:00:00 2001 From: untodesu Date: Thu, 11 Dec 2025 15:14:26 +0500 Subject: 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 --- game/shared/entity/collision.cc | 173 ---------------------------------------- 1 file changed, 173 deletions(-) delete mode 100644 game/shared/entity/collision.cc (limited to 'game/shared/entity/collision.cc') diff --git a/game/shared/entity/collision.cc b/game/shared/entity/collision.cc deleted file mode 100644 index d2bc0a9..0000000 --- a/game/shared/entity/collision.cc +++ /dev/null @@ -1,173 +0,0 @@ -#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(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(glm::floor(next_aabb.min.x)); - lpos_min.y = static_cast(glm::floor(next_aabb.min.y)); - lpos_min.z = static_cast(glm::floor(next_aabb.min.z)); - - local_pos lpos_max; - lpos_max.x = static_cast(glm::ceil(next_aabb.max.x)); - lpos_max.y = static_cast(glm::ceil(next_aabb.max.y)); - lpos_max.z = static_cast(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()) { - // 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(entt::get); - - 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)) { - if(vertical_move == math::sign(dimension->get_gravity())) { - dimension->entities.emplace_or_replace(entity, entity::Grounded { surface }); - } - else { - dimension->entities.remove(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); - } - - vgrid_collide(dimension, 0, collision, transform, velocity, surface); - vgrid_collide(dimension, 2, collision, transform, velocity, surface); - } -} -- cgit