#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 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(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]; } 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; 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() != 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 != 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(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 == VTOUCH_SINK) { velocity.value[d] *= latch_values[d]; touch_surface = latch_surface; return move_sign; } } 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(entt::get); for(auto [entity, collision, transform, velocity] : group.each()) { auto surface = 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, 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); } }