mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
optimize collisions calculations (remove the stupid)
This commit is contained in:
parent
49aa7cdfba
commit
b0d231c927
9 changed files with 134 additions and 103 deletions
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@ -38,6 +38,14 @@ struct AABB {
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return AABB(a + pos, b + pos);
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}
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AABB operator+(const glm::vec3& offset) const {
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return translated(offset);
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}
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AABB operator-(const glm::vec3& offset) const {
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return translated(-offset);
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}
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/// @brief Multiply AABB size from center
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inline void scale(const glm::vec3 mul) {
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glm::vec3 center = (a + b) * 0.5f;
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@ -91,14 +99,14 @@ struct AABB {
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addPoint(matrix * glm::vec4(pb.x, pa.y, pb.z, 1.0f));
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}
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inline bool intersect(const AABB& aabb) {
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inline bool intersects(const AABB& aabb) const {
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return (
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a.x <= aabb.b.x && b.x >= aabb.a.x && a.y <= aabb.b.y &&
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b.y >= aabb.a.y && a.z <= aabb.b.z && b.z >= aabb.a.z
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);
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}
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inline bool intersect(const AABB& aabb, float margin) {
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inline bool intersects(const AABB& aabb, float margin) const {
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return (
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a.x <= aabb.b.x + margin && b.x >= aabb.a.x - margin &&
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a.y <= aabb.b.y + margin && b.y >= aabb.a.y - margin &&
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@ -450,7 +450,7 @@ void Entities::render(
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bool Entities::hasBlockingInside(AABB aabb) {
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auto view = registry->view<EntityId, Rigidbody>();
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for (auto [entity, eid, body] : view.each()) {
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if (eid.def.blocking && aabb.intersect(body.hitbox.getAABB(), -0.05f)) {
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if (eid.def.blocking && aabb.intersects(body.hitbox.getAABB(), -0.05f)) {
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return true;
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}
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}
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@ -5,8 +5,8 @@
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#include "voxels/Block.hpp"
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#include "voxels/GlobalChunks.hpp"
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#include "voxels/voxel.hpp"
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#include "debug/Logger.hpp"
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#include <iostream>
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#include <algorithm>
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/norm.hpp>
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@ -14,8 +14,12 @@
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inline const float E = 0.03f;
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inline const float MAX_FIX = 0.1f;
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static debug::Logger logger("physics-solver");
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PhysicsSolver::PhysicsSolver(glm::vec3 gravity) : gravity(gravity) {}
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static int samples_count = 0;
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void PhysicsSolver::step(
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const GlobalChunks& chunks,
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Hitbox& hitbox,
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@ -23,9 +27,9 @@ void PhysicsSolver::step(
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uint substeps,
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entityid_t entity
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) {
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samples_count = 0;
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float dt = delta / static_cast<float>(substeps);
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float linearDamping = hitbox.linearDamping * hitbox.friction;
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float s = 2.0f/BLOCK_AABB_GRID;
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auto half = hitbox.getHalfSize();
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glm::vec3& pos = hitbox.position;
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@ -53,11 +57,12 @@ void PhysicsSolver::step(
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if (hitbox.crouching && hitbox.grounded){
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float y = (pos.y-half.y-E);
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hitbox.grounded = false;
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for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
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float x = (px-half.x+E) + ix * s;
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for (int iz = 0; iz <= (half.z-E)*2/s; iz++){
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float z = (pos.z-half.z+E) + iz * s;
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if (chunks.isObstacleAt(x,y,z)){
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for (int ix = 0; ix <= glm::ceil((half.x-E)*2); ix++) {
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float x = (px-half.x+E) + ix;
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for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++){
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float z = (pos.z-half.z+E) + iz;
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samples_count++;
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if (chunks.isObstacleAt(x,y,z, AABB(pos - half, pos + half))){
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hitbox.grounded = true;
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break;
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}
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@ -68,11 +73,12 @@ void PhysicsSolver::step(
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vel.z = 0.0f;
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}
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hitbox.grounded = false;
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for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
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float x = (pos.x-half.x+E) + ix * s;
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for (int iz = 0; iz <= (half.z-E)*2/s; iz++){
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float z = (pz-half.z+E) + iz * s;
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if (chunks.isObstacleAt(x,y,z)){
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for (int ix = 0; ix <= glm::ceil((half.x-E)*2); ix++) {
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float x = (pos.x-half.x+E) + ix;
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for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++){
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float z = (pz-half.z+E) + iz;
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samples_count++;
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if (chunks.isObstacleAt(x,y,z, AABB(pos - half, pos + half))){
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hitbox.grounded = true;
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break;
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}
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@ -103,7 +109,7 @@ void PhysicsSolver::step(
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bool triggered = false;
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switch (sensor.type) {
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case SensorType::AABB:
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triggered = aabb.intersect(sensor.calculated.aabb);
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triggered = aabb.intersects(sensor.calculated.aabb);
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break;
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case SensorType::RADIUS:
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triggered = glm::distance2(
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@ -118,21 +124,23 @@ void PhysicsSolver::step(
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sensor.nextEntered.insert(entity);
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}
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}
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logger.info() << "total samples: " << samples_count;
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}
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static float calc_step_height(
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const GlobalChunks& chunks,
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const glm::vec3& pos,
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const glm::vec3& half,
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float stepHeight,
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float s
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float stepHeight
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) {
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AABB aabb(pos - half, pos + half);
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if (stepHeight > 0.0f) {
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for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
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float x = (pos.x-half.x+E) + ix * s;
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for (int iz = 0; iz <= (half.z-E)*2/s; iz++) {
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float z = (pos.z-half.z+E) + iz * s;
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if (chunks.isObstacleAt(x, pos.y+half.y+stepHeight, z)) {
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for (int ix = 0; ix <= glm::ceil((half.x-E) * 2); ix++) {
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float x = (pos.x-half.x+E) + ix;
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for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++) {
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float z = (pos.z-half.z+E) + iz;
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samples_count++;
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if (chunks.isObstacleAt(x, pos.y+half.y+stepHeight, z, aabb)) {
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return 0.0f;
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}
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}
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@ -147,20 +155,26 @@ static bool calc_collision_neg(
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glm::vec3& pos,
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glm::vec3& vel,
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const glm::vec3& half,
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float stepHeight,
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float s
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float stepHeight
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) {
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if (vel[nx] >= 0.0f) {
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return false;
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}
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glm::vec3 offset(0.0f, stepHeight, 0.0f);
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for (int iy = 0; iy <= std::max<int>(1, ((half-offset*0.5f)[ny]-E)*2/s); iy++) {
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for (int iy = 0; iy <= glm::ceil(((half-offset*0.5f)[ny]-E)*2); iy++) {
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glm::vec3 coord;
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coord[ny] = ((pos+offset)[ny]-half[ny]+E) + iy * s;
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for (int iz = 0; iz <= (half[nz]-E)*2/s; iz++){
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coord[nz] = (pos[nz]-half[nz]+E) + iz * s;
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coord[ny] = ((pos+offset)[ny]-half[ny]+E) + iy;
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for (int iz = 0; iz <= glm::ceil((half[nz]-E)*2); iz++){
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coord[nz] = (pos[nz]-half[nz]+E) + iz;
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coord[nx] = (pos[nx]-half[nx]-E);
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if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z)) {
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samples_count++;
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auto boxAABB = AABB(pos - half, pos + half);
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glm::vec3 scale(1.0f);
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scale[nz] = 1.0f - E * 2.0f;
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boxAABB.scale(scale);
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if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z, boxAABB)) {
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vel[nx] = 0.0f;
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float newx = std::floor(coord[nx]) + half[nx] + aabb->max()[nx] + E;
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if (newx - pos[nx] <= E) {
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@ -179,23 +193,29 @@ static void calc_collision_pos(
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glm::vec3& pos,
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glm::vec3& vel,
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const glm::vec3& half,
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float stepHeight,
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float s
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float stepHeight
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) {
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if (vel[nx] <= 0.0f) {
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return;
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}
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glm::vec3 offset(0.0f, stepHeight, 0.0f);
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for (int iy = 0; iy <= std::max<int>(1, ((half-offset*0.5f)[ny]-E)*2/s); iy++) {
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for (int iy = 0; iy <= glm::ceil(((half-offset*0.5f)[ny]-E)*2); iy++) {
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glm::vec3 coord;
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coord[ny] = ((pos+offset)[ny]-half[ny]+E) + iy * s;
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for (int iz = 0; iz <= (half[nz]-E)*2/s; iz++) {
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coord[nz] = (pos[nz]-half[nz]+E) + iz * s;
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coord[ny] = ((pos+offset)[ny]-half[ny]+E) + iy;
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for (int iz = 0; iz <= glm::ceil((half[nz]-E)*2); iz++) {
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coord[nz] = (pos[nz]-half[nz]+E) + iz;
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coord[nx] = (pos[nx]+half[nx]+E);
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if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z)) {
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samples_count++;
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auto boxAABB = AABB(pos - half, pos + half);
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glm::vec3 scale(1.0f);
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scale[nz] = 1.0f - E * 2.0f;
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boxAABB.scale(scale);
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if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z, boxAABB)) {
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vel[nx] = 0.0f;
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float newx = std::floor(coord[nx]) - half[nx] + aabb->min()[nx] - E;
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if (newx - pos[nx] <= E) {
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if (newx - pos[nx] >= -E) {
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pos[nx] = newx;
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}
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return;
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@ -212,30 +232,28 @@ void PhysicsSolver::colisionCalc(
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const glm::vec3 half,
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float stepHeight
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) {
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// step size (smaller - more accurate, but slower) // TODO: GET RID OF THIS
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float s = 2.0f/BLOCK_AABB_GRID;
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stepHeight = calc_step_height(chunks, pos, half, stepHeight, s);
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stepHeight = calc_step_height(chunks, pos, half, stepHeight);
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const AABB* aabb;
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calc_collision_neg<0, 1, 2>(chunks, pos, vel, half, stepHeight, s);
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calc_collision_pos<0, 1, 2>(chunks, pos, vel, half, stepHeight, s);
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calc_collision_neg<0, 1, 2>(chunks, pos, vel, half, stepHeight);
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calc_collision_pos<0, 1, 2>(chunks, pos, vel, half, stepHeight);
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calc_collision_neg<2, 1, 0>(chunks, pos, vel, half, stepHeight, s);
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calc_collision_pos<2, 1, 0>(chunks, pos, vel, half, stepHeight, s);
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calc_collision_neg<2, 1, 0>(chunks, pos, vel, half, stepHeight);
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calc_collision_pos<2, 1, 0>(chunks, pos, vel, half, stepHeight);
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if (calc_collision_neg<1, 0, 2>(chunks, pos, vel, half, 0.0f, s)) {
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if (calc_collision_neg<1, 0, 2>(chunks, pos, vel, half, 0.0f)) {
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hitbox.grounded = true;
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}
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if (stepHeight > 0.0 && vel.y <= 0.0f){
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for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
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float x = (pos.x-half.x+E) + ix * s;
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for (int iz = 0; iz <= (half.z-E)*2/s; iz++) {
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float z = (pos.z-half.z+E) + iz * s;
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for (int ix = 0; ix <= glm::ceil((half.x-E)*2); ix++) {
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float x = (pos.x-half.x+E) + ix;
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for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++) {
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float z = (pos.z-half.z+E) + iz;
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float y = (pos.y-half.y+E);
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if ((aabb = chunks.isObstacleAt(x,y,z))){
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samples_count++;
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if ((aabb = chunks.isObstacleAt(x,y,z, AABB(pos - half, pos + half)))){
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vel.y = 0.0f;
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float newy = std::floor(y) + aabb->max().y + half.y;
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if (std::abs(newy-pos.y) <= MAX_FIX+stepHeight) {
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@ -247,12 +265,13 @@ void PhysicsSolver::colisionCalc(
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}
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}
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if (vel.y > 0.0f){
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for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
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float x = (pos.x-half.x+E) + ix * s;
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for (int iz = 0; iz <= (half.z-E)*2/s; iz++) {
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float z = (pos.z-half.z+E) + iz * s;
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for (int ix = 0; ix <= glm::ceil((half.x-E)*2); ix++) {
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float x = (pos.x-half.x+E) + ix;
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for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++) {
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float z = (pos.z-half.z+E) + iz;
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float y = (pos.y+half.y+E);
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if ((aabb = chunks.isObstacleAt(x,y,z))){
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samples_count++;
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if ((aabb = chunks.isObstacleAt(x,y,z, AABB(pos - half, pos + half)))){
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vel.y = 0.0f;
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float newy = std::floor(y) - half.y + aabb->min().y - E;
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if (std::abs(newy-pos.y) <= MAX_FIX) {
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@ -1,11 +1,5 @@
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#include "Chunks.hpp"
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#include <math.h>
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#include <algorithm>
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#include <stdexcept>
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#include <vector>
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#include "data/StructLayout.hpp"
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#include "coders/byte_utils.hpp"
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#include "content/Content.hpp"
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@ -20,6 +14,11 @@
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#include "VoxelsVolume.hpp"
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#include "blocks_agent.hpp"
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#include <math.h>
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#include <algorithm>
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#include <stdexcept>
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#include <vector>
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Chunks::Chunks(
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int32_t w,
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int32_t d,
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@ -67,20 +66,21 @@ const AABB* Chunks::isObstacleAt(float x, float y, float z) const {
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}
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}
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const auto& def = indices.blocks.require(v->id);
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if (def.obstacle) {
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glm::ivec3 offset {};
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if (v->state.segment) {
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glm::ivec3 point(ix, iy, iz);
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offset = seekOrigin(point, def, v->state) - point;
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}
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const auto& boxes =
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def.rotatable ? def.rt.hitboxes[v->state.rotation] : def.hitboxes;
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for (const auto& hitbox : boxes) {
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if (hitbox.contains(
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{x - ix - offset.x, y - iy - offset.y, z - iz - offset.z}
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)) {
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return &hitbox;
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}
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if (!def.obstacle) {
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return nullptr;
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}
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glm::ivec3 offset {};
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if (v->state.segment) {
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glm::ivec3 point(ix, iy, iz);
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offset = seekOrigin(point, def, v->state) - point;
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}
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const auto& boxes =
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def.rotatable ? def.rt.hitboxes[v->state.rotation] : def.hitboxes;
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for (const auto& hitbox : boxes) {
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if (hitbox.contains(
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{x - ix - offset.x, y - iy - offset.y, z - iz - offset.z}
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)) {
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return &hitbox;
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}
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}
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return nullptr;
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@ -1,17 +1,16 @@
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#pragma once
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#include <stdlib.h>
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#include <glm/glm.hpp>
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#include <memory>
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#include <set>
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#include <vector>
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#include "typedefs.hpp"
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#include "voxel.hpp"
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#include "constants.hpp"
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#include "util/AreaMap2D.hpp"
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#include <stdlib.h>
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#include <glm/glm.hpp>
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#include <memory>
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#include <set>
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#include <vector>
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class VoxelRenderer;
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struct AABB;
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@ -214,6 +214,6 @@ void GlobalChunks::putChunk(std::shared_ptr<Chunk> chunk) {
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chunksMap[keyfrom(chunk->x, chunk->z)] = std::move(chunk);
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}
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const AABB* GlobalChunks::isObstacleAt(float x, float y, float z) const {
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return blocks_agent::is_obstacle_at(*this, x, y, z);
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const AABB* GlobalChunks::isObstacleAt(float x, float y, float z, const AABB& aabb) const {
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return blocks_agent::is_obstacle_at(*this, x, y, z, aabb);
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}
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@ -57,7 +57,7 @@ public:
|
|||
|
||||
void putChunk(std::shared_ptr<Chunk> chunk);
|
||||
|
||||
const AABB* isObstacleAt(float x, float y, float z) const;
|
||||
const AABB* isObstacleAt(float x, float y, float z, const AABB& aabb) const;
|
||||
|
||||
inline Chunk* getChunk(int cx, int cz) const {
|
||||
const auto& found = chunksMap.find(keyfrom(cx, cz));
|
||||
|
|
|
|||
|
|
@ -461,7 +461,7 @@ void get_voxels(const Chunks& chunks, VoxelsVolume* volume, bool backlight=false
|
|||
void get_voxels(const GlobalChunks& chunks, VoxelsVolume* volume, bool backlight=false);
|
||||
|
||||
template <class Storage>
|
||||
inline const AABB* is_obstacle_at(const Storage& chunks, float x, float y, float z) {
|
||||
inline const AABB* is_obstacle_at(const Storage& chunks, float x, float y, float z, const AABB& aabb) {
|
||||
int ix = std::floor(x);
|
||||
int iy = std::floor(y);
|
||||
int iz = std::floor(z);
|
||||
|
|
@ -475,23 +475,28 @@ inline const AABB* is_obstacle_at(const Storage& chunks, float x, float y, float
|
|||
}
|
||||
}
|
||||
const auto& def = chunks.getContentIndices().blocks.require(v->id);
|
||||
if (def.obstacle) {
|
||||
glm::ivec3 offset {};
|
||||
if (v->state.segment) {
|
||||
glm::ivec3 point(ix, iy, iz);
|
||||
offset = seek_origin(chunks, point, def, v->state) - point;
|
||||
}
|
||||
const auto& boxes =
|
||||
def.rotatable ? def.rt.hitboxes[v->state.rotation] : def.hitboxes;
|
||||
for (const auto& hitbox : boxes) {
|
||||
if (hitbox.contains(
|
||||
{x - ix - offset.x, y - iy - offset.y, z - iz - offset.z}
|
||||
)) {
|
||||
return &hitbox;
|
||||
}
|
||||
if (!def.obstacle) {
|
||||
return nullptr;
|
||||
}
|
||||
glm::ivec3 offset {};
|
||||
if (v->state.segment) {
|
||||
glm::ivec3 point(ix, iy, iz);
|
||||
offset = seek_origin(chunks, point, def, v->state) - point;
|
||||
}
|
||||
const auto& boxes =
|
||||
def.rotatable ? def.rt.hitboxes[v->state.rotation] : def.hitboxes;
|
||||
|
||||
for (const auto& hitbox : boxes) {
|
||||
if (hitbox.intersects(aabb - glm::ivec3(ix, iy, iz))) {
|
||||
return &hitbox;
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
template <class Storage>
|
||||
inline const AABB* is_obstacle_at(const Storage& chunks, float x, float y, float z) {
|
||||
return is_obstacle_at(chunks, x, y, z, AABB({x, y, z}, {x + 1, y + 1, z + 1}));
|
||||
}
|
||||
|
||||
} // blocks_agent
|
||||
|
|
|
|||
|
|
@ -173,7 +173,7 @@ void WorldGenerator::placeStructure(
|
|||
}
|
||||
auto& otherPrototype = *found->second;
|
||||
auto chunkAABB = gen_chunk_aabb(chunkX + lcx, chunkZ + lcz);
|
||||
if (chunkAABB.intersect(aabb)) {
|
||||
if (chunkAABB.intersects(aabb)) {
|
||||
otherPrototype.placements.emplace_back(
|
||||
priority,
|
||||
StructurePlacement {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue