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-rw-r--r--src/Entities/Player.cpp46
-rw-r--r--src/Math/AABB.cpp13
-rw-r--r--src/Math/AABB.hpp10
3 files changed, 51 insertions, 18 deletions
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index 7a415ec..f87f2f9 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -53,33 +53,55 @@ AABB Player::bounds() const {
#define STUCK_THRESHOLD 100
Position::World Player::process_collisions(World::World& world, Position::World from, Position::World to) {
+ if (from.mostly_equal(to)) return to;
+
auto current_box = bounding_box_for_position(from);
// All the blocks we could theoretically collide with.
+ // NOTE: It isn't updated as new responses are applied,
+ // as that would be (currently) too expensive.
+ // At very high speeds, this may lead to phasing through blocks.
auto collision_domain = terrain_collision_domain(from, to, world);
- // Sort the pushouts by magnitude, and apply the biggest one.
- // If we apply a pushout, we need to check again for collisions,
+ // Sort the responses first by the magnitude of the velocity until the collision,
+ // and then by the distance from the entity, so that we slide along the closest block.
+ // If we apply a response, we need to check again for collisions,
// since we might have slid into another block. (up to STUCK_THRESHOLD times)
- // If there are no pushouts, we have no collisions,
+ // If there are no more responses, we have no collisions,
// and the player can move freely to the proposed position.
- std::vector<Vec3> pushouts;
+ struct Response {
+ AABB::CollisionResponse response;
+ Real distance_from_entity_squared;
+ Real magnitude_squared;
+ };
+ std::vector<Response> responses;
for (UInt stuck = 0; stuck < STUCK_THRESHOLD; stuck++) {
- // Find the pushout vector for each block we're colliding with.
+ auto v = to - from;
+
for (auto possible_collision : collision_domain) {
- auto pushout = current_box.pushout(to - from, possible_collision);
- if (!pushout.is_zero()) pushouts.push_back(pushout);
+ auto response = current_box.collision_response(v, possible_collision);
+ auto total_velocity = response.v_to_collision + response.v_slide;
+ if (!total_velocity.mostly_equal(v)) {
+ responses.push_back({
+ response,
+ possible_collision.center().distance_squared(from),
+ response.v_to_collision.magnitude_squared(),
+ });
+ }
}
- if (pushouts.empty()) return to;
+ if (responses.empty()) return to;
- std::sort(pushouts.begin(), pushouts.end(), [=](const Vec3& a, const Vec3& b) -> bool {
- return a.magnitude_squared() > b.magnitude_squared();
+ std::sort(responses.begin(), responses.end(), [=](const Response& a, const Response& b) -> bool {
+ return std::tie(a.magnitude_squared, a.distance_from_entity_squared) < std::tie(b.magnitude_squared, b.distance_from_entity_squared);
});
- to += pushouts[0];
- pushouts.clear();
+ // TODO: This applies the entire response, even though ideally we'd apply it in two parts,
+ // since technically the total velocity is a diagonal of the two components.
+ // This should only be a marginal issue, though.
+ to = from + responses[0].response.v_to_collision + responses[0].response.v_slide;
+ responses.clear();
}
// We got stuck, don't move.
diff --git a/src/Math/AABB.cpp b/src/Math/AABB.cpp
index 08c9903..b16960e 100644
--- a/src/Math/AABB.cpp
+++ b/src/Math/AABB.cpp
@@ -3,10 +3,11 @@
#include "AABB.hpp"
#include "Ray.hpp"
-// Returns a pushout vector for avoiding collision with `against`.
+// Returns a velocity vectors that avoid collision with `against`, while sliding along it.
+// If no collision is detected, returns the original velocity.
// Algorithm is kind of based on "https://www.gamedev.net/tutorials/_/technical/game-programming/swept-aabb-collision-detection-and-response-r3084/",
// but very different (and mine's better :3).
-Vec3 AABB::pushout(Vector<3> v, AABB against) const {
+AABB::CollisionResponse AABB::collision_response(Vector<3> v, AABB against) const {
auto origin = center();
Ray ray{origin, v};
@@ -14,7 +15,7 @@ Vec3 AABB::pushout(Vector<3> v, AABB against) const {
auto expanded_target = against.sum(*this);
auto raycast = ray.cast(expanded_target, v_magnitude);
- if (!raycast.hit) return {};
+ if (!raycast.hit) return {v};
// Slide along the collision plane.
@@ -25,6 +26,8 @@ Vec3 AABB::pushout(Vector<3> v, AABB against) const {
// Project the remaining velocity onto the plane, to which the normal is perpendicular.
auto projected_velocity = v_remaining - v_remaining.project_onto(raycast.normal);
- auto resulting_point = raycast.point + projected_velocity;
- return resulting_point - (v + origin);
+ return {
+ .v_to_collision = raycast.point - origin,
+ .v_slide = projected_velocity,
+ };
}
diff --git a/src/Math/AABB.hpp b/src/Math/AABB.hpp
index 4ad5534..b50ba56 100644
--- a/src/Math/AABB.hpp
+++ b/src/Math/AABB.hpp
@@ -76,7 +76,15 @@ struct AABB {
};
}
- Vec3 pushout(Vector<3> v, AABB against) const;
+ struct CollisionResponse {
+ // Velocity until the collision.
+ // Always has the same direction as the original velocity, and lower magnitude.
+ Vec3 v_to_collision;
+ // Velocity sliding along the collision plane.
+ // Projection of the fraction of the original velocity that was blocked by collision, onto the collision plane.
+ Vec3 v_slide;
+ };
+ CollisionResponse collision_response(Vector<3> v, AABB against) const;
Vector<3> min, max;
};