diff options
Diffstat (limited to 'src/Entities/Player.cpp')
| -rw-r--r-- | src/Entities/Player.cpp | 46 |
1 files changed, 34 insertions, 12 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. |
