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-rw-r--r--src/Entities/Player.cpp71
-rw-r--r--src/Entities/Player.hpp12
2 files changed, 57 insertions, 26 deletions
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index fb88222..fd22247 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -3,6 +3,7 @@
 namespace MC::Entities {
 
 void Player::update(const Time& time, GFX::Window& window, GFX::Camera& camera, World::World& world) {
+    auto origin = m_transform.position();
     auto r = window.mouse_delta();
 
     auto key = [&](Int k) -> Real { return window.key(k, GLFW_PRESS); };
@@ -16,12 +17,9 @@ void Player::update(const Time& time, GFX::Window& window, GFX::Camera& camera,
     auto rotation_speed = 0.1f;
 
     auto direction = m_transform.right() * x + Vec3(0, y, 0) + m_transform.forward() * z;
-    auto destination = m_transform.position() + direction * move_speed;
+    auto destination = origin + direction * move_speed;
 
-    auto collision_domain = terrain_collision_domain(m_transform.position(), destination, world);
-    for (auto collision : collision_domain) {
-        destination = collision_reposition(m_transform.position(), destination, collision);
-    }
+    destination = process_collisions(world, origin, destination);
 
     move_to(destination);
     rotate({r.y() * rotation_speed, r.x() * rotation_speed, 0.0f});
@@ -50,19 +48,51 @@ AABB Player::bounds() const {
     return bounding_box_for_position(m_transform.position());
 }
 
-void Player::update_camera_position(GFX::Camera& camera) {
-    auto camera_position = m_transform.position();
-    camera_position.y() += 1.5;
+#define STUCK_THRESHOLD 100
 
-    camera.set_position(camera_position);
-    camera.set_angles(m_transform.rotation());
+Position::World Player::process_collisions(World::World& world, Position::World from, Position::World to) {
+    auto current_box = bounding_box_for_position(from);
+
+    // All the blocks we could theoretically collide with.
+    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,
+    // since we might have slid into another block. (up to STUCK_THRESHOLD times)
+    // If there are no pushouts, we have no collisions,
+    // and the player can move freely to the proposed position.
+
+    std::vector<Vec3> pushouts;
+    for (UInt stuck = 0; stuck < STUCK_THRESHOLD; stuck++) {
+        // Find the pushout vector for each block we're colliding with.
+        for (auto possible_collision : collision_domain) {
+            auto pushout = current_box.pushout(to - from, possible_collision);
+            if (!pushout.is_zero()) pushouts.push_back(pushout);
+        }
+
+        if (pushouts.empty()) return to;
+
+        std::sort(pushouts.begin(), pushouts.end(), [=](const Vec3& a, const Vec3& b) -> bool {
+            return a.magnitude_squared() > b.magnitude_squared();
+        });
+
+        to += pushouts[0];
+        pushouts.clear();
+    }
+
+    // We got stuck, don't move.
+    return from;
 }
 
 std::vector<AABB> Player::terrain_collision_domain(
     Position::World from, Position::World to,
     World::World& world
 ) {
-    auto domain_box = bounding_box_for_position(from).unite(bounding_box_for_position(to));
+    // Make the box a bit bigger so we don't clip through blocks.
+    auto domain_box = bounding_box_for_position(from)
+        .unite(bounding_box_for_position(to))
+        .unite(AABB{{1, 1, 1}});
+
     std::vector<AABB> colliding_blocks;
 
     // TODO: Unbind from chunks and loop through all the
@@ -71,7 +101,7 @@ std::vector<AABB> Player::terrain_collision_domain(
     // since right now if you're fast enough you can clip
     // through whole chunks.
     auto add_colliding = [&](Position::World chunk_pos, Position::BlockLocal pos, World::Chunk::BlockData& b) {
-        if (b.type == World::BlockType::Air) return;
+        if (!b.type.is_solid()) return;
         auto block_bounds = World::Chunk::block_bounds(pos).offset(chunk_pos);
         if (domain_box.collides(block_bounds)) colliding_blocks.push_back(block_bounds);
     };
@@ -82,6 +112,9 @@ std::vector<AABB> Player::terrain_collision_domain(
         chunk_from.chunk->for_each([&](auto p, auto b) { add_colliding(position, p, b); });
     }
 
+    if (World::ChunkIndex::from_position(to) == World::ChunkIndex::from_position(from))
+        return colliding_blocks;
+
     auto chunk_to = world.chunks().find(to);
     if (chunk_to.chunk.has_value()) {
         auto position = chunk_to.chunk.value().position();
@@ -91,6 +124,14 @@ std::vector<AABB> Player::terrain_collision_domain(
     return colliding_blocks;
 }
 
+void Player::update_camera_position(GFX::Camera& camera) {
+    auto camera_position = m_transform.position();
+    camera_position.y() += 1.5;
+
+    camera.set_position(camera_position);
+    camera.set_angles(m_transform.rotation());
+}
+
 AABB Player::bounding_box_for_position(Position::World position) {
     Vec3 box_start = {
         position.x() - s_bounds.max.x() / 2,
@@ -106,10 +147,4 @@ Position::World Player::position_for_bounding_box(AABB box) {
     return {center.x(), box.min.y(), center.z()};
 }
 
-Position::World Player::collision_reposition(Position::World from, Position::World to, AABB colliding) {
-    if (from == to) return from;
-    auto resulting_bounding_box = bounding_box_for_position(from).collision_response(to - from, colliding);
-    return position_for_bounding_box(resulting_bounding_box); // Ugly, we convert to AABB and back.
-}
-
 }
diff --git a/src/Entities/Player.hpp b/src/Entities/Player.hpp
index 3ae10ff..95e3d64 100644
--- a/src/Entities/Player.hpp
+++ b/src/Entities/Player.hpp
@@ -1,6 +1,5 @@
 #pragma once
 
-#include "../Common/FlexArray.hpp"
 #include "../Time.hpp"
 #include "../Transform.hpp"
 #include "../GFX/Camera.hpp"
@@ -11,7 +10,6 @@
 #include "../World/Position.hpp"
 
 namespace MC::Entities {
-
 class Player {
 public:
     explicit Player(Position::World position) : m_transform(position) {}
@@ -25,21 +23,19 @@ public:
     void rotate_to(Rotation to);
 
     AABB bounds() const;
-private:
-    void update_camera_position(GFX::Camera& camera);
 
-    static constexpr UInt MaxCollidingTerrain = 34;
+private:
+    static Position::World process_collisions(World::World& world, Position::World from, Position::World to);
     static std::vector<AABB> terrain_collision_domain(Position::World from, Position::World to, World::World& world);
 
+    void update_camera_position(GFX::Camera& camera);
+
     // Creates a bounding box where `position` is at the center of the bottom face.
     static AABB bounding_box_for_position(Position::World position);
     // Returns position of the center of the bottom face of `box`.
     static Position::World position_for_bounding_box(AABB box);
 
-    static Position::World collision_reposition(Position::World from, Position::World to, AABB colliding);
-
     Transform m_transform;
-
     static inline AABB s_bounds{{0.35, 1.8, 0.35}};
 };