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-rw-r--r--src/Entities/Player.cpp28
-rw-r--r--src/Math/AABB.hpp6
-rw-r--r--src/Math/Functions.hpp7
-rw-r--r--src/Math/Ray.hpp2
-rw-r--r--src/Math/Vector.hpp9
5 files changed, 33 insertions, 19 deletions
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index 01e3588..ae82e83 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -1,5 +1,4 @@
#include "Player.hpp"
-
#include "../Common/Casts.hpp"
#include <unordered_set>
@@ -17,8 +16,8 @@ void Player::update(const Time& time, GFX::Window& window, GFX::Camera& camera,
m_on_ground = blocked_axes.y().negative;
for (UInt axis = 0; axis < 3; axis++) {
- if (blocked_axes[axis].positive) m_velocity[axis] = std::max(m_velocity[axis], 0.0);
- if (blocked_axes[axis].negative) m_velocity[axis] = std::min(m_velocity[axis], 0.0);
+ if (blocked_axes[axis].positive) m_velocity[axis] = std::min(m_velocity[axis], 0.0);
+ if (blocked_axes[axis].negative) m_velocity[axis] = std::max(m_velocity[axis], 0.0);
}
}
@@ -78,11 +77,9 @@ Vec3 Player::walking_velocity(GFX::Window& window, const Time& time, Vec3 input_
auto const walking_velocity = walking_direction * base_move_speed * time.delta();
auto vertical_velocity = 0.0;
- if (m_on_ground) {
- if (window.key(GLFW_KEY_SPACE, GLFW_PRESS)) {
- vertical_velocity = initial_jump_velocity;
- m_on_ground = false;
- }
+ if (m_on_ground && input_direction.y() > 0.5) {
+ vertical_velocity = initial_jump_velocity;
+ m_on_ground = false;
} else {
// TODO: This integration depends on frame delta.
vertical_velocity = m_velocity.y() - gravity * time.delta();
@@ -165,13 +162,13 @@ void Player::actions(GFX::Window& window, World::World& world) {
Player::ProcessCollisionsResult 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);
+ auto const 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);
+ auto const collision_domain = terrain_collision_domain(from, to, world);
// 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.
@@ -189,12 +186,12 @@ Player::ProcessCollisionsResult Player::process_collisions(World::World& world,
};
std::vector<Response> responses;
for (UInt stuck = 0; stuck < STUCK_THRESHOLD; stuck++) {
- auto v = to - from;
+ auto const v = to - from;
for (auto possible_collision : collision_domain) {
- 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)) {
+ auto const response = current_box.collision_response(v, possible_collision);
+ auto const total_velocity = response.v_to_collision + response.v_slide;
+ if (!total_velocity.mostly_equal(v) && !total_velocity.is_nan()) {
responses.push_back({
response,
possible_collision.center().distance_squared(from),
@@ -212,10 +209,9 @@ Player::ProcessCollisionsResult Player::process_collisions(World::World& world,
// 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.
- auto response = responses[0].response;
+ auto const response = responses[0].response;
to = from + response.v_to_collision + response.v_slide;
-
auto check_axis = [&](Real axis_normal, BlockedAxis& axis) -> Bool {
if (axis_normal < -0.5) { axis.negative = true; return true; }
if (axis_normal > 0.5) { axis.positive = true; return true; }
diff --git a/src/Math/AABB.hpp b/src/Math/AABB.hpp
index b298126..bff543e 100644
--- a/src/Math/AABB.hpp
+++ b/src/Math/AABB.hpp
@@ -27,15 +27,15 @@ struct AABB {
}
Bool intersects_on_x(AABB other) const {
- return min.x() <= other.max.x() && max.x() >= other.min.x();
+ return Math::floats_less(min.x(), other.max.x()) && Math::floats_less(other.min.x(), max.x());
}
Bool intersects_on_y(AABB other) const {
- return min.y() <= other.max.y() && max.y() >= other.min.y();
+ return Math::floats_less(min.y(), other.max.y()) && Math::floats_less(other.min.y(), max.y());
}
Bool intersects_on_z(AABB other) const {
- return min.z() <= other.max.z() && max.z() >= other.min.z();
+ return Math::floats_less(min.z(), other.max.z()) && Math::floats_less(other.min.z(), max.z());
}
Bool collides(AABB other) const {
diff --git a/src/Math/Functions.hpp b/src/Math/Functions.hpp
index fd99c6d..0cda6bd 100644
--- a/src/Math/Functions.hpp
+++ b/src/Math/Functions.hpp
@@ -38,9 +38,16 @@ R sign(T x) {
// III. Utility functions.
+// Compares two floating point numbers for equality, with a given epsilon.
template <typename T>
Bool floats_equal(T a, T b, Real epsilon = 0.0001f) {
return std::abs(a - b) < epsilon;
}
+// Compares two floating point numbers for inequality, with a given epsilon.
+template <typename T>
+Bool floats_less(T a, T b, Real epsilon = 0.0001f) {
+ return a < b - epsilon;
+}
+
} \ No newline at end of file
diff --git a/src/Math/Ray.hpp b/src/Math/Ray.hpp
index db37ac2..4050a02 100644
--- a/src/Math/Ray.hpp
+++ b/src/Math/Ray.hpp
@@ -15,6 +15,8 @@ struct Ray {
// [1]: https://gdbooks.gitbooks.io/3dcollisions/content/Chapter3/raycast_aabb.html
// [2]: https://tavianator.com/2015/ray_box_nan.html
RaycastResult cast(AABB box, Real max_distance = 0) const {
+ if (direction.is_zero()) return {};
+
RaycastResult hit{ true };
// `t` is the time at which the ray intersects a plane of the AABB.
diff --git a/src/Math/Vector.hpp b/src/Math/Vector.hpp
index 7d07d5c..3525e42 100644
--- a/src/Math/Vector.hpp
+++ b/src/Math/Vector.hpp
@@ -125,6 +125,15 @@ struct Vector {
return mostly_equal(zero());
}
+ Bool is_nan() const {
+ for (UInt i = 0; i < S; i++) {
+ if (std::isnan(elements[i])) {
+ return true;
+ }
+ }
+ return false;
+ }
+
T operator[](USize index) const {
return elements[index];
}