203 lines
6.0 KiB
Go
203 lines
6.0 KiB
Go
package entity
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import (
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"math"
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"time"
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"edgaru089.ink/go/gl01/internal/util"
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"edgaru089.ink/go/gl01/internal/util/itype"
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"edgaru089.ink/go/gl01/internal/world"
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)
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// WorldHitbox returns the hitboxes of the entity, in world coordinates.
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func (e *Entity) WorldHitbox() []itype.Boxd {
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boxes := e.Hitbox()
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for i := range boxes {
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boxes[i] = boxes[i].Offset(e.pos)
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}
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return boxes
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}
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// MoveEps is a small value used to indicate a tiny amount more than zero.
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const MoveEps = 1e-7
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// move attempts to move the entity by delta in the world.
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// It does not change anything in e.
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func (e *Entity) move(delta itype.Vec3d, w *world.World) (finDelta itype.Vec3d, finVelocity itype.Vec3d, onGround bool) {
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// Truncate the delta to [0, 1]
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for i := 0; i < len(delta); i++ {
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if math.Abs(delta[i]) > 1 {
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delta[i] /= math.Abs(delta[i])
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}
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}
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// Get the hitboxes and the blocks region covering it
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hb := e.WorldHitbox()
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hbmin, hbmax := itype.Vec3d{1000000000, 1000000000, 1000000000}, itype.Vec3d{-1000000000, -1000000000, -1000000000}
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for _, b := range hb {
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bmin, bmax := b.MinPoint(), b.MaxPoint()
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hbmin[0] = util.Mind(hbmin[0], bmin[0])
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hbmin[1] = util.Mind(hbmin[1], bmin[1])
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hbmin[2] = util.Mind(hbmin[2], bmin[2])
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hbmax[0] = util.Maxd(hbmax[0], bmax[0])
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hbmax[1] = util.Maxd(hbmax[1], bmax[1])
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hbmax[2] = util.Maxd(hbmax[2], bmax[2])
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}
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// So this is the region of blocks we should calculate
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imin, imax := hbmin.Floor().Addv(-1, -1, -1), hbmax.Ceiling().Addv(1, 1, 1)
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finDelta = delta
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finVelocity = e.speed
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for x := imin[0]; x <= imax[0]; x++ {
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for y := imin[1]; y <= imax[1]; y++ {
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for z := imin[2]; z <= imax[2]; z++ {
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blockDelta, blockVelocity, blockOnGround := e.moveBlock(hb, delta, itype.Vec3i{x, y, z}, w)
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finDelta[0] = util.AbsMind(finDelta[0], blockDelta[0])
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finDelta[1] = util.AbsMind(finDelta[1], blockDelta[1])
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finDelta[2] = util.AbsMind(finDelta[2], blockDelta[2])
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finVelocity[0] = util.AbsMind(finVelocity[0], blockVelocity[0])
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finVelocity[1] = util.AbsMind(finVelocity[1], blockVelocity[1])
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finVelocity[2] = util.AbsMind(finVelocity[2], blockVelocity[2])
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onGround = onGround || blockOnGround
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}
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}
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}
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// Y-
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if delta[1] < 0 {
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onGround = onGround || e.onGround
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} else {
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onGround = false
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}
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return
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}
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// moveBlock simulates moving the entity by delta, and tests collision with the block hibbox.
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func (e *Entity) moveBlock(worldHitbox []itype.Boxd, delta itype.Vec3d, blockCoord itype.Vec3i, w *world.World) (blockDelta itype.Vec3d, finVelocity itype.Vec3d, onGround bool) {
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blockDelta = delta
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finVelocity = e.speed
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onGround = false
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var blockHitbox []itype.Boxd
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if block := w.Block(blockCoord); block.Id != 0 {
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blocka := block.Appearance(blockCoord)
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if !blocka.NotSolid {
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blockHitbox = w.Block(blockCoord).Appearance(blockCoord).Hitbox
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for i := range blockHitbox {
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blockHitbox[i] = blockHitbox[i].Offset(blockCoord.ToFloat64())
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}
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}
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}
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if len(blockHitbox) == 0 {
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return
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}
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for _, eb := range worldHitbox {
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for _, bb := range blockHitbox {
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// Already intersecting: return
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if ok, _ := eb.Intersect(bb); ok {
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continue
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}
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// X
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if ok, _ := eb.Offsetv(blockDelta[0], 0, 0).Intersect(bb); ok {
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if blockDelta[0] > 0 {
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blockDelta[0] = bb.OffX - (eb.OffX + eb.SizeX) - MoveEps
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//log.Printf("Hit(X+): On (X%d,Y%d,Z%d), delta=%v\n", blockCoord[0], blockCoord[1], blockCoord[2], blockDelta)
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} else {
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blockDelta[0] = (bb.OffX + bb.SizeX) - eb.OffX + MoveEps
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//log.Printf("Hit(X-): On (X%d,Y%d,Z%d), delta=%v\n", blockCoord[0], blockCoord[1], blockCoord[2], blockDelta)
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}
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finVelocity[0] = 0
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}
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// Y
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if ok, _ := eb.Offsetv(0, blockDelta[1], 0).Intersect(bb); ok {
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if blockDelta[1] > 0 {
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blockDelta[1] = bb.OffY - (eb.OffY + eb.SizeY) - MoveEps
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//log.Printf("Hit(Y+): On (X%d,Y%d,Z%d), delta=%v\n", blockCoord[0], blockCoord[1], blockCoord[2], blockDelta)
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} else {
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onGround = true
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blockDelta[1] = (bb.OffY + bb.SizeY) - eb.OffY + MoveEps
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//log.Printf("Hit(Y-): On (X%d,Y%d,Z%d), delta=%v\n", blockCoord[0], blockCoord[1], blockCoord[2], blockDelta)
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}
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finVelocity[1] = 0
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}
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// Z
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if ok, _ := eb.Offsetv(0, 0, blockDelta[2]).Intersect(bb); ok {
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if blockDelta[2] > 0 {
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blockDelta[2] = bb.OffZ - (eb.OffZ + eb.SizeZ) - MoveEps
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//log.Printf("Hit(Z+): On (X%d,Y%d,Z%d), delta=%v\n", blockCoord[0], blockCoord[1], blockCoord[2], blockDelta)
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} else {
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blockDelta[2] = (bb.OffZ + bb.SizeZ) - eb.OffZ + MoveEps
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//log.Printf("Hit(Z-): On (X%d,Y%d,Z%d), delta=%v\n", blockCoord[0], blockCoord[1], blockCoord[2], blockDelta)
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}
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finVelocity[2] = 0
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}
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}
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}
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return
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}
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const gravity = 26
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const deaclc = 28
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const maxspeed = 8
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func (e *Entity) Update(world *world.World, deltaTime time.Duration) {
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/*
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delta, vec, onGround := e.move(itype.Vec3d{e.speed[0] * deltaTime.Seconds()}, world)
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e.pos = e.pos.Add(delta)
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e.speed = vec
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delta, vec, onGround = e.move(e.speed.Multiply(deltaTime.Seconds()), world)
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e.pos = e.pos.Add(delta)
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e.speed = vec
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delta, vec, onGround = e.move(e.speed.Multiply(deltaTime.Seconds()), world)
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e.pos = e.pos.Add(delta)
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e.speed = vec
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e.onGround = onGround
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*/
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var deltaSpeed itype.Vec3d
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if e.onGround {
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speed := math.Sqrt(e.speed[0]*e.speed[0] + e.speed[2]*e.speed[2])
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if speed > MoveEps {
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decrease := deaclc * deltaTime.Seconds()
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factor := util.Maxd(util.Mind(speed-decrease, 6), 0) / speed
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deltaSpeed[0] = -e.speed[0] * (1 - factor)
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deltaSpeed[2] = -e.speed[2] * (1 - factor)
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} else {
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e.speed[0] = 0
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e.speed[2] = 0
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}
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}
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deltaSpeed[1] = -gravity * deltaTime.Seconds()
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delta := e.speed.Multiply(deltaTime.Seconds()).Add(deltaSpeed.Multiply(deltaTime.Seconds() / 2))
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e.speed = e.speed.Add(deltaSpeed)
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findelta, vec, onGround := e.move(delta, world)
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e.pos = e.pos.Add(findelta)
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e.speed = vec
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e.onGround = onGround
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if !e.onGround {
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vecXZ := itype.Vec2d{e.speed[0], e.speed[2]}
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if vecXZ.Length() > maxspeed {
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vecXZ = vecXZ.Normalize().Multiply(maxspeed)
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}
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e.speed[0] = vecXZ[0]
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e.speed[2] = vecXZ[1]
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}
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e.b.Update(e.pos, e.ds, world, deltaTime)
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}
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