mirror of
https://github.com/PixelGuys/Cubyz.git
synced 2025-08-03 11:17:05 -04:00
Remove other functions
This commit is contained in:
parent
7167a6db6e
commit
1887baec04
118
src/game.zig
118
src/game.zig
@ -75,103 +75,6 @@ pub const collision = struct {
|
||||
}
|
||||
};
|
||||
|
||||
pub fn triangleAABB(triangle: [3]Vec3d, box_center: Vec3d, box_extents: Vec3d) bool {
|
||||
const X = 0;
|
||||
const Y = 1;
|
||||
const Z = 2;
|
||||
|
||||
// Translate triangle as conceptually moving AABB to origin
|
||||
const v0 = triangle[0] - box_center;
|
||||
const v1 = triangle[1] - box_center;
|
||||
const v2 = triangle[2] - box_center;
|
||||
|
||||
// Compute edge vectors for triangle
|
||||
const f0 = triangle[1] - triangle[0];
|
||||
const f1 = triangle[2] - triangle[1];
|
||||
const f2 = triangle[0] - triangle[2];
|
||||
|
||||
// Test axis a00
|
||||
const a00 = Vec3d{0, -f0[Z], f0[Y]};
|
||||
if(!test_axis(a00, v0, v1, v2, box_extents[Y]*@abs(f0[Z]) + box_extents[Z]*@abs(f0[Y]))) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Test axis a01
|
||||
const a01 = Vec3d{0, -f1[Z], f1[Y]};
|
||||
if(!test_axis(a01, v0, v1, v2, box_extents[Y]*@abs(f1[Z]) + box_extents[Z]*@abs(f1[Y]))) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Test axis a02
|
||||
const a02 = Vec3d{0, -f2[Z], f2[Y]};
|
||||
if(!test_axis(a02, v0, v1, v2, box_extents[Y]*@abs(f2[Z]) + box_extents[Z]*@abs(f2[Y]))) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Test axis a10
|
||||
const a10 = Vec3d{f0[Z], 0, -f0[X]};
|
||||
if(!test_axis(a10, v0, v1, v2, box_extents[X]*@abs(f0[Z]) + box_extents[Z]*@abs(f0[X]))) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Test axis a11
|
||||
const a11 = Vec3d{f1[Z], 0, -f1[X]};
|
||||
if(!test_axis(a11, v0, v1, v2, box_extents[X]*@abs(f1[Z]) + box_extents[Z]*@abs(f1[X]))) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Test axis a12
|
||||
const a12 = Vec3d{f2[Z], 0, -f2[X]};
|
||||
if(!test_axis(a12, v0, v1, v2, box_extents[X]*@abs(f2[Z]) + box_extents[Z]*@abs(f2[X]))) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Test axis a20
|
||||
const a20 = Vec3d{-f0[Y], f0[X], 0};
|
||||
if(!test_axis(a20, v0, v1, v2, box_extents[X]*@abs(f0[Y]) + box_extents[Y]*@abs(f0[X]))) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Test axis a21
|
||||
const a21 = Vec3d{-f1[Y], f1[X], 0};
|
||||
if(!test_axis(a21, v0, v1, v2, box_extents[X]*@abs(f1[Y]) + box_extents[Y]*@abs(f1[X]))) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Test axis a22
|
||||
const a22 = Vec3d{-f2[Y], f2[X], 0};
|
||||
if(!test_axis(a22, v0, v1, v2, box_extents[X]*@abs(f2[Y]) + box_extents[Y]*@abs(f2[X]))) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Test the three axes corresponding to the face normals of AABB
|
||||
if(@max(v0[X], @max(v1[X], v2[X])) < -box_extents[X] or @min(v0[X], @min(v1[X], v2[X])) > box_extents[X]) {
|
||||
return false;
|
||||
}
|
||||
if(@max(v0[Y], @max(v1[Y], v2[Y])) < -box_extents[Y] or @min(v0[Y], @min(v1[Y], v2[Y])) > box_extents[Y]) {
|
||||
return false;
|
||||
}
|
||||
if(@max(v0[Z], @max(v1[Z], v2[Z])) < -box_extents[Z] or @min(v0[Z], @min(v1[Z], v2[Z])) > box_extents[Z]) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Test separating axis corresponding to triangle face normal
|
||||
const plane_normal = vec.cross(f0, f1);
|
||||
const plane_distance = @abs(vec.dot(plane_normal, v0));
|
||||
const r = box_extents[X]*@abs(plane_normal[X]) + box_extents[Y]*@abs(plane_normal[Y]) + box_extents[Z]*@abs(plane_normal[Z]);
|
||||
|
||||
return plane_distance <= r;
|
||||
}
|
||||
|
||||
fn test_axis(axis: Vec3d, v0: Vec3d, v1: Vec3d, v2: Vec3d, r: f64) bool {
|
||||
const p0 = vec.dot(v0, axis);
|
||||
const p1 = vec.dot(v1, axis);
|
||||
const p2 = vec.dot(v2, axis);
|
||||
const min_p = @min(p0, @min(p1, p2));
|
||||
const max_p = @max(p0, @max(p1, p2));
|
||||
return @max(-max_p, min_p) <= r;
|
||||
}
|
||||
|
||||
const Direction = enum(u2) {x = 0, y = 1, z = 2};
|
||||
|
||||
pub fn collideWithBlock(block: main.blocks.Block, x: i32, y: i32, z: i32, entityPosition: Vec3d, entityBoundingBoxExtent: Vec3d, directionVector: Vec3d) ?struct {box: AABB, dist: f64} {
|
||||
@ -415,21 +318,14 @@ pub const collision = struct {
|
||||
}
|
||||
|
||||
fn isBlockIntersecting(block: Block, posX: i32, posY: i32, posZ: i32, center: Vec3d, extent: Vec3d) bool {
|
||||
const model = block.mode().model(block).model();
|
||||
_ = block;
|
||||
//const model = block.mode().model(block).model();
|
||||
const position = Vec3d{@floatFromInt(posX), @floatFromInt(posY), @floatFromInt(posZ)};
|
||||
for(model.neighborFacingQuads) |quads| {
|
||||
for(quads) |quadIndex| {
|
||||
const quad = quadIndex.quadInfo();
|
||||
if(triangleAABB(.{quad.cornerVec(0) + quad.normalVec() + position, quad.cornerVec(2) + quad.normalVec() + position, quad.cornerVec(1) + quad.normalVec() + position}, center, extent) or
|
||||
triangleAABB(.{quad.cornerVec(1) + quad.normalVec() + position, quad.cornerVec(2) + quad.normalVec() + position, quad.cornerVec(3) + quad.normalVec() + position}, center, extent)) return true;
|
||||
}
|
||||
}
|
||||
for(model.internalQuads) |quadIndex| {
|
||||
const quad = quadIndex.quadInfo();
|
||||
if(triangleAABB(.{quad.cornerVec(0) + position, quad.cornerVec(2) + position, quad.cornerVec(1) + position}, center, extent) or
|
||||
triangleAABB(.{quad.cornerVec(1) + position, quad.cornerVec(2) + position, quad.cornerVec(3) + position}, center, extent)) return true;
|
||||
}
|
||||
return false;
|
||||
const blockAABB = AABB {.min = position, .max = position + @as(Vec3d, @splat(1.0))};
|
||||
|
||||
const entityAABB = AABB {.min = center - extent, .max = center + extent};
|
||||
|
||||
return blockAABB.intersects(entityAABB);
|
||||
}
|
||||
|
||||
pub fn touchBlocks(entity: main.server.Entity, hitBox: AABB, side: main.utils.Side) void {
|
||||
|
Loading…
x
Reference in New Issue
Block a user