Remove other functions

This commit is contained in:
codemob-dev 2025-07-27 16:47:26 -04:00
parent 7167a6db6e
commit 1887baec04

View File

@ -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 {