792 lines
27 KiB
C++
792 lines
27 KiB
C++
/* ========================================================================
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$File: $
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$Date: $
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$Revision: $
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$Creator: Casey Muratori $
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$Notice: (C) Copyright 2015 by Molly Rocket, Inc. All Rights Reserved. $
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======================================================================== */
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internal sim_entity_hash *
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GetHashFromStorageIndex(sim_region *SimRegion, uint32 StorageIndex)
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{
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Assert(StorageIndex);
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sim_entity_hash *Result = 0;
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uint32 HashValue = StorageIndex;
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for(uint32 Offset = 0;
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Offset < ArrayCount(SimRegion->Hash);
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++Offset)
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{
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uint32 HashMask = (ArrayCount(SimRegion->Hash) - 1);
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uint32 HashIndex = ((HashValue + Offset) & HashMask);
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sim_entity_hash *Entry = SimRegion->Hash + HashIndex;
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if((Entry->Index == 0) || (Entry->Index == StorageIndex))
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{
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Result = Entry;
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break;
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}
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}
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return(Result);
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}
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inline sim_entity *
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GetEntityByStorageIndex(sim_region *SimRegion, uint32 StorageIndex)
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{
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sim_entity_hash *Entry = GetHashFromStorageIndex(SimRegion, StorageIndex);
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sim_entity *Result = Entry->Ptr;
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return(Result);
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}
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inline v3
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GetSimSpaceP(sim_region *SimRegion, low_entity *Stored)
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{
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// NOTE(casey): Map the entity into camera space
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// TODO(casey): Do we want to set this to signaling NAN in
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// debug mode to make sure nobody ever uses the position
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// of a nonspatial entity?
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v3 Result = InvalidP;
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if(!IsSet(&Stored->Sim, EntityFlag_Nonspatial))
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{
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Result = Subtract(SimRegion->World, &Stored->P, &SimRegion->Origin);
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}
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return(Result);
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}
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internal sim_entity *
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AddEntity(game_state *GameState, sim_region *SimRegion, uint32 StorageIndex, low_entity *Source, v3 *SimP);
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inline void
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LoadEntityReference(game_state *GameState, sim_region *SimRegion, entity_reference *Ref)
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{
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if(Ref->Index)
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{
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sim_entity_hash *Entry = GetHashFromStorageIndex(SimRegion, Ref->Index);
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if(Entry->Ptr == 0)
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{
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Entry->Index = Ref->Index;
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low_entity *LowEntity = GetLowEntity(GameState, Ref->Index);
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v3 P = GetSimSpaceP(SimRegion, LowEntity);
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Entry->Ptr = AddEntity(GameState, SimRegion, Ref->Index, LowEntity, &P);
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}
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Ref->Ptr = Entry->Ptr;
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}
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}
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inline void
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StoreEntityReference(entity_reference *Ref)
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{
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if(Ref->Ptr != 0)
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{
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Ref->Index = Ref->Ptr->StorageIndex;
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}
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}
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internal sim_entity *
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AddEntityRaw(game_state *GameState, sim_region *SimRegion, uint32 StorageIndex, low_entity *Source)
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{
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TIMED_FUNCTION();
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Assert(StorageIndex);
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sim_entity *Entity = 0;
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sim_entity_hash *Entry = GetHashFromStorageIndex(SimRegion, StorageIndex);
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if(Entry->Ptr == 0)
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{
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if(SimRegion->EntityCount < SimRegion->MaxEntityCount)
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{
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Entity = SimRegion->Entities + SimRegion->EntityCount++;
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Entry->Index = StorageIndex;
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Entry->Ptr = Entity;
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if(Source)
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{
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// TODO(casey): This should really be a decompression step, not
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// a copy!
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*Entity = Source->Sim;
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LoadEntityReference(GameState, SimRegion, &Entity->Sword);
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Assert(!IsSet(&Source->Sim, EntityFlag_Simming));
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AddFlags(&Source->Sim, EntityFlag_Simming);
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}
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Entity->StorageIndex = StorageIndex;
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Entity->Updatable = false;
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}
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else
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{
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InvalidCodePath;
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}
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}
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return(Entity);
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}
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inline bool32
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EntityOverlapsRectangle(v3 P, sim_entity_collision_volume Volume, rectangle3 Rect)
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{
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rectangle3 Grown = AddRadiusTo(Rect, 0.5f*Volume.Dim);
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bool32 Result = IsInRectangle(Grown, P + Volume.OffsetP);
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return(Result);
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}
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internal sim_entity *
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AddEntity(game_state *GameState, sim_region *SimRegion, uint32 StorageIndex, low_entity *Source, v3 *SimP)
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{
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sim_entity *Dest = AddEntityRaw(GameState, SimRegion, StorageIndex, Source);
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if(Dest)
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{
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if(SimP)
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{
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Dest->P = *SimP;
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Dest->Updatable = EntityOverlapsRectangle(Dest->P, Dest->Collision->TotalVolume, SimRegion->UpdatableBounds);
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}
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else
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{
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Dest->P = GetSimSpaceP(SimRegion, Source);
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}
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}
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return(Dest);
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}
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internal sim_region *
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BeginSim(memory_arena *SimArena, game_state *GameState, world *World, world_position Origin, rectangle3 Bounds, real32 dt)
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{
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TIMED_FUNCTION();
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// TODO(casey): If entities were stored in the world, we wouldn't need the game state here!
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sim_region *SimRegion = PushStruct(SimArena, sim_region);
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ZeroStruct(SimRegion->Hash);
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// TODO(casey): Try to make these get enforced more rigorously
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// TODO(casey): Perhaps try using a dual system here, where we support
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// entities larger than the max entity radius by adding them multiple times
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// to the spatial partition?
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SimRegion->MaxEntityRadius = 5.0f;
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SimRegion->MaxEntityVelocity = 30.0f;
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real32 UpdateSafetyMargin = SimRegion->MaxEntityRadius + dt*SimRegion->MaxEntityVelocity;
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real32 UpdateSafetyMarginZ = 1.0f;
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SimRegion->World = World;
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SimRegion->Origin = Origin;
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SimRegion->UpdatableBounds = AddRadiusTo(Bounds, V3(SimRegion->MaxEntityRadius,
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SimRegion->MaxEntityRadius,
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0.0f));
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SimRegion->Bounds = AddRadiusTo(SimRegion->UpdatableBounds,
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V3(UpdateSafetyMargin, UpdateSafetyMargin, UpdateSafetyMarginZ));
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// TODO(casey): Need to be more specific about entity counts
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SimRegion->MaxEntityCount = 4096;
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SimRegion->EntityCount = 0;
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SimRegion->Entities = PushArray(SimArena, SimRegion->MaxEntityCount, sim_entity);
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world_position MinChunkP = MapIntoChunkSpace(World, SimRegion->Origin, GetMinCorner(SimRegion->Bounds));
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world_position MaxChunkP = MapIntoChunkSpace(World, SimRegion->Origin, GetMaxCorner(SimRegion->Bounds));
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for(int32 ChunkZ = MinChunkP.ChunkZ;
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ChunkZ <= MaxChunkP.ChunkZ;
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++ChunkZ)
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{
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for(int32 ChunkY = MinChunkP.ChunkY;
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ChunkY <= MaxChunkP.ChunkY;
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++ChunkY)
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{
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for(int32 ChunkX = MinChunkP.ChunkX;
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ChunkX <= MaxChunkP.ChunkX;
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++ChunkX)
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{
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world_chunk *Chunk = GetWorldChunk(World, ChunkX, ChunkY, ChunkZ);
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if(Chunk)
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{
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for(world_entity_block *Block = &Chunk->FirstBlock;
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Block;
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Block = Block->Next)
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{
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for(uint32 EntityIndexIndex = 0;
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EntityIndexIndex < Block->EntityCount;
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++EntityIndexIndex)
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{
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uint32 LowEntityIndex = Block->LowEntityIndex[EntityIndexIndex];
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low_entity *Low = GameState->LowEntities + LowEntityIndex;
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if(!IsSet(&Low->Sim, EntityFlag_Nonspatial))
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{
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v3 SimSpaceP = GetSimSpaceP(SimRegion, Low);
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if(EntityOverlapsRectangle(SimSpaceP, Low->Sim.Collision->TotalVolume, SimRegion->Bounds))
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{
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AddEntity(GameState, SimRegion, LowEntityIndex, Low, &SimSpaceP);
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}
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}
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}
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}
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}
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}
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}
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}
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return(SimRegion);
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}
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internal void
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EndSim(sim_region *Region, game_state *GameState)
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{
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TIMED_FUNCTION();
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// TODO(casey): Maybe don't take a game state here, low entities should be stored
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// in the world??
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sim_entity *Entity = Region->Entities;
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for(uint32 EntityIndex = 0;
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EntityIndex < Region->EntityCount;
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++EntityIndex, ++Entity)
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{
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low_entity *Stored = GameState->LowEntities + Entity->StorageIndex;
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Assert(IsSet(&Stored->Sim, EntityFlag_Simming));
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Stored->Sim = *Entity;
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Assert(!IsSet(&Stored->Sim, EntityFlag_Simming));
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StoreEntityReference(&Stored->Sim.Sword);
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// TODO(casey): Save state back to the stored entity, once high entities
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// do state decompression, etc.
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world_position NewP = IsSet(Entity, EntityFlag_Nonspatial) ?
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NullPosition() :
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MapIntoChunkSpace(GameState->World, Region->Origin, Entity->P);
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ChangeEntityLocation(&GameState->WorldArena, GameState->World, Entity->StorageIndex,
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Stored, NewP);
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if(Entity->StorageIndex == GameState->CameraFollowingEntityIndex)
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{
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world_position NewCameraP = GameState->CameraP;
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NewCameraP.ChunkZ = Stored->P.ChunkZ;
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DEBUG_IF(Renderer_Camera_RoomBased)
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{
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if(Entity->P.x > (9.0f))
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{
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NewCameraP = MapIntoChunkSpace(GameState->World, NewCameraP, V3(18.0f, 0.0f, 0.0f));
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}
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if(Entity->P.x < -(9.0f))
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{
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NewCameraP = MapIntoChunkSpace(GameState->World, NewCameraP, V3(-18.0f, 0.0f, 0.0f));
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}
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if(Entity->P.y > (5.0f))
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{
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NewCameraP = MapIntoChunkSpace(GameState->World, NewCameraP, V3(18.0f, 10.0f, 0.0f));
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}
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if(Entity->P.y < -(5.0f))
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{
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NewCameraP = MapIntoChunkSpace(GameState->World, NewCameraP, V3(0.0f, -10.0f, 0.0f));
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}
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}
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else
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{
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// real32 CamZOffset = NewCameraP.Offset_.z;
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NewCameraP = Stored->P;
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// NewCameraP.Offset_.z = CamZOffset;
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}
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GameState->CameraP = NewCameraP;
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}
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}
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}
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struct test_wall
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{
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real32 X;
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real32 RelX;
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real32 RelY;
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real32 DeltaX;
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real32 DeltaY;
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real32 MinY;
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real32 MaxY;
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v3 Normal;
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};
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internal bool32
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TestWall(real32 WallX, real32 RelX, real32 RelY, real32 PlayerDeltaX, real32 PlayerDeltaY,
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real32 *tMin, real32 MinY, real32 MaxY)
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{
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bool32 Hit = false;
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real32 tEpsilon = 0.001f;
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if(PlayerDeltaX != 0.0f)
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{
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real32 tResult = (WallX - RelX) / PlayerDeltaX;
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real32 Y = RelY + tResult*PlayerDeltaY;
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if((tResult >= 0.0f) && (*tMin > tResult))
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{
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if((Y >= MinY) && (Y <= MaxY))
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{
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*tMin = Maximum(0.0f, tResult - tEpsilon);
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Hit = true;
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}
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}
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}
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return(Hit);
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}
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internal bool32
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CanCollide(game_state *GameState, sim_entity *A, sim_entity *B)
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{
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bool32 Result = false;
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if(A != B)
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{
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if(A->StorageIndex > B->StorageIndex)
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{
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sim_entity *Temp = A;
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A = B;
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B = Temp;
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}
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if(IsSet(A, EntityFlag_Collides) && IsSet(B, EntityFlag_Collides))
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{
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if(!IsSet(A, EntityFlag_Nonspatial) &&
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!IsSet(B, EntityFlag_Nonspatial))
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{
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// TODO(casey): Property-based logic goes here
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Result = true;
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}
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// TODO(casey): BETTER HASH FUNCTION
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uint32 HashBucket = A->StorageIndex & (ArrayCount(GameState->CollisionRuleHash) - 1);
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for(pairwise_collision_rule *Rule = GameState->CollisionRuleHash[HashBucket];
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Rule;
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Rule = Rule->NextInHash)
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{
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if((Rule->StorageIndexA == A->StorageIndex) &&
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(Rule->StorageIndexB == B->StorageIndex))
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{
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Result = Rule->CanCollide;
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break;
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}
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}
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}
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}
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return(Result);
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}
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internal bool32
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HandleCollision(game_state *GameState, sim_entity *A, sim_entity *B)
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{
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bool32 StopsOnCollision = false;
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if(A->Type == EntityType_Sword)
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{
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AddCollisionRule(GameState, A->StorageIndex, B->StorageIndex, false);
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StopsOnCollision = false;
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}
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else
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{
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StopsOnCollision = true;
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}
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if(A->Type > B->Type)
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{
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sim_entity *Temp = A;
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A = B;
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B = Temp;
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}
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if((A->Type == EntityType_Monstar) &&
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(B->Type == EntityType_Sword))
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{
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if(A->HitPointMax > 0)
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{
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--A->HitPointMax;
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}
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}
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// TODO(casey): Stairs
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// Entity->AbsTileZ += HitLow->dAbsTileZ;
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return(StopsOnCollision);
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}
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internal bool32
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CanOverlap(game_state *GameState, sim_entity *Mover, sim_entity *Region)
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{
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bool32 Result = false;
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if(Mover != Region)
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{
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if(Region->Type == EntityType_Stairwell)
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{
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Result = true;
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}
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}
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return(Result);
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}
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internal void
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HandleOverlap(game_state *GameState, sim_entity *Mover, sim_entity *Region, real32 dt,
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real32 *Ground)
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{
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if(Region->Type == EntityType_Stairwell)
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{
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*Ground = GetStairGround(Region, GetEntityGroundPoint(Mover));
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}
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}
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internal bool32
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SpeculativeCollide(sim_entity *Mover, sim_entity *Region, v3 TestP)
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{
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TIMED_FUNCTION();
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bool32 Result = true;
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if(Region->Type == EntityType_Stairwell)
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{
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// TODO(casey): Needs work :)
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real32 StepHeight = 0.1f;
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#if 0
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Result = ((AbsoluteValue(GetEntityGroundPoint(Mover).z - Ground) > StepHeight) ||
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((Bary.y > 0.1f) && (Bary.y < 0.9f)));
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#endif
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v3 MoverGroundPoint = GetEntityGroundPoint(Mover, TestP);
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real32 Ground = GetStairGround(Region, MoverGroundPoint);
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Result = (AbsoluteValue(MoverGroundPoint.z - Ground) > StepHeight);
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}
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return(Result);
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}
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internal bool32
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EntitiesOverlap(sim_entity *Entity, sim_entity *TestEntity, v3 Epsilon = V3(0, 0, 0))
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{
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TIMED_FUNCTION();
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bool32 Result = false;
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for(uint32 VolumeIndex = 0;
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!Result && (VolumeIndex < Entity->Collision->VolumeCount);
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++VolumeIndex)
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{
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sim_entity_collision_volume *Volume = Entity->Collision->Volumes + VolumeIndex;
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for(uint32 TestVolumeIndex = 0;
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!Result && (TestVolumeIndex < TestEntity->Collision->VolumeCount);
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++TestVolumeIndex)
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{
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sim_entity_collision_volume *TestVolume = TestEntity->Collision->Volumes + TestVolumeIndex;
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rectangle3 EntityRect = RectCenterDim(Entity->P + Volume->OffsetP, Volume->Dim + Epsilon);
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rectangle3 TestEntityRect = RectCenterDim(TestEntity->P + TestVolume->OffsetP, TestVolume->Dim);
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Result = RectanglesIntersect(EntityRect, TestEntityRect);
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}
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}
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return(Result);
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}
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internal void
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MoveEntity(game_state *GameState, sim_region *SimRegion, sim_entity *Entity, real32 dt,
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move_spec *MoveSpec, v3 ddP)
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{
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TIMED_FUNCTION();
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Assert(!IsSet(Entity, EntityFlag_Nonspatial));
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world *World = SimRegion->World;
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if(Entity->Type == EntityType_Hero)
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{
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int BreakHere = 5;
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}
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if(MoveSpec->UnitMaxAccelVector)
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{
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real32 ddPLength = LengthSq(ddP);
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if(ddPLength > 1.0f)
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{
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ddP *= (1.0f / SquareRoot(ddPLength));
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}
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}
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ddP *= MoveSpec->Speed;
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// TODO(casey): ODE here!
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v3 Drag = -MoveSpec->Drag*Entity->dP;
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Drag.z = 0.0f;
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ddP += Drag;
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if(!IsSet(Entity, EntityFlag_ZSupported))
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{
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ddP += V3(0, 0, -9.8f); // NOTE(casey): Gravity!
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}
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v3 PlayerDelta = (0.5f*ddP*Square(dt) + Entity->dP*dt);
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Entity->dP = ddP*dt + Entity->dP;
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// TODO(casey): Upgrade physical motion routines to handle capping the
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// maximum velocity?
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Assert(LengthSq(Entity->dP) <= Square(SimRegion->MaxEntityVelocity));
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real32 DistanceRemaining = Entity->DistanceLimit;
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if(DistanceRemaining == 0.0f)
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{
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// TODO(casey): Do we want to formalize this number?
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DistanceRemaining = 10000.0f;
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}
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for(uint32 Iteration = 0;
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Iteration < 4;
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++Iteration)
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{
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real32 tMin = 1.0f;
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real32 tMax = 0.0f;
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|
|
|
real32 PlayerDeltaLength = Length(PlayerDelta);
|
|
// TODO(casey): What do we want to do for epsilons here?
|
|
// Think this through for the final collision code
|
|
if(PlayerDeltaLength > 0.0f)
|
|
{
|
|
if(PlayerDeltaLength > DistanceRemaining)
|
|
{
|
|
tMin = (DistanceRemaining / PlayerDeltaLength);
|
|
}
|
|
|
|
v3 WallNormalMin = {};
|
|
v3 WallNormalMax = {};
|
|
sim_entity *HitEntityMin = 0;
|
|
sim_entity *HitEntityMax = 0;
|
|
|
|
v3 DesiredPosition = Entity->P + PlayerDelta;
|
|
|
|
// NOTE(casey): This is just an optimization to avoid enterring the
|
|
// loop in the case where the test entity is non-spatial!
|
|
if(!IsSet(Entity, EntityFlag_Nonspatial))
|
|
{
|
|
// TODO(casey): Spatial partition here!
|
|
for(uint32 TestHighEntityIndex = 0;
|
|
TestHighEntityIndex < SimRegion->EntityCount;
|
|
++TestHighEntityIndex)
|
|
{
|
|
sim_entity *TestEntity = SimRegion->Entities + TestHighEntityIndex;
|
|
|
|
// TODO(casey): Robustness!
|
|
real32 OverlapEpsilon = 0.001f;
|
|
|
|
if((IsSet(TestEntity, EntityFlag_Traversable) &&
|
|
EntitiesOverlap(Entity, TestEntity, OverlapEpsilon*V3(1, 1, 1))) ||
|
|
CanCollide(GameState, Entity, TestEntity))
|
|
{
|
|
for(uint32 VolumeIndex = 0;
|
|
VolumeIndex < Entity->Collision->VolumeCount;
|
|
++VolumeIndex)
|
|
{
|
|
sim_entity_collision_volume *Volume =
|
|
Entity->Collision->Volumes + VolumeIndex;
|
|
|
|
for(uint32 TestVolumeIndex = 0;
|
|
TestVolumeIndex < TestEntity->Collision->VolumeCount;
|
|
++TestVolumeIndex)
|
|
{
|
|
sim_entity_collision_volume *TestVolume =
|
|
TestEntity->Collision->Volumes + TestVolumeIndex;
|
|
|
|
v3 MinkowskiDiameter = {TestVolume->Dim.x + Volume->Dim.x,
|
|
TestVolume->Dim.y + Volume->Dim.y,
|
|
TestVolume->Dim.z + Volume->Dim.z};
|
|
|
|
v3 MinCorner = -0.5f*MinkowskiDiameter;
|
|
v3 MaxCorner = 0.5f*MinkowskiDiameter;
|
|
|
|
v3 Rel = ((Entity->P + Volume->OffsetP) -
|
|
(TestEntity->P + TestVolume->OffsetP));
|
|
|
|
// TODO(casey): Do we want an open inclusion at the MaxCorner?
|
|
if((Rel.z >= MinCorner.z) && (Rel.z < MaxCorner.z))
|
|
{
|
|
test_wall Walls[] =
|
|
{
|
|
{MinCorner.x, Rel.x, Rel.y, PlayerDelta.x, PlayerDelta.y, MinCorner.y, MaxCorner.y, V3(-1, 0, 0)},
|
|
{MaxCorner.x, Rel.x, Rel.y, PlayerDelta.x, PlayerDelta.y, MinCorner.y, MaxCorner.y, V3(1, 0, 0)},
|
|
{MinCorner.y, Rel.y, Rel.x, PlayerDelta.y, PlayerDelta.x, MinCorner.x, MaxCorner.x, V3(0, -1, 0)},
|
|
{MaxCorner.y, Rel.y, Rel.x, PlayerDelta.y, PlayerDelta.x, MinCorner.x, MaxCorner.x, V3(0, 1, 0)},
|
|
};
|
|
|
|
if(IsSet(TestEntity, EntityFlag_Traversable))
|
|
{
|
|
real32 tMaxTest = tMax;
|
|
bool32 HitThis = false;
|
|
|
|
v3 TestWallNormal = {};
|
|
for(uint32 WallIndex = 0;
|
|
WallIndex < ArrayCount(Walls);
|
|
++WallIndex)
|
|
{
|
|
test_wall *Wall = Walls + WallIndex;
|
|
|
|
real32 tEpsilon = 0.001f;
|
|
if(Wall->DeltaX != 0.0f)
|
|
{
|
|
real32 tResult = (Wall->X - Wall->RelX) / Wall->DeltaX;
|
|
real32 Y = Wall->RelY + tResult*Wall->DeltaY;
|
|
if((tResult >= 0.0f) && (tMaxTest < tResult))
|
|
{
|
|
if((Y >= Wall->MinY) && (Y <= Wall->MaxY))
|
|
{
|
|
tMaxTest = Maximum(0.0f, tResult - tEpsilon);
|
|
TestWallNormal = Wall->Normal;
|
|
HitThis = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(HitThis)
|
|
{
|
|
tMax = tMaxTest;
|
|
WallNormalMax = TestWallNormal;
|
|
HitEntityMax = TestEntity;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
real32 tMinTest = tMin;
|
|
bool32 HitThis = false;
|
|
|
|
v3 TestWallNormal = {};
|
|
for(uint32 WallIndex = 0;
|
|
WallIndex < ArrayCount(Walls);
|
|
++WallIndex)
|
|
{
|
|
test_wall *Wall = Walls + WallIndex;
|
|
|
|
real32 tEpsilon = 0.001f;
|
|
if(Wall->DeltaX != 0.0f)
|
|
{
|
|
real32 tResult = (Wall->X - Wall->RelX) / Wall->DeltaX;
|
|
real32 Y = Wall->RelY + tResult*Wall->DeltaY;
|
|
if((tResult >= 0.0f) && (tMinTest > tResult))
|
|
{
|
|
if((Y >= Wall->MinY) && (Y <= Wall->MaxY))
|
|
{
|
|
tMinTest = Maximum(0.0f, tResult - tEpsilon);
|
|
TestWallNormal = Wall->Normal;
|
|
HitThis = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// TODO(casey): We need a concept of stepping onto vs. stepping
|
|
// off of here so that we can prevent you from _leaving_
|
|
// stairs instead of just preventing you from getting onto them.
|
|
if(HitThis)
|
|
{
|
|
v3 TestP = Entity->P + tMinTest*PlayerDelta;
|
|
if(SpeculativeCollide(Entity, TestEntity, TestP))
|
|
{
|
|
tMin = tMinTest;
|
|
WallNormalMin = TestWallNormal;
|
|
HitEntityMin = TestEntity;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
v3 WallNormal;
|
|
sim_entity *HitEntity;
|
|
real32 tStop;
|
|
if(tMin < tMax)
|
|
{
|
|
tStop = tMin;
|
|
HitEntity = HitEntityMin;
|
|
WallNormal = WallNormalMin;
|
|
}
|
|
else
|
|
{
|
|
tStop = tMax;
|
|
HitEntity = HitEntityMax;
|
|
WallNormal = WallNormalMax;
|
|
}
|
|
|
|
Entity->P += tStop*PlayerDelta;
|
|
DistanceRemaining -= tStop*PlayerDeltaLength;
|
|
if(HitEntity)
|
|
{
|
|
PlayerDelta = DesiredPosition - Entity->P;
|
|
|
|
bool32 StopsOnCollision = HandleCollision(GameState, Entity, HitEntity);
|
|
if(StopsOnCollision)
|
|
{
|
|
PlayerDelta = PlayerDelta - 1*Inner(PlayerDelta, WallNormal)*WallNormal;
|
|
Entity->dP = Entity->dP - 1*Inner(Entity->dP, WallNormal)*WallNormal;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
real32 Ground = 0.0f;
|
|
|
|
// NOTE(casey): Handle events based on area overlapping
|
|
// TODO(casey): Handle overlapping precisely by moving it into the collision loop?
|
|
{
|
|
// TODO(casey): Spatial partition here!
|
|
for(uint32 TestHighEntityIndex = 0;
|
|
TestHighEntityIndex < SimRegion->EntityCount;
|
|
++TestHighEntityIndex)
|
|
{
|
|
sim_entity *TestEntity = SimRegion->Entities + TestHighEntityIndex;
|
|
if(CanOverlap(GameState, Entity, TestEntity) &&
|
|
EntitiesOverlap(Entity, TestEntity))
|
|
{
|
|
HandleOverlap(GameState, Entity, TestEntity, dt, &Ground);
|
|
}
|
|
}
|
|
}
|
|
|
|
Ground += Entity->P.z - GetEntityGroundPoint(Entity).z;
|
|
if((Entity->P.z <= Ground) ||
|
|
(IsSet(Entity, EntityFlag_ZSupported) &&
|
|
(Entity->dP.z == 0.0f)))
|
|
{
|
|
Entity->P.z = Ground;
|
|
Entity->dP.z = 0;
|
|
AddFlags(Entity, EntityFlag_ZSupported);
|
|
}
|
|
else
|
|
{
|
|
ClearFlags(Entity, EntityFlag_ZSupported);
|
|
}
|
|
|
|
if(Entity->DistanceLimit != 0.0f)
|
|
{
|
|
Entity->DistanceLimit = DistanceRemaining;
|
|
}
|
|
|
|
// TODO(casey): Change to using the acceleration vector
|
|
if((Entity->dP.x == 0.0f) && (Entity->dP.y == 0.0f))
|
|
{
|
|
// NOTE(casey): Leave FacingDirection whatever it was
|
|
}
|
|
else
|
|
{
|
|
Entity->FacingDirection = ATan2(Entity->dP.y, Entity->dP.x);
|
|
}
|
|
}
|