Added proper 3D collisions

This commit is contained in:
Joshua Barretto 2019-06-25 17:13:30 +01:00
parent 4641c2f659
commit 285cf2f973
2 changed files with 44 additions and 11 deletions

View File

@ -168,16 +168,49 @@ impl<'a> System<'a> for Sys {
vel.0 = integrate_forces(dt.0, vel.0, friction);
// Basic collision with terrain
let mut i = 0.0;
while terrain
.get(pos.0.map(|e| e.floor() as i32))
.map(|vox| !vox.is_empty())
.unwrap_or(false)
&& i < 6000.0 * dt.0
{
pos.0.z += 0.0025;
vel.0.z = 0.0;
i += 1.0;
// Iterate through nearby blocks, prioritise closer ones
let near_iter = [0, -1, 1].into_iter()
.map(move |i| [0, -1, 1].into_iter()
.map(move |j| [0, 1, -1, 2].into_iter()
.map(move |k| (*i, *j, *k))))
.flatten()
.flatten();
// For every nearby block...
for (i, j, k) in near_iter {
let block_pos = pos.0.map(|e| e.floor() as i32) + Vec3::new(i, j, k);
// ...check to see whether it is solid...
if terrain
.get(block_pos)
.map(|vox| !vox.is_empty())
.unwrap_or(false)
{
// ...and calculate bounding boxes for both the player's body and the block.
let this_body_aabb = Aabb { min: pos.0 + Vec3::new(-0.4, -0.4, 1.0), max: pos.0 + Vec3::new(0.4, 0.4, 2.0) };
let other_aabb = Aabb { min: block_pos.map(|e| e as f32), max: block_pos.map(|e| e as f32) + 1.0 };
// If the bounding boxes collide, resolve the collision
if this_body_aabb.collides_with_aabb(other_aabb) {
let dir = this_body_aabb.collision_vector_with_aabb(other_aabb);
let max_axis = dir.map(|e| e.abs()).reduce_partial_min();
let resolve_dir = dir.map(|e| if e.abs() == max_axis { e } else { 0.0 });
pos.0 -= resolve_dir;
vel.0 = vel.0.map2(resolve_dir, |e, d| if d == 0.0 { e } else { 0.0 });
}
// Now, calculate a binding box for the player's feet...
let this_feet_aabb = Aabb { min: pos.0 + Vec3::new(-0.3, -0.3, 0.0), max: pos.0 + Vec3::new(0.3, 0.3, 1.0) };
// ...if it collides with the block, snap the player to the top of it...
if this_feet_aabb.collides_with_aabb(other_aabb) {
pos.0.z -= this_feet_aabb.collision_vector_with_aabb(other_aabb).z;
vel.0.z = vel.0.z.max(0.0);
}
}
}
}
}

View File

@ -6,7 +6,7 @@ use vek::*;
const NEAR_PLANE: f32 = 0.1;
const FAR_PLANE: f32 = 10000.0;
const INTERP_TIME: f32 = 0.05;
const INTERP_TIME: f32 = 0.025;
pub struct Camera {
tgt_focus: Vec3<f32>,