started reworking collission system
This commit is contained in:
176
AABB.cs
176
AABB.cs
@@ -24,11 +24,34 @@ namespace Voxel
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return new AABB(center - half, center + new Vector3(half.X, height, half.Z));
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}
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public void Move(float x, float y, float z)
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{
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Min.X += x;
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Max.X += x;
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Min.Y += y;
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Max.Y += y;
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Min.Z += z;
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Max.Z += z;
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}
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public bool Intersects(AABB other)
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{
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return (Min.X <= other.Max.X && Max.X >= other.Min.X) &&
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(Min.Y <= other.Max.Y && Max.Y >= other.Min.Y) &&
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(Min.Z <= other.Max.Z && Max.Z >= other.Min.Z);
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return IntersectsX(other) && IntersectsY(other) && IntersectsZ(other);
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}
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public bool IntersectsX(AABB other)
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{
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return Min.X < other.Max.X && Max.X > other.Max.X;
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}
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public bool IntersectsY(AABB other)
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{
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return Min.Y < other.Max.Y && Max.Y > other.Max.Y;
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}
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public bool IntersectsZ(AABB other)
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{
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return Min.Z < other.Max.Z && Max.Z > other.Max.Z;
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}
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public bool Contains(Vector3 point)
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@@ -37,5 +60,152 @@ namespace Voxel
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(point.Y >= Min.Y && point.Y <= Max.Y) &&
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(point.Z >= Min.Z && point.Z <= Max.Z);
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}
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public float GetClipX(AABB other, float deltaX)
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{
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if (IntersectsY(other) && IntersectsZ(other))
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{
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if (deltaX > 0 && Max.X <= other.Min.X)
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{
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float clip = other.Min.X - other.Min.X;
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if (deltaX > clip)
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deltaX = clip;
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}
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if (deltaX < 0 && Min.X >= other.Max.X)
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{
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float clip = other.Max.X - Max.X;
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if (deltaX < clip)
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deltaX = clip;
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}
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return deltaX;
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}
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return deltaX;
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}
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public float GetClipY(AABB other, float deltaY)
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{
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if (IntersectsX(other) && IntersectsZ(other))
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{
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if (deltaY > 0 && Max.Y <= other.Min.Y)
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{
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float clip = other.Min.Y - other.Min.Y;
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if (deltaY > clip)
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deltaY = clip;
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}
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if (deltaY < 0 && Min.X >= other.Max.X)
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{
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float clip = other.Max.X - Max.X;
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if (deltaY < clip)
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deltaY = clip;
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}
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return deltaY;
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}
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return deltaY;
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}
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public float GetClipZ(AABB other, float deltaZ)
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{
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if (IntersectsX(other) && IntersectsY(other))
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{
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if (deltaZ > 0 && Max.Z <= other.Min.Z)
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{
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float clip = other.Min.Z - other.Min.Z;
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if (deltaZ > clip)
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deltaZ = clip;
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}
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if (deltaZ < 0 && Min.Z >= other.Max.Z)
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{
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float clip = other.Max.Z - Max.Z;
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if (deltaZ < clip)
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deltaZ = clip;
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}
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return deltaZ;
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}
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return deltaZ;
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}
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public float GetBlockClipX(int blockX, int blockY, int blockZ, float deltaX)
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{
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// Use the current AABB as the collider (no new allocation)
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AABB collider = this;
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// Block bounds
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float blockMinX = blockX;
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float blockMaxX = blockX + 1;
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// Quick reject: if player is not overlapping the block in Y and Z, no collision.
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if (!(collider.Min.Y < blockY + 1 && collider.Max.Y > blockY) ||
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!(collider.Min.Z < blockZ + 1 && collider.Max.Z > blockZ))
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return deltaX;
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// Moving right (positive delta)
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if (deltaX > 0 && collider.Max.X <= blockMinX)
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{
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float clip = blockMinX - collider.Max.X;
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if (deltaX > clip) deltaX = clip;
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}
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// Moving left (negative delta)
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else if (deltaX < 0 && collider.Min.X >= blockMaxX)
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{
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float clip = blockMaxX - collider.Min.X; // negative distance
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if (deltaX < clip) deltaX = clip;
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}
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return deltaX;
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}
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public float GetBlockClipY(int blockX, int blockY, int blockZ, float deltaY)
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{
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AABB collider = this;
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float blockMinY = blockY;
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float blockMaxY = blockY + 1;
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if (!(collider.Min.X < blockX + 1 && collider.Max.X > blockX) ||
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!(collider.Min.Z < blockZ + 1 && collider.Max.Z > blockZ))
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return deltaY;
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if (deltaY > 0 && collider.Max.Y <= blockMinY)
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{
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float clip = blockMinY - collider.Max.Y;
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if (deltaY > clip) deltaY = clip;
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}
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else if (deltaY < 0 && collider.Min.Y >= blockMaxY)
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{
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float clip = blockMaxY - collider.Min.Y;
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if (deltaY < clip) deltaY = clip;
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}
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return deltaY;
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}
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public float GetBlockClipZ(int blockX, int blockY, int blockZ, float deltaZ)
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{
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AABB collider = this;
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float blockMinZ = blockZ;
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float blockMaxZ = blockZ + 1;
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if (!(collider.Min.X < blockX + 1 && collider.Max.X > blockX) ||
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!(collider.Min.Y < blockY + 1 && collider.Max.Y > blockY))
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return deltaZ;
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if (deltaZ > 0 && collider.Max.Z <= blockMinZ)
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{
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float clip = blockMinZ - collider.Max.Z;
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if (deltaZ > clip) deltaZ = clip;
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}
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else if (deltaZ < 0 && collider.Min.Z >= blockMaxZ)
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{
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float clip = blockMaxZ - collider.Min.Z;
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if (deltaZ < clip) deltaZ = clip;
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}
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return deltaZ;
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}
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}
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}
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