fix: incomplete size transform support by entities

This commit is contained in:
MihailRis 2025-12-03 22:00:55 +03:00 committed by ShiftyX1
parent 98a3971e13
commit bc1ff634a3
7 changed files with 53 additions and 26 deletions

View File

@ -28,6 +28,13 @@ void HandsRenderer::renderHands(
const auto& config = *skeleton.config;
modelBatch.setLightsOffset(camera.position);
config.update(skeleton, glm::mat4(1.0f), glm::vec3());
config.render(assets, modelBatch, skeleton, glm::mat3(1.0f), glm::vec3());
config.update(skeleton, glm::mat4(1.0f), glm::vec3(), glm::vec3(1.0f));
config.render(
assets,
modelBatch,
skeleton,
glm::mat3(1.0f),
glm::vec3(),
glm::vec3(1.0f)
);
}

View File

@ -302,6 +302,7 @@ void Entities::updatePhysics(float delta) {
hitbox.friction = glm::abs(hitbox.gravityScale <= 1e-7f)
? 8.0f
: (!grounded ? 2.0f : 10.0f);
hitbox.scale = transform.size;
transform.setPos(hitbox.position);
if (hitbox.grounded && !grounded) {
scripting::on_entity_grounded(
@ -358,7 +359,9 @@ void Entities::renderDebug(
if (frustum && !frustum->isBoxVisible(pos - size, pos + size)) {
continue;
}
batch.box(hitbox.position, hitbox.halfsize * 2.0f, glm::vec4(1.0f));
batch.box(
hitbox.position, hitbox.getHalfSize() * 2.0f, glm::vec4(1.0f)
);
for (auto& sensor : rigidbody.sensors) {
if (sensor.type != SensorType::AABB) continue;
@ -410,10 +413,14 @@ void Entities::render(
}
const auto& pos = transform.pos;
const auto& size = transform.size;
if (!frustum || frustum->isBoxVisible(pos - size, pos + size)) {
const auto* rigConfig = skeleton.config;
rigConfig->render(assets, batch, skeleton, transform.rot, pos);
if (frustum && !frustum->isBoxVisible(pos - size, pos + size)) {
continue;
}
const auto* rigConfig = skeleton.config;
rigConfig->render(
assets, batch, skeleton, transform.rot, pos, size
);
}
}

View File

@ -23,19 +23,19 @@ struct Transform {
void refresh();
inline void setRot(glm::mat3 m) {
inline void setRot(const glm::mat3& m) {
rot = m;
dirty = true;
}
inline void setSize(glm::vec3 v) {
inline void setSize(const glm::vec3& v) {
if (glm::distance2(displaySize, v) >= EPSILON) {
dirty = true;
}
size = v;
}
inline void setPos(glm::vec3 v) {
inline void setPos(const glm::vec3& v) {
if (glm::distance2(displayPos, v) >= EPSILON) {
dirty = true;
}

View File

@ -122,15 +122,21 @@ size_t SkeletonConfig::update(
return count;
}
static glm::mat4 build_matrix(const glm::mat3& rot, const glm::vec3& pos) {
static glm::mat4 build_matrix(
const glm::mat3& rot, const glm::vec3& pos, const glm::vec3& scale
) {
glm::mat4 combined(1.0f);
combined = glm::translate(combined, pos);
combined = combined * glm::mat4(rot);
combined = glm::scale(combined, scale);
return combined;
}
void SkeletonConfig::update(
Skeleton& skeleton, const glm::mat3& rotation, const glm::vec3& position
Skeleton& skeleton,
const glm::mat3& rotation,
const glm::vec3& position,
const glm::vec3& scale
) const {
if (skeleton.interpolation.isEnabled()) {
const auto& interpolation = skeleton.interpolation;
@ -138,10 +144,10 @@ void SkeletonConfig::update(
0,
skeleton,
root.get(),
build_matrix(rotation, interpolation.getCurrent())
build_matrix(rotation, interpolation.getCurrent(), scale)
);
} else {
update(0, skeleton, root.get(), build_matrix(rotation, position));
update(0, skeleton, root.get(), build_matrix(rotation, position, scale));
}
}
@ -150,9 +156,10 @@ void SkeletonConfig::render(
ModelBatch& batch,
Skeleton& skeleton,
const glm::mat3& rotation,
const glm::vec3& position
const glm::vec3& position,
const glm::vec3& scale
) const {
update(skeleton, rotation, position);
update(skeleton, rotation, position, scale);
if (!skeleton.visible) {
return;

View File

@ -121,7 +121,8 @@ namespace rigging {
void update(
Skeleton& skeleton,
const glm::mat3& rotation,
const glm::vec3& position
const glm::vec3& position,
const glm::vec3& scale
) const;
void render(
@ -129,7 +130,8 @@ namespace rigging {
ModelBatch& batch,
Skeleton& skeleton,
const glm::mat3& rotation,
const glm::vec3& position
const glm::vec3& position,
const glm::vec3& scale
) const;
Skeleton instance() const {

View File

@ -52,6 +52,7 @@ struct Hitbox {
glm::vec3 position;
glm::vec3 halfsize;
glm::vec3 velocity;
glm::vec3 scale {1.0f, 1.0f, 1.0f};
float linearDamping = 0.5;
float friction = 1.0f;
float verticalDamping = 1.0f;
@ -64,4 +65,8 @@ struct Hitbox {
AABB getAABB() const {
return AABB(position-halfsize, position+halfsize);
}
glm::vec3 getHalfSize() const {
return halfsize * scale;
}
};

View File

@ -11,11 +11,10 @@
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/norm.hpp>
const float E = 0.03f;
const float MAX_FIX = 0.1f;
inline const float E = 0.03f;
inline const float MAX_FIX = 0.1f;
PhysicsSolver::PhysicsSolver(glm::vec3 gravity) : gravity(gravity) {
}
PhysicsSolver::PhysicsSolver(glm::vec3 gravity) : gravity(gravity) {}
void PhysicsSolver::step(
const GlobalChunks& chunks,
@ -28,7 +27,7 @@ void PhysicsSolver::step(
float linearDamping = hitbox.linearDamping * hitbox.friction;
float s = 2.0f/BLOCK_AABB_GRID;
const glm::vec3& half = hitbox.halfsize;
auto half = hitbox.getHalfSize();
glm::vec3& pos = hitbox.position;
glm::vec3& vel = hitbox.velocity;
float gravityScale = hitbox.gravityScale;
@ -91,8 +90,8 @@ void PhysicsSolver::step(
}
AABB aabb;
aabb.a = hitbox.position - hitbox.halfsize;
aabb.b = hitbox.position + hitbox.halfsize;
aabb.a = hitbox.position - hitbox.getHalfSize();
aabb.b = hitbox.position + hitbox.getHalfSize();
for (size_t i = 0; i < sensors.size(); i++) {
auto& sensor = *sensors[i];
if (sensor.entity == entity) {
@ -267,7 +266,7 @@ void PhysicsSolver::colisionCalc(
bool PhysicsSolver::isBlockInside(int x, int y, int z, Hitbox* hitbox) {
const glm::vec3& pos = hitbox->position;
const glm::vec3& half = hitbox->halfsize;
auto half = hitbox->getHalfSize();
return x >= floor(pos.x-half.x) && x <= floor(pos.x+half.x) &&
z >= floor(pos.z-half.z) && z <= floor(pos.z+half.z) &&
y >= floor(pos.y-half.y) && y <= floor(pos.y+half.y);
@ -276,7 +275,7 @@ bool PhysicsSolver::isBlockInside(int x, int y, int z, Hitbox* hitbox) {
bool PhysicsSolver::isBlockInside(int x, int y, int z, Block* def, blockstate state, Hitbox* hitbox) {
const float e = 0.001f; // inaccuracy
const glm::vec3& pos = hitbox->position;
const glm::vec3& half = hitbox->halfsize;
auto half = hitbox->getHalfSize();
const auto& boxes = def->rotatable
? def->rt.hitboxes[state.rotation]
: def->hitboxes;