mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-08-08 17:57:02 +08:00
refactor(client): extract AABB creation and add collision check on block place
Make ClientPlayer::get_aabb and ClientWorld::get_block_aabb static. Change player size to static constexpr M_SIZE. Use shared_mutex for concurrent reads of other players. Check for collision with other players before placing a block.
This commit is contained in:
@@ -23,7 +23,7 @@ public:
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const ChunkPosSet& get_chunk_pos_set() const;
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ChunkPosSet& get_chunk_pos_set();
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AABB get_aabb(const glm::vec3& pos) const;
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static AABB get_aabb(const glm::vec3& pos);
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const glm::vec3& get_front() const;
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const Gait& get_gait() const;
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const std::optional<LookBlock>& get_look_block_pos() const;
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@@ -97,7 +97,7 @@ private:
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glm::vec3 m_front{0, 0, -1};
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glm::vec3 m_right{0, 0, 0};
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glm::vec3 m_size{0.6f, 1.8f, 0.6f};
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static constexpr glm::vec3 M_SIZE{0.6f, 1.8f, 0.6f};
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Gait m_gait = Gait::WALK;
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MoveState m_move_state{};
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@@ -71,6 +71,7 @@ public:
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void request_exit();
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bool is_receive_exit();
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int chunk_size() const;
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static AABB get_block_aabb(const glm::ivec3& pos);
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template <typename Fn>
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void register_timer(std::string_view id, TickType threshold, Fn&& f) {
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m_timers.emplace(std::piecewise_construct,
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@@ -99,7 +100,7 @@ private:
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std::mutex m_delete_vbo_mutex;
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std::mutex m_delete_vao_mutex;
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std::mutex m_other_players_mutex;
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mutable std::shared_mutex m_other_players_mutex;
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tbb::concurrent_queue<std::unique_ptr<ClientChunk>> m_pending_upload_queue;
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tbb::concurrent_queue<ChunkPos> m_dirty_chunk_queue;
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@@ -8,13 +8,13 @@ namespace Cubed {
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ClientPlayer::ClientPlayer(ClientWorld& world) : m_world(world) {}
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ClientPlayer::~ClientPlayer() {}
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AABB ClientPlayer::get_aabb(const glm::vec3& pos) const {
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float half_width = m_size.x / 2.0f;
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float half_depth = m_size.z / 2.0f;
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AABB ClientPlayer::get_aabb(const glm::vec3& pos) {
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float half_width = M_SIZE.x / 2.0f;
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float half_depth = M_SIZE.z / 2.0f;
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glm::vec3 min{pos.x - half_width, pos.y, pos.z - half_depth};
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glm::vec3 max{pos.x + half_width, pos.y + m_size.y, pos.z + half_depth};
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glm::vec3 max{pos.x + half_width, pos.y + M_SIZE.y, pos.z + half_depth};
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return AABB{min, max};
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}
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@@ -282,15 +282,7 @@ void ClientPlayer::update_lookup_block() {
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if (Input::get_input_state().mouse_state.right) {
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glm::ivec3 near_pos = m_look_block->pos + m_look_block->normal;
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if (!m_world.is_solid(near_pos)) {
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auto x = near_pos.x;
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auto y = near_pos.y;
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auto z = near_pos.z;
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AABB block_box = {glm::vec3{static_cast<float>(x),
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static_cast<float>(y),
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static_cast<float>(z)},
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glm::vec3{static_cast<float>(x + 1),
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static_cast<float>(y + 1),
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static_cast<float>(z + 1)}};
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AABB block_box = ClientWorld::get_block_aabb(near_pos);
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AABB player_box = get_aabb(get_player_pos());
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if (!player_box.intersects(block_box)) {
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m_world.report_block_change(near_pos, m_place_block);
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@@ -409,13 +401,9 @@ void ClientPlayer::update_x_move(glm::vec3& player_pos) {
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for (int x = minx; x <= maxx; ++x) {
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for (int y = miny; y <= maxy; ++y) {
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for (int z = minz; z <= maxz; ++z) {
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if (!m_world.can_pass_block(glm::ivec3{x, y, z})) {
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AABB block_box = {glm::vec3{static_cast<float>(x),
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static_cast<float>(y),
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static_cast<float>(z)},
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glm::vec3{static_cast<float>(x + 1),
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static_cast<float>(y + 1),
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static_cast<float>(z + 1)}};
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glm::ivec3 block_pos{x, y, z};
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if (!m_world.can_pass_block(block_pos)) {
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AABB block_box = ClientWorld::get_block_aabb(block_pos);
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if (player_box.intersects(block_box)) {
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m_gait = Gait::WALK;
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player_pos.x -= move_distance.x;
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@@ -443,13 +431,9 @@ void ClientPlayer::update_y_move(glm::vec3& player_pos) {
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for (int x = minx; x <= maxx; ++x) {
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for (int y = miny; y <= maxy; ++y) {
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for (int z = minz; z <= maxz; ++z) {
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if (!m_world.can_pass_block(glm::ivec3{x, y, z})) {
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AABB block_box = {glm::vec3{static_cast<float>(x),
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static_cast<float>(y),
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static_cast<float>(z)},
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glm::vec3{static_cast<float>(x + 1),
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static_cast<float>(y + 1),
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static_cast<float>(z + 1)}};
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glm::ivec3 block_pos{x, y, z};
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if (!m_world.can_pass_block(block_pos)) {
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AABB block_box = ClientWorld::get_block_aabb(block_pos);
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if (player_box.intersects(block_box)) {
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player_pos.y -= move_distance.y;
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m_y_speed = 0.0f;
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@@ -481,13 +465,9 @@ void ClientPlayer::update_z_move(glm::vec3& player_pos) {
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for (int x = minx; x <= maxx; ++x) {
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for (int y = miny; y <= maxy; ++y) {
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for (int z = minz; z <= maxz; ++z) {
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if (!m_world.can_pass_block(glm::ivec3{x, y, z})) {
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AABB block_box = {glm::vec3{static_cast<float>(x),
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static_cast<float>(y),
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static_cast<float>(z)},
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glm::vec3{static_cast<float>(x + 1),
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static_cast<float>(y + 1),
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static_cast<float>(z + 1)}};
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glm::ivec3 block_pos{x, y, z};
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if (!m_world.can_pass_block(block_pos)) {
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AABB block_box = ClientWorld::get_block_aabb(block_pos);
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if (player_box.intersects(block_box)) {
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m_gait = Gait::WALK;
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player_pos.z -= move_distance.z;
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@@ -262,6 +262,18 @@ void ClientWorld::push_delete_vao(GLuint vao) {
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void ClientWorld::report_block_change(const glm::ivec3& pos,
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unsigned id) const {
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{
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AABB block_box = get_block_aabb(pos);
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std::shared_lock lock(m_other_players_mutex);
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for (auto& [uuid, player] : m_other_players) {
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AABB box = ClientPlayer::get_aabb(player.target_pos);
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if (box.intersects(block_box)) {
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return;
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}
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}
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}
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Arena arena;
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auto* req = Arena::Create<BlockChangeReq>(&arena);
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req->set_uuid(m_player.get_uuid());
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@@ -572,6 +584,16 @@ bool ClientWorld::is_receive_exit() { return m_receive_exit; }
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int ClientWorld::chunk_size() const { return m_chunks.size(); }
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AABB ClientWorld::get_block_aabb(const glm::ivec3& pos) {
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auto x = pos.x;
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auto y = pos.y;
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auto z = pos.z;
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return {glm::vec3{static_cast<float>(x), static_cast<float>(y),
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static_cast<float>(z)},
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glm::vec3{static_cast<float>(x + 1), static_cast<float>(y + 1),
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static_cast<float>(z + 1)}};
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}
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void ClientWorld::request_exit() {
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if (m_receive_exit) {
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return;
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