TrueCraft/TrueCraft.Client/PhysicsEngine.cs
Drew DeVault ed7a14b871 Rewrite physics engine
This time it sucks slightly less
2015-07-06 19:30:51 -06:00

406 lines
17 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using TrueCraft.Core.World;
using TrueCraft.API.Entities;
using TrueCraft.API.World;
using TrueCraft.API;
using TrueCraft.API.Physics;
namespace TrueCraft.Client
{
// This is a stripped down version of the physics engine that the server uses
// The only thing we use it for is our own movement
public class PhysicsEngine
{
public PhysicsEngine(ReadOnlyWorld world, IBlockPhysicsProvider physicsProvider)
{
World = world;
Entities = new List<IPhysicsEntity>();
EntityLock = new object();
LastUpdate = DateTime.MinValue;
BlockPhysicsProvider = physicsProvider;
MillisecondsBetweenUpdates = 1000 / 20;
}
public int MillisecondsBetweenUpdates { get; set; }
public ReadOnlyWorld World { get; set; }
public IBlockPhysicsProvider BlockPhysicsProvider { get; set; }
public List<IPhysicsEntity> Entities { get; set; }
private object EntityLock { get; set; }
private DateTime LastUpdate { get; set; }
public void AddEntity(IPhysicsEntity entity)
{
if (Entities.Contains(entity))
return;
lock (EntityLock)
Entities.Add(entity);
}
public void RemoveEntity(IPhysicsEntity entity)
{
if (!Entities.Contains(entity))
return;
lock (EntityLock)
Entities.Remove(entity);
}
private BoundingBox TempBoundingBox;
public void Update()
{
double multipler = (DateTime.UtcNow - LastUpdate).TotalMilliseconds / MillisecondsBetweenUpdates;
if (LastUpdate == DateTime.MinValue)
multipler = 1;
if (multipler > 5) multipler = 5;
if (multipler < 0.1) multipler = 0.1;
lock (EntityLock)
{
for (int i = 0; i < Entities.Count; i++)
{
var entity = Entities[i];
if (entity.BeginUpdate())
{
entity.Velocity -= new Vector3(0, entity.AccelerationDueToGravity * multipler, 0);
entity.Velocity.Clamp(entity.TerminalVelocity);
if (entity is IAABBEntity)
CheckWithTerrain((IAABBEntity)entity, World);
entity.EndUpdate(entity.Position + entity.Velocity);
}
}
}
LastUpdate = DateTime.UtcNow;
}
private void CheckWithTerrain(IAABBEntity entity, ReadOnlyWorld world)
{
Vector3 collisionPoint, collisionDirection;
if (entity.Position.Y > 0 && entity.Position.Y <= 127) // Don't do checks outside the map
{
bool fireEvent = entity.Velocity != Vector3.Zero;
// Do terrain collisions
if (AdjustVelocityX(entity, world, out collisionPoint, out collisionDirection))
{
if (fireEvent)
entity.TerrainCollision(collisionPoint, collisionDirection);
}
if (AdjustVelocityY(entity, world, out collisionPoint, out collisionDirection))
{
entity.Velocity *= new Vector3(0.1, 1, 0.1); // TODO: More sophisticated friction
if (fireEvent)
entity.TerrainCollision(collisionPoint, collisionDirection);
}
if (AdjustVelocityZ(entity, world, out collisionPoint, out collisionDirection))
{
if (fireEvent)
entity.TerrainCollision(collisionPoint, collisionDirection);
}
}
}
// TODO: There's a lot of code replication here, perhaps it can be consolidated
/// <summary>
/// Performs terrain collision tests and adjusts the X-axis velocity accordingly
/// </summary>
/// <returns>True if the entity collides with the terrain</returns>
private bool AdjustVelocityX(IAABBEntity entity, ReadOnlyWorld world, out Vector3 collision, out Vector3 collisionDirection)
{
collision = Vector3.Zero;
collisionDirection = Vector3.Zero;
if (entity.Velocity.X == 0)
return false;
// Do some enviornment guessing to improve speed
int minY = (int)entity.Position.Y - (entity.Position.Y < 0 ? 1 : 0);
int maxY = (int)(entity.Position.Y + entity.Size.Width) - (entity.Position.Y < 0 ? 1 : 0);
int minZ = (int)entity.Position.Z - (entity.Position.Z < 0 ? 1 : 0);
int maxZ = (int)(entity.Position.Z + entity.Size.Depth) - (entity.Position.Z < 0 ? 1 : 0);
int minX, maxX;
// Expand bounding box to include area to be tested
if (entity.Velocity.X < 0)
{
TempBoundingBox = new BoundingBox(
new Vector3(entity.BoundingBox.Min.X + entity.Velocity.X, entity.BoundingBox.Min.Y, entity.BoundingBox.Min.Z),
entity.BoundingBox.Max);
maxX = (int)(TempBoundingBox.Max.X);
minX = (int)(TempBoundingBox.Min.X + entity.Velocity.X) - 1;
}
else
{
TempBoundingBox = new BoundingBox(
entity.BoundingBox.Min,
new Vector3(entity.BoundingBox.Max.X + entity.Velocity.X, entity.BoundingBox.Max.Y, entity.BoundingBox.Max.Z));
minX = (int)(entity.BoundingBox.Min.X);
maxX = (int)(entity.BoundingBox.Max.X + entity.Velocity.X) + 1;
}
// Do terrain checks
double? collisionPoint = null;
BoundingBox blockBox;
for (int x = minX; x <= maxX; x++)
{
for (int y = minY; y <= maxY; y++)
{
for (int z = minZ; z <= maxZ; z++)
{
var position = new Coordinates3D(x, y, z);
var boundingBox = BlockPhysicsProvider.GetBoundingBox(world.World, position);
if (boundingBox == null)
continue;
blockBox = boundingBox.Value.OffsetBy(position + new Vector3(0.5));
if (TempBoundingBox.Intersects(blockBox))
{
if (entity.Velocity.X < 0)
{
if (!collisionPoint.HasValue)
collisionPoint = blockBox.Max.X;
else if (collisionPoint.Value < blockBox.Max.X)
collisionPoint = blockBox.Max.X;
}
else
{
if (!collisionPoint.HasValue)
collisionPoint = blockBox.Min.X;
else if (collisionPoint.Value > blockBox.Min.X)
collisionPoint = blockBox.Min.X;
}
collision = position;
}
}
}
}
if (collisionPoint != null)
{
if (entity.Velocity.X < 0)
{
entity.Velocity = new Vector3(
entity.Velocity.X - (TempBoundingBox.Min.X - collisionPoint.Value),
entity.Velocity.Y,
entity.Velocity.Z);
collisionDirection = Vector3.Left;
}
else if (entity.Velocity.X > 0)
{
entity.Velocity = new Vector3(
entity.Velocity.X - (TempBoundingBox.Max.X - collisionPoint.Value),
entity.Velocity.Y,
entity.Velocity.Z);
collisionDirection = Vector3.Right;
}
return true;
}
return false;
}
/// <summary>
/// Performs terrain collision tests and adjusts the Y-axis velocity accordingly
/// </summary>
/// <returns>True if the entity collides with the terrain</returns>
private bool AdjustVelocityY(IAABBEntity entity, ReadOnlyWorld world, out Vector3 collision, out Vector3 collisionDirection)
{
collision = Vector3.Zero;
collisionDirection = Vector3.Zero;
if (entity.Velocity.Y == 0)
return false;
// Do some enviornment guessing to improve speed
int minX = (int)entity.Position.X - (entity.Position.X < 0 ? 1 : 0);
int maxX = (int)(entity.Position.X + entity.Size.Width) - (entity.Position.X < 0 ? 1 : 0);
int minZ = (int)entity.Position.Z - (entity.Position.Z < 0 ? 1 : 0);
int maxZ = (int)(entity.Position.Z + entity.Size.Depth) - (entity.Position.Z < 0 ? 1 : 0);
int minY, maxY;
// Expand bounding box to include area to be tested
if (entity.Velocity.Y < 0)
{
TempBoundingBox = new BoundingBox(
new Vector3(entity.BoundingBox.Min.X, entity.BoundingBox.Min.Y + entity.Velocity.Y, entity.BoundingBox.Min.Z),
entity.BoundingBox.Max);
maxY = (int)(TempBoundingBox.Max.Y);
minY = (int)(TempBoundingBox.Min.Y + entity.Velocity.Y) - 1;
}
else
{
TempBoundingBox = new BoundingBox(
entity.BoundingBox.Min,
new Vector3(entity.BoundingBox.Max.X, entity.BoundingBox.Max.Y + entity.Velocity.Y, entity.BoundingBox.Max.Z));
minY = (int)(entity.BoundingBox.Min.Y);
maxY = (int)(entity.BoundingBox.Max.Y + entity.Velocity.Y) + 1;
}
// Clamp Y into map boundaries
if (minY < 0)
minY = 0;
if (minY >= TrueCraft.Core.World.World.Height)
minY = TrueCraft.Core.World.World.Height - 1;
if (maxY < 0)
maxY = 0;
if (maxY >= TrueCraft.Core.World.World.Height)
maxY = TrueCraft.Core.World.World.Height - 1;
// Do terrain checks
double? collisionPoint = null;
BoundingBox blockBox;
for (int x = minX; x <= maxX; x++)
{
for (int y = minY; y <= maxY; y++)
{
for (int z = minZ; z <= maxZ; z++)
{
var position = new Coordinates3D(x, y, z);
if (!World.IsValidPosition(position))
continue;
var boundingBox = BlockPhysicsProvider.GetBoundingBox(world.World, position);
if (boundingBox == null)
continue;
blockBox = boundingBox.Value.OffsetBy(position + new Vector3(0.5));
if (TempBoundingBox.Intersects(blockBox))
{
if (entity.Velocity.Y < 0)
{
if (!collisionPoint.HasValue)
collisionPoint = blockBox.Max.Y;
else if (collisionPoint.Value < blockBox.Max.Y)
collisionPoint = blockBox.Max.Y;
}
else
{
if (!collisionPoint.HasValue)
collisionPoint = blockBox.Min.Y;
else if (collisionPoint.Value > blockBox.Min.Y)
collisionPoint = blockBox.Min.Y;
}
collision = position;
}
}
}
}
if (collisionPoint != null)
{
if (entity.Velocity.Y < 0)
{
// TODO: Do block event
//var block = world.GetBlock(collision);
//block.OnBlockWalkedOn(world, collision, this);
entity.Velocity = new Vector3(entity.Velocity.X,
entity.Velocity.Y + (collisionPoint.Value - TempBoundingBox.Min.Y),
entity.Velocity.Z);
collisionDirection = Vector3.Down;
}
else if (entity.Velocity.Y > 0)
{
entity.Velocity = new Vector3(entity.Velocity.X,
entity.Velocity.Y - (TempBoundingBox.Max.Y - collisionPoint.Value),
entity.Velocity.Z);
collisionDirection = Vector3.Up;
}
return true;
}
return false;
}
/// <summary>
/// Performs terrain collision tests and adjusts the Z-axis velocity accordingly
/// </summary>
/// <returns>True if the entity collides with the terrain</returns>
private bool AdjustVelocityZ(IAABBEntity entity, ReadOnlyWorld world, out Vector3 collision, out Vector3 collisionDirection)
{
collision = Vector3.Zero;
collisionDirection = Vector3.Zero;
if (entity.Velocity.Z == 0)
return false;
// Do some enviornment guessing to improve speed
int minX = (int)entity.Position.X - (entity.Position.X < 0 ? 1 : 0);
int maxX = (int)(entity.Position.X + entity.Size.Depth) - (entity.Position.X < 0 ? 1 : 0);
int minY = (int)entity.Position.Y - (entity.Position.Y < 0 ? 1 : 0);
int maxY = (int)(entity.Position.Y + entity.Size.Width) - (entity.Position.Y < 0 ? 1 : 0);
int minZ, maxZ;
// Expand bounding box to include area to be tested
if (entity.Velocity.Z < 0)
{
TempBoundingBox = new BoundingBox(
new Vector3(entity.BoundingBox.Min.X, entity.BoundingBox.Min.Y, entity.BoundingBox.Min.Z + entity.Velocity.Z),
entity.BoundingBox.Max);
maxZ = (int)(TempBoundingBox.Max.Z);
minZ = (int)(TempBoundingBox.Min.Z + entity.Velocity.Z) - 1;
}
else
{
TempBoundingBox = new BoundingBox(
entity.BoundingBox.Min,
new Vector3(entity.BoundingBox.Max.X, entity.BoundingBox.Max.Y, entity.BoundingBox.Max.Z + entity.Velocity.Z)
);
minZ = (int)(entity.BoundingBox.Min.Z);
maxZ = (int)(entity.BoundingBox.Max.Z + entity.Velocity.Z) + 1;
}
// Do terrain checks
double? collisionPoint = null;
BoundingBox blockBox;
for (int x = minX; x <= maxX; x++)
{
for (int y = minY; y <= maxY; y++)
{
for (int z = minZ; z <= maxZ; z++)
{
var position = new Coordinates3D(x, y, z);
var boundingBox = BlockPhysicsProvider.GetBoundingBox(world.World, position);
if (boundingBox == null)
continue;
blockBox = boundingBox.Value.OffsetBy(position + new Vector3(0.5));
if (TempBoundingBox.Intersects(blockBox))
{
if (entity.Velocity.Z < 0)
{
if (!collisionPoint.HasValue)
collisionPoint = blockBox.Max.Z;
else if (collisionPoint.Value < blockBox.Max.Z)
collisionPoint = blockBox.Max.Z;
}
else
{
if (!collisionPoint.HasValue)
collisionPoint = blockBox.Min.Z;
else if (collisionPoint.Value > blockBox.Min.Z)
collisionPoint = blockBox.Min.Z;
}
collision = position;
}
}
}
}
if (collisionPoint != null)
{
if (entity.Velocity.Z < 0)
{
entity.Velocity = new Vector3(
entity.Velocity.X,
entity.Velocity.Y,
entity.Velocity.Z - (TempBoundingBox.Min.Z - collisionPoint.Value));
collisionDirection = Vector3.Backwards;
}
else if (entity.Velocity.Z > 0)
{
entity.Velocity = new Vector3(
entity.Velocity.X,
entity.Velocity.Y,
entity.Velocity.Z - (TempBoundingBox.Max.Z - collisionPoint.Value));
collisionDirection = Vector3.Forwards;
}
return true;
}
return false;
}
}
}