Moved physics to the cEntity class from the derivative classes (cMonster, cPickup). Added physics override to cPlayer to disable physics calculations. Fixed bug with pitch calculations on mobs.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1400 0a769ca7-a7f5-676a-18bf-c427514a06d6
master
keyboard.osh@gmail.com 2013-04-22 07:18:03 +00:00
parent c97851adc6
commit de03dd6460
7 changed files with 207 additions and 274 deletions

View File

@ -9,6 +9,9 @@
#include "Matrix4f.h"
#include "ReferenceManager.h"
#include "ClientHandle.h"
#include "Tracer.h"
#include "Chunk.h"
#include "Simulator/FluidSimulator.h"
@ -33,6 +36,8 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z)
, m_bDirtyOrientation(true)
, m_bDirtyPosition(true)
, m_bDirtySpeed(true)
, m_bOnGround( false )
, m_Gravity( -9.81f )
, m_IsInitialized(false)
, m_LastPosX( 0.0 )
, m_LastPosY( 0.0 )
@ -44,6 +49,7 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z)
, m_World(NULL)
, m_FireDamageInterval(0.f)
, m_BurnPeriod(0.f)
, m_WaterSpeed( 0.0 , 0.0 , 0.0 )
{
cCSLock Lock(m_CSCount);
m_EntityCount++;
@ -201,6 +207,160 @@ void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
{
//TODO Add collision detection with entities.
a_Dt /= 1000;
Vector3d NextPos = Vector3d(GetPosX(),GetPosY(),GetPosZ());
Vector3d NextSpeed = Vector3d(GetSpeedX(),GetSpeedY(),GetSpeedZ());
int BlockX = (int) floor(NextPos.x);
int BlockY = (int) floor(NextPos.y);
int BlockZ = (int) floor(NextPos.z);
//Make sure we got the correct chunk and a valid one. No one ever knows...
cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ);
if (NextChunk != NULL)
{
int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width);
int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width);
BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
if( BlockIn == E_BLOCK_AIR || IsBlockWater(BlockIn) || BlockIn == E_BLOCK_FIRE || IsBlockLava(BlockIn) ) // If not in ground itself or in water or in fire or in lava
{
if( m_bOnGround ) // check if it's still on the ground
{
BLOCKTYPE BlockBelow = NextChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
if(BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow) || BlockBelow == E_BLOCK_FIRE || IsBlockLava(BlockBelow)) //Check if block below is air or water.
{
m_bOnGround = false;
}
}
}
else
{
//Push out entity.
m_bOnGround = true;
NextPos.y += 0.2;
LOGD("Entity #%d (%s) is inside a block at {%d,%d,%d}",
m_UniqueID, GetClass(), BlockX, BlockY, BlockZ);
}
if (!m_bOnGround)
{
float fallspeed;
if (!IsBlockWater(BlockIn))
{
fallspeed = m_Gravity * a_Dt;
}
else
{
fallspeed = -3.0f * a_Dt; //Fall slower in water.
}
NextSpeed.y += fallspeed;
}
else
{
//Friction
if (NextSpeed.SqrLength() > 0.0004f)
{
NextSpeed.x *= 0.7f/(1+a_Dt);
if ( fabs(NextSpeed.x) < 0.05 ) NextSpeed.x = 0;
NextSpeed.z *= 0.7f/(1+a_Dt);
if ( fabs(NextSpeed.z) < 0.05 ) NextSpeed.z = 0;
}
}
//Get water direction
Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);
m_WaterSpeed *= 0.9f; //Reduce speed each tick
switch(WaterDir)
{
case X_PLUS:
m_WaterSpeed.x = 1.f;
m_bOnGround = false;
break;
case X_MINUS:
m_WaterSpeed.x = -1.f;
m_bOnGround = false;
break;
case Z_PLUS:
m_WaterSpeed.z = 1.f;
m_bOnGround = false;
break;
case Z_MINUS:
m_WaterSpeed.z = -1.f;
m_bOnGround = false;
break;
default:
break;
}
if (fabs(m_WaterSpeed.x) < 0.05)
{
m_WaterSpeed.x = 0;
}
if (fabs(m_WaterSpeed.z) < 0.05)
{
m_WaterSpeed.z = 0;
}
NextSpeed += m_WaterSpeed;
if( NextSpeed.SqrLength() > 0.f )
{
cTracer Tracer( GetWorld() );
int Ret = Tracer.Trace( NextPos, NextSpeed, 2 );
if( Ret ) // Oh noez! we hit something
{
// Set to hit position
if( (Tracer.RealHit - NextPos).SqrLength() <= ( NextSpeed * a_Dt ).SqrLength() )
{
if( Ret == 1 )
{
if( Tracer.HitNormal.x != 0.f ) NextSpeed.x = 0.f;
if( Tracer.HitNormal.y != 0.f ) NextSpeed.y = 0.f;
if( Tracer.HitNormal.z != 0.f ) NextSpeed.z = 0.f;
if( Tracer.HitNormal.y > 0 ) // means on ground
{
m_bOnGround = true;
}
}
NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z);
NextPos.x += Tracer.HitNormal.x * 0.5f;
NextPos.z += Tracer.HitNormal.z * 0.5f;
}
else
NextPos += (NextSpeed * a_Dt);
}
else
{ // We didn't hit anything, so move =]
NextPos += (NextSpeed * a_Dt);
}
}
BlockX = (int) floor(NextPos.x);
BlockZ = (int) floor(NextPos.z);
NextChunk = NextChunk->GetNeighborChunk(BlockX,BlockZ);
//See if we can commit our changes. If not, we will discard them.
if (NextChunk != NULL)
{
if (NextPos.x != GetPosX()) SetPosX(NextPos.x);
if (NextPos.y != GetPosY()) SetPosY(NextPos.y);
if (NextPos.z != GetPosZ()) SetPosZ(NextPos.z);
if (NextSpeed.x != GetSpeedX()) SetSpeedX(NextSpeed.x);
if (NextSpeed.y != GetSpeedY()) SetSpeedY(NextSpeed.y);
if (NextSpeed.z != GetSpeedZ()) SetSpeedZ(NextSpeed.z);
}
}
}
void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
{
//We need to keep updating the clients when there is movement or if there was a change in speed and after 2 ticks

View File

@ -159,7 +159,7 @@ public:
// tolua_end
virtual void Tick(float a_Dt, cChunk & a_Chunk);
virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) {}
virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk);
/** Descendants override this function to send a command to the specified client to spawn the entity on the client.
To spawn on all eligible clients, use cChunkMap::BroadcastSpawnEntity()
@ -220,6 +220,9 @@ protected:
bool m_bDirtyPosition;
bool m_bDirtySpeed;
bool m_bOnGround;
float m_Gravity;
// Last Position.
double m_LastPosX, m_LastPosY, m_LastPosZ;
@ -248,6 +251,7 @@ private:
Vector3d m_Speed;
Vector3d m_Rot;
Vector3d m_Pos;
Vector3d m_WaterSpeed;
} ; // tolua_export
typedef std::list<cEntity *> cEntityList;

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@ -14,8 +14,8 @@
#include "../Vector3f.h"
#include "../Vector3i.h"
#include "../Vector3d.h"
#include "../Tracer.h"
// #include "../../iniFile/iniFile.h"
@ -27,8 +27,6 @@ cMonster::cMonster(const AString & a_ConfigName, char a_ProtocolMobType, const A
, m_Target(NULL)
, m_bMovingToDestination(false)
, m_DestinationTime( 0 )
, m_Gravity( -9.81f)
, m_bOnGround( false )
, m_DestroyTimer( 0 )
, m_Jump(0)
, m_MobType(a_ProtocolMobType)
@ -102,6 +100,9 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
return;
}
HandlePhysics(a_Dt,a_Chunk);
BroadcastMovementUpdate();
a_Dt /= 1000;
if (m_bMovingToDestination)
@ -143,9 +144,6 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
}
}
HandlePhysics(a_Dt);
BroadcastMovementUpdate();
Vector3d Distance = m_Destination - GetPosition();
if (Distance.SqrLength() > 0.1f)
{
@ -154,7 +152,7 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
VectorToEuler( Distance.x, Distance.y, Distance.z, Rotation, Pitch );
SetHeadYaw (Rotation);
SetRotation( Rotation );
SetPitch( Pitch );
SetPitch( -Pitch );
}
switch (m_EMState)
@ -184,120 +182,6 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
//Not used. Will remove later when we implement the AI.
void cMonster::ReplicateMovement()
{
if (m_bDirtyOrientation && !m_bDirtyPosition)
{
m_World->BroadcastEntLook(*this);
m_bDirtyOrientation = false;
}
if (m_bDirtyPosition)
{
float DiffX = (float)(GetPosX() - m_LastPosX);
float DiffY = (float)(GetPosY() - m_LastPosY);
float DiffZ = (float)(GetPosZ() - m_LastPosZ);
float SqrDist = DiffX * DiffX + DiffY * DiffY + DiffZ * DiffZ;
if (
(SqrDist > 4 * 4) // 4 blocks is max Relative Move
|| (m_World->GetWorldAge() - m_TimeLastTeleportPacket > 40) // Send an absolute position every 2 seconds
)
{
// LOGD("Teleported %f", sqrtf(SqrDist) );
m_World->BroadcastTeleportEntity(*this);
m_TimeLastTeleportPacket = m_World->GetWorldAge();
}
else
{
// Relative move sucks balls! It's always wrong wtf!
if (m_bDirtyOrientation)
{
m_World->BroadcastEntRelMoveLook(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32));
m_bDirtyOrientation = false;
}
else
{
m_World->BroadcastEntRelMove(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32));
}
}
m_LastPosX = GetPosX();
m_LastPosY = GetPosY();
m_LastPosZ = GetPosZ();
m_bDirtyPosition = false;
}
}
void cMonster::HandlePhysics(float a_Dt)
{
if( m_bOnGround ) // check if it's still on the ground
{
cWorld* World = GetWorld();
if( World->GetBlock( (int)GetPosX(), (int)GetPosY() -1, (int)GetPosZ() ) == E_BLOCK_AIR )
{
m_bOnGround = false;
}
if( World->GetBlock( (int)GetPosX(), (int)GetPosY(), (int)GetPosZ() ) != E_BLOCK_AIR ) // If in ground itself, push it out
{
m_bOnGround = true;
SetPosY(GetPosY() + 0.2);
m_bDirtyPosition = true;
}
SetSpeedX(GetSpeedX() * 0.7f/(1+a_Dt));
if( fabs(GetSpeedX()) < 0.05 ) SetSpeedX(0);
SetSpeedZ(GetSpeedZ() * 0.7f/(1+a_Dt));
if( fabs(GetSpeedZ()) < 0.05 ) SetSpeedZ(0);
}
if( !m_bOnGround )
{
float Gravity = -9.81f*a_Dt;
SetSpeedY(GetSpeedY() + Gravity);
}
if( GetSpeed().SqrLength() > 0.f )
{
cTracer Tracer( GetWorld() );
int Ret = Tracer.Trace( GetPosition(), GetSpeed(), 2 );
if( Ret ) // Oh noez! we hit something
{
// Set to hit position
if( (Tracer.RealHit - GetPosition()).SqrLength() <= ( GetSpeed() * a_Dt ).SqrLength() )
{
if( Ret == 1 )
{
if( Tracer.HitNormal.x != 0.f ) SetSpeedX(0.f);
if( Tracer.HitNormal.y != 0.f ) SetSpeedY(0.f);
if( Tracer.HitNormal.z != 0.f ) SetSpeedZ(0.f);
if( Tracer.HitNormal.y > 0 ) // means on ground
{
m_bOnGround = true;
}
}
SetPosition(Tracer.RealHit);
SetPosX(GetPosX() + (Tracer.HitNormal.x * 0.5f));
SetPosZ(GetPosZ() + (Tracer.HitNormal.z * 0.5f));
}
else
SetPosition(GetPosition() + (GetSpeed()*a_Dt));
}
else
{ // We didn't hit anything, so move =]
SetPosition(GetPosition() + (GetSpeed()*a_Dt));
}
m_bDirtyPosition = true;
}
}
void cMonster::DoTakeDamage(TakeDamageInfo & a_TDI)

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@ -38,9 +38,6 @@ public:
virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
virtual void HandlePhysics(float a_Dt);
virtual void ReplicateMovement(void);
virtual void DoTakeDamage(TakeDamageInfo & a_TDI) override;
@ -91,9 +88,6 @@ protected:
float m_DestinationTime;
float m_Gravity;
bool m_bOnGround;
float m_DestroyTimer;
float m_Jump;

View File

@ -16,6 +16,7 @@
#include "Item.h"
#include "Root.h"
#include "Tracer.h"
#include "Chunk.h"
#include "Vector3d.h"
#include "Vector3f.h"
@ -27,13 +28,12 @@
cPickup::cPickup(int a_MicroPosX, int a_MicroPosY, int a_MicroPosZ, const cItem & a_Item, float a_SpeedX /* = 0.f */, float a_SpeedY /* = 0.f */, float a_SpeedZ /* = 0.f */)
: cEntity(etPickup, ((double)(a_MicroPosX)) / 32, ((double)(a_MicroPosY)) / 32, ((double)(a_MicroPosZ)) / 32)
, m_Health(5)
, m_bOnGround( false )
, m_bReplicated( false )
, m_Timer( 0.f )
, m_Item(a_Item)
, m_bCollected( false )
{
SetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
m_Gravity = -3.0;
}
@ -62,10 +62,40 @@ void cPickup::SpawnOn(cClientHandle & a_Client)
void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
BroadcastMovementUpdate(); //Notify clients of position
m_Timer += a_Dt;
a_Dt = a_Dt / 1000.f;
if (m_bCollected)
if (!m_bCollected)
{
int BlockX = (int) floor(GetPosX());
int BlockY = (int) floor(GetPosY());
int BlockZ = (int) floor(GetPosZ());
//Position might have changed due to physics. So we have to make sure we have the correct chunk.
cChunk * CurrentChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ);
if (CurrentChunk != NULL) //Making sure the chunk is loaded
{
int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width);
int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width);
BLOCKTYPE BlockBelow = CurrentChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
BLOCKTYPE BlockIn = CurrentChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
if( IsBlockLava(BlockBelow) || BlockBelow == E_BLOCK_FIRE
|| IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE )
{
m_bCollected = true;
m_Timer = 0; //We have to reset the timer.
m_Timer += a_Dt; //In case we have to destroy the pickup in the same tick.
if (m_Timer > 500.f)
{
Destroy();
return;
}
}
}
}
else
{
if (m_Timer > 500.f) // 0.5 second
{
@ -85,144 +115,6 @@ void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
Destroy();
return;
}
if (!m_bReplicated || m_bDirtyPosition)
{
m_bReplicated = true;
m_bDirtyPosition = false;
GetWorld()->BroadcastTeleportEntity(*this);
}
}
void cPickup::HandlePhysics(float a_Dt, cChunk & a_Chunk)
{
// TODO: Rewrite this function to use a_Chunk instead of m_World
m_ResultingSpeed.Set(0.f, 0.f, 0.f);
cWorld * World = GetWorld();
a_Dt /= 1000; // Go from msec to sec, so that physics formulas work
if (m_bOnGround) // check if it's still on the ground
{
int BlockX = (GetPosX() < 0) ? (int)GetPosX() - 1 : (int)GetPosX();
int BlockZ = (GetPosZ() < 0) ? (int)GetPosZ() - 1 : (int)GetPosZ();
char BlockBelow = World->GetBlock(BlockX, (int)GetPosY() - 1, BlockZ);
if (BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow))
{
m_bOnGround = false;
}
char Block = World->GetBlock(BlockX, (int)GetPosY() - (int)m_bOnGround, BlockZ );
char BlockIn = World->GetBlock(BlockX, (int)GetPosY(), BlockZ );
if( IsBlockLava(Block) || Block == E_BLOCK_FIRE
|| IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE)
{
m_bCollected = true;
m_Timer = 0;
return;
}
if( BlockIn != E_BLOCK_AIR && !IsBlockWater(BlockIn) ) // If in ground itself, push it out
{
m_bOnGround = true;
AddPosY(0.2);
m_bReplicated = false;
}
SetSpeedX(GetSpeedX() * 0.7f/(1+a_Dt));
if( fabs(GetSpeedX()) < 0.05 ) SetSpeedX(0);
SetSpeedZ(GetSpeedZ() * 0.7f/(1+a_Dt));
if( fabs(GetSpeedZ()) < 0.05 ) SetSpeedZ(0);
}
// get flowing direction
Direction WaterDir = World->GetWaterSimulator()->GetFlowingDirection((int) GetSpeedX() - 1, (int) GetSpeedY(), (int) GetSpeedZ() - 1);
m_WaterSpeed *= 0.9f; //Keep old speed but lower it
switch(WaterDir)
{
case X_PLUS:
m_WaterSpeed.x = 1.f;
m_bOnGround = false;
break;
case X_MINUS:
m_WaterSpeed.x = -1.f;
m_bOnGround = false;
break;
case Z_PLUS:
m_WaterSpeed.z = 1.f;
m_bOnGround = false;
break;
case Z_MINUS:
m_WaterSpeed.z = -1.f;
m_bOnGround = false;
break;
default:
break;
}
m_ResultingSpeed += m_WaterSpeed;
if (!m_bOnGround)
{
float Gravity = -9.81f * a_Dt;
if (Gravity < -3) // Cap gravity-caused speed at 3 m / sec
{
Gravity = -3;
}
AddSpeedY(Gravity);
// Set to hit position
m_ResultingSpeed += GetSpeed();
/*
LOGD("Pickup #%d speed: {%.03f, %.03f, %.03f}, pos {%.02f, %.02f, %.02f}",
m_UniqueID,
m_ResultingSpeed.x, m_ResultingSpeed.y, m_ResultingSpeed.z,
m_Pos.x, m_Pos.y, m_Pos.z
);
*/
cTracer Tracer(GetWorld());
int Ret = Tracer.Trace(GetPosition(), GetSpeed(), 2);
if (Ret) // Oh noez! we hit something
{
if ((Tracer.RealHit - Vector3f(GetPosition())).SqrLength() <= ( m_ResultingSpeed * a_Dt ).SqrLength())
{
m_bReplicated = false; // It's only interesting to replicate when we actually hit something...
if (Ret == 1)
{
if( Tracer.HitNormal.x != 0.f ) SetSpeedX(0.f);
if( Tracer.HitNormal.y != 0.f ) SetSpeedY(0.f);
if( Tracer.HitNormal.z != 0.f ) SetSpeedZ(0.f);
if (Tracer.HitNormal.y > 0) // means on ground
{
m_bOnGround = true;
}
}
SetPosition(Tracer.RealHit);
AddPosition(Tracer.HitNormal * 0.2f);
}
else
AddPosition(m_ResultingSpeed*a_Dt);
}
else
{ // We didn't hit anything, so move =]
AddPosition(m_ResultingSpeed*a_Dt);
}
}
// Usable for debugging
//SetPosition(m_Pos.x, m_Pos.y, m_Pos.z);
}

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@ -36,7 +36,6 @@ public:
virtual bool CollectedBy(cPlayer * a_Dest); // tolua_export
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override;
short GetHealth(void) const { return m_Health; }
@ -49,8 +48,6 @@ private:
Vector3d m_ResultingSpeed; //Can be used to modify the resulting speed for the current tick ;)
Vector3d m_WaterSpeed;
bool m_bOnGround;
bool m_bReplicated;
float m_Timer;

View File

@ -41,6 +41,8 @@ public:
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override { };
/// Returns the curently equipped weapon; empty item if none
virtual cItem GetEquippedWeapon(void) const override { return m_Inventory.GetEquippedItem(); }