Initial single player physics added.

This commit is contained in:
UnknownShadow200 2015-09-25 18:17:04 +10:00
parent f8ceac887d
commit 808d66ea6c
7 changed files with 301 additions and 6 deletions

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@ -90,7 +90,7 @@ namespace ClassicalSharp {
SetEmitsLight( Block.Magma, true ); SetEmitsLight( Block.Fire, true );
SetupCullingCache();
}
public void SetDefaultBlockPermissions( bool[] canPlace, bool[] canDelete ) {
for( int tile = (int)Block.Stone; tile <= (int)Block.Obsidian; tile++ ) {
canPlace[tile] = true;

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@ -167,6 +167,7 @@
<Compile Include="Selections\SelectionBoxComparer.cs" />
<Compile Include="Selections\SelectionManager.cs" />
<Compile Include="Singleplayer\Commands.cs" />
<Compile Include="Singleplayer\Physics.cs" />
<Compile Include="Singleplayer\Server.cs" />
<Compile Include="TexturePack\Animations.cs" />
<Compile Include="TexturePack\TerrainAtlas1D.cs" />

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@ -157,18 +157,18 @@ namespace ClassicalSharp {
Vector3I pos = SelectedPos.BlockPos;
byte block = Map.GetBlock( pos );
if( block != 0 && CanDelete[block] ) {
ParticleManager.BreakBlockEffect( pos, block );
Network.SendSetBlock( pos.X, pos.Y, pos.Z, false, (byte)HeldBlock );
ParticleManager.BreakBlockEffect( pos, block );
UpdateBlock( pos.X, pos.Y, pos.Z, 0 );
Network.SendSetBlock( pos.X, pos.Y, pos.Z, false, (byte)HeldBlock );
}
} else if( right ) {
Vector3I pos = SelectedPos.TranslatedPos;
if( !Map.IsValidPos( pos ) ) return;
Block block = HeldBlock;
if( !CanPick( Map.GetBlock( pos ) ) && CanPlace[(int)block] ) {
Network.SendSetBlock( pos.X, pos.Y, pos.Z, true, (byte)block );
if( !CanPick( Map.GetBlock( pos ) ) && CanPlace[(int)block] ) {
UpdateBlock( pos.X, pos.Y, pos.Z, (byte)block );
Network.SendSetBlock( pos.X, pos.Y, pos.Z, true, (byte)block );
}
}
}

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@ -585,8 +585,9 @@ namespace ClassicalSharp {
byte blockId = reader.ReadUInt8();
bool canPlace = reader.ReadUInt8() != 0;
bool canDelete = reader.ReadUInt8() != 0;
if( blockId == 0 ) {
for( int i = 1; i < game.CanPlace.Length; i++ ) {
for( int i = 1; i < BlockInfo.CpeBlocksCount; i++ ) {
game.CanPlace[i] = canPlace;
game.CanDelete[i] = canDelete;
}

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@ -0,0 +1,282 @@
using System;
using System.Collections.Generic;
using OpenTK;
namespace ClassicalSharp.Singleplayer {
public class Physics {
Game game;
public Map map;
BlockInfo info;
int width, length, height, oneY;
const uint tickMask = 0xF8000000;
const uint posMask = 0x07FFFFFF;
const int tickShift = 27;
public Physics( Game game ) {
this.game = game;
map = game.Map;
info = game.BlockInfo;
}
bool CheckItem( Queue<uint> queue, out int posIndex ) {
uint packed = queue.Dequeue();
int tickDelay = (int)((packed & tickMask) >> tickShift);
posIndex = (int)(packed & posMask);
if( tickDelay > 0 ) {
tickDelay--;
queue.Enqueue( (uint)posIndex | ((uint)tickDelay << tickShift) );
return false;
}
return true;
}
bool CheckItem( Queue<uint> queue, int mask, out int posIndex, out int flags ) {
uint packed = queue.Dequeue();
flags = (int)((packed & tickMask) >> tickShift);
posIndex = (int)(packed & posMask);
int tickDelay = flags & mask;
if( tickDelay > 0 ) {
tickDelay--;
flags &= ~mask; // zero old tick delay bits
flags |= tickDelay; // then set them with new value
queue.Enqueue( (uint)posIndex | ((uint)flags << tickShift) );
return false;
}
return true;
}
public void Tick() {
TickLava();
TickWater();
TickFalling();
}
public void OnBlockPlaced( int x, int y, int z, byte block ) {
int index = ( y * length + z ) * width + x;
if( block == (byte)Block.Lava ) {
Lava.Enqueue( defLavaTick | (uint)index );
} else if( block == (byte)Block.Water ) {
Water.Enqueue( defWaterTick | (uint)index );
} else if( block == (byte)Block.Sand || block == (byte)Block.Gravel ) {
Falling.Enqueue( defFallingTick | (uint)index );
} else if( block == (byte)Block.TNT ) {
Explode( 4, x, y, z );
}
}
public void ResetMap() {
Lava.Clear();
Water.Clear();
width = map.Width;
length = map.Length;
height = map.Height;
oneY = height * width;
}
#region Lava
Queue<uint> Lava = new Queue<uint>();
const uint defLavaTick = 30u << tickShift;
void TickLava() {
int count = Lava.Count;
for( int i = 0; i < count; i++ ) {
int posIndex;
if( CheckItem( Lava, out posIndex ) ) {
byte block = map.mapData[posIndex];
if( !(block == (byte)Block.Lava || block == (byte)Block.StillLava) ) continue;
int x = posIndex % width;
int y = posIndex / oneY; // posIndex / (width * length)
int z = (posIndex / width) % length;
if( x > 0 ) PropagateLava( posIndex - 1, x - 1, y, z );
if( x < width - 1 ) PropagateLava( posIndex + 1, x + 1, y, z );
if( z > 0 ) PropagateLava( posIndex - width, x, y, z - 1 );
if( z < length - 1 ) PropagateLava( posIndex + width, x, y, z + 1 );
if( y > 0 ) PropagateLava( posIndex - oneY, x, y - 1, z );
}
}
}
void PropagateLava( int posIndex, int x, int y, int z ) {
byte block = map.mapData[posIndex];
if( block == (byte)Block.Water || block == (byte)Block.StillWater ) {
game.UpdateBlock( x, y, z, (byte)Block.Stone );
} else if( info.CollideType[block] == BlockCollideType.WalkThrough ) {
Lava.Enqueue( defLavaTick | (uint)posIndex );
game.UpdateBlock( x, y, z, (byte)Block.Lava );
}
}
#endregion
#region Water
Queue<uint> Water = new Queue<uint>();
const uint defWaterTick = 5u << tickShift;
void TickWater() {
int count = Water.Count;
for( int i = 0; i < count; i++ ) {
int posIndex;
if( CheckItem( Water, out posIndex ) ) {
byte block = map.mapData[posIndex];
if( !(block == (byte)Block.Water || block == (byte)Block.StillWater) ) continue;
int x = posIndex % width;
int y = posIndex / oneY; // posIndex / (width * length)
int z = (posIndex / width) % length;
if( x > 0 ) PropagateWater( posIndex - 1, x - 1, y, z );
if( x < width - 1 ) PropagateWater( posIndex + 1, x + 1, y, z );
if( z > 0 ) PropagateWater( posIndex - width, x, y, z - 1 );
if( z < length - 1 ) PropagateWater( posIndex + width, x, y, z + 1 );
if( y > 0 ) PropagateWater( posIndex - oneY, x, y - 1, z );
}
}
}
void PropagateWater( int posIndex, int x, int y, int z ) {
byte block = map.mapData[posIndex];
if( block == (byte)Block.Lava || block == (byte)Block.StillLava ) {
game.UpdateBlock( x, y, z, (byte)Block.Stone );
} else if( info.CollideType[block] == BlockCollideType.WalkThrough ) {
Water.Enqueue( defWaterTick | (uint)posIndex );
game.UpdateBlock( x, y, z, (byte)Block.Water );
}
}
#endregion
#region TNT
Vector3[] rayDirs;
Random rnd = new Random();
const float stepLen = 0.3f;
float[] hardness;
// Algorithm source: http://minecraft.gamepedia.com/Explosion
void Explode( float power, int x, int y, int z ) {
if( rayDirs == null )
InitExplosionCache();
game.UpdateBlock( x, y, z, 0 );
Vector3 basePos = new Vector3( x, y, z );
for( int i = 0; i < rayDirs.Length; i++ ) {
Vector3 dir = rayDirs[i] * stepLen;
Vector3 position = basePos;
float intensity = (float)(0.7 + rnd.NextDouble() * 0.6) * power;
while( intensity > 0 ) {
position += dir;
intensity -= stepLen * 0.75f;
Vector3I blockPos = Vector3I.Floor( position );
if( !map.IsValidPos( blockPos ) ) break;
byte block = map.GetBlock( blockPos );
intensity -= (hardness[block] / 5 + 0.3f) * stepLen; // TODO: proper block hardness table
if( intensity > 0 && block != 0 ) {
game.UpdateBlock( blockPos.X, blockPos.Y, blockPos.Z, 0 );
}
}
}
}
void InitExplosionCache() {
hardness = new float[] { 0, 30, 3, 2.5f, 30, 15, 0, 1.8E+07f, 500, 500, 500, 500, 2.5f,
3, 15, 15, 15, 10, 1, 3, 1.5f, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 0, 0,
0, 0, 30, 30, 30, 30, 30, 0, 7.5f, 30, 6000, 30, 0, 4, 0.5f, 0, 4, 4, 4, 4, 4, 2.5f,
// Note that the 30, 500, 15, 15 are guesses (CeramicTile --> Crate)
30, 500, 15, 15, 30, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
rayDirs = new Vector3[1352];
int index = 0;
// Y bottom and top planes
for( float x = -1; x <= 1.001f; x += 2f/15) {
for( float z = -1; z <= 1.001f; z += 2f/15) {
rayDirs[index++] = Vector3.Normalize( x, -1, z );
rayDirs[index++] = Vector3.Normalize( x, +1, z );
}
}
// Z planes
for( float y = -1 + 2f/15; y <= 1.001f - 2f/15; y += 2f/15) {
for( float x = -1; x <= 1.001f; x += 2f/15) {
rayDirs[index++] = Vector3.Normalize( x, y, -1 );
rayDirs[index++] = Vector3.Normalize( x, y, +1 );
}
}
// X planes
for( float y = -1 + 2f/15; y <= 1.001f - 2f/15; y += 2f/15) {
for( float z = -1 + 2f/15; z <= 1.001f- 2f/15; z += 2f/15) {
rayDirs[index++] = Vector3.Normalize( -1, y, z );
rayDirs[index++] = Vector3.Normalize( +1, y, z );
}
}
}
#endregion
#region Sapling
// TODO: tree growing
#endregion
#region Grass
// TODO: grass growing
#endregion
#region Sand/Gravel
Queue<uint> Falling = new Queue<uint>();
const uint defFallingTick = 2u << tickShift;
void TickFalling() {
int count = Falling.Count;
for( int i = 0; i < count; i++ ) {
int posIndex, flags;
if( CheckItem( Falling, 0x2, out posIndex, out flags ) ) {
byte block = map.mapData[posIndex];
if( !(block == (byte)Block.Sand || block == (byte)Block.Gravel ) ) continue;
int x = posIndex % width;
int y = posIndex / oneY; // posIndex / (width * length)
int z = (posIndex / width) % length;
if( y > 0 ) PropagateFalling( posIndex - oneY, x, y - 1, z, block, flags );
}
}
}
void PropagateFalling( int posIndex, int x, int y, int z, byte block, int flags ) {
byte newBlock = map.mapData[posIndex];
if( newBlock == 0 || info.IsLiquid[newBlock] ) {
uint newFlags = MakeFallingFlags( newBlock ) << tickShift;
Falling.Enqueue( newFlags | (uint)posIndex );
game.UpdateBlock( x, y, z, oldBlock[flags >> 2] );
game.UpdateBlock( x, y - 1, z, block );
}
}
static byte[] oldBlock = new byte[] { (byte)Block.Air, (byte)Block.StillWater,
(byte)Block.Water, (byte)Block.StillLava, (Byte)Block.Lava };
static uint MakeFallingFlags( byte above ) {
byte flags = 2;
if( above == (byte)Block.StillWater ) flags |= 0x04; // 1
else if( above == (byte)Block.Water ) flags |= 0x08; // 2
else if( above == (byte)Block.StillLava ) flags |= 0x0C; // 3
else if( above == (byte)Block.Lava ) flags |= 0x10; // 4
return flags;
}
#endregion
}
}

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@ -8,8 +8,10 @@ namespace ClassicalSharp.Singleplayer {
public sealed class SinglePlayerServer : INetworkProcessor {
Game game;
Physics physics;
public SinglePlayerServer( Game window ) {
game = window;
physics = new Physics( game );
}
public override bool IsSinglePlayer {
@ -39,6 +41,8 @@ namespace ClassicalSharp.Singleplayer {
}
public override void SendSetBlock( int x, int y, int z, bool place, byte block ) {
if( place )
physics.OnBlockPlaced( x, y, z, block );
}
public override void SendPlayerClick( MouseButton button, bool buttonDown, byte targetId, PickedPos pos ) {
@ -49,6 +53,7 @@ namespace ClassicalSharp.Singleplayer {
public override void Tick( double delta ) {
if( Disconnected ) return;
physics.Tick();
}
internal void NewMap() {
@ -73,6 +78,7 @@ namespace ClassicalSharp.Singleplayer {
ResetPlayerPosition();
game.AddChat( "&ePlaying single player", CpeMessage.Status1 );
GC.Collect();
physics.ResetMap();
}
unsafe void MapSet( int width, int length, byte* ptr, int yStart, int yEnd, byte block ) {

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@ -145,6 +145,11 @@ namespace OpenTK {
vec.Z *= scale;
return vec;
}
public static Vector3 Normalize(float x, float y, float z) {
float scale = 1f / (float)Math.Sqrt( x * x + y * y + z * z );
return new Vector3( x * scale, y * scale, z * scale );
}
public static void Normalize(ref Vector3 vec, out Vector3 result) {
float scale = 1f / vec.Length;