mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-14 01:55:19 -04:00
Initial single player physics added.
This commit is contained in:
parent
f8ceac887d
commit
808d66ea6c
@ -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;
|
||||
|
@ -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" />
|
||||
|
@ -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 );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -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;
|
||||
}
|
||||
|
282
ClassicalSharp/Singleplayer/Physics.cs
Normal file
282
ClassicalSharp/Singleplayer/Physics.cs
Normal file
@ -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
|
||||
}
|
||||
}
|
@ -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 ) {
|
||||
|
@ -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;
|
||||
|
Loading…
x
Reference in New Issue
Block a user