// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3 using System; using ClassicalSharp.Model; using ClassicalSharp.Physics; using OpenTK; #if USE16_BIT using BlockID = System.UInt16; #else using BlockID = System.Byte; #endif namespace ClassicalSharp.Entities { /// Entity component that performs collision detection. public sealed class PhysicsComponent { bool useLiquidGravity = false; // used by BlockDefinitions. bool canLiquidJump = true; internal bool firstJump, secondJump, jumping; Entity entity; Game game; BlockInfo info; internal float jumpVel = 0.42f, userJumpVel = 0.42f, serverJumpVel = 0.42f; internal HacksComponent hacks; internal CollisionsComponent collisions; public PhysicsComponent(Game game, Entity entity) { this.game = game; this.entity = entity; info = game.BlockInfo; } public void UpdateVelocityState() { if (hacks.Flying || hacks.Noclip) { entity.Velocity.Y = 0; // eliminate the effect of gravity int dir = (hacks.FlyingUp || jumping) ? 1 : (hacks.FlyingDown ? -1 : 0); entity.Velocity.Y += 0.12f * dir; if (hacks.Speeding && hacks.CanSpeed) entity.Velocity.Y += 0.12f * dir; if (hacks.HalfSpeeding && hacks.CanSpeed) entity.Velocity.Y += 0.06f * dir; } else if (jumping && entity.TouchesAnyRope() && entity.Velocity.Y > 0.02f) { entity.Velocity.Y = 0.02f; } if (!jumping) { canLiquidJump = false; return; } bool touchWater = entity.TouchesAnyWater(); bool touchLava = entity.TouchesAnyLava(); if (touchWater || touchLava) { AABB bounds = entity.Bounds; int feetY = Utils.Floor(bounds.Min.Y), bodyY = feetY + 1; int headY = Utils.Floor(bounds.Max.Y); if (bodyY > headY) bodyY = headY; bounds.Max.Y = bounds.Min.Y = feetY; bool liquidFeet = entity.TouchesAny(bounds, StandardLiquid); bounds.Min.Y = Math.Min(bodyY, headY); bounds.Max.Y = Math.Max(bodyY, headY); bool liquidRest = entity.TouchesAny(bounds, StandardLiquid); bool pastJumpPoint = liquidFeet && !liquidRest && (entity.Position.Y % 1 >= 0.4); if (!pastJumpPoint) { canLiquidJump = true; entity.Velocity.Y += 0.04f; if (hacks.Speeding && hacks.CanSpeed) entity.Velocity.Y += 0.04f; if (hacks.HalfSpeeding && hacks.CanSpeed) entity.Velocity.Y += 0.02f; } else if (pastJumpPoint) { // either A) jump bob in water B) climb up solid on side if (collisions.HorizontalCollision) entity.Velocity.Y += touchLava ? 0.30f : 0.13f; else if (canLiquidJump) entity.Velocity.Y += touchLava ? 0.20f : 0.10f; canLiquidJump = false; } } else if (useLiquidGravity) { entity.Velocity.Y += 0.04f; if (hacks.Speeding && hacks.CanSpeed) entity.Velocity.Y += 0.04f; if (hacks.HalfSpeeding && hacks.CanSpeed) entity.Velocity.Y += 0.02f; canLiquidJump = false; } else if (entity.TouchesAnyRope()) { entity.Velocity.Y += (hacks.Speeding && hacks.CanSpeed) ? 0.15f : 0.10f; canLiquidJump = false; } else if (entity.onGround) { DoNormalJump(); } } public void DoNormalJump() { if (jumpVel == 0) return; entity.Velocity.Y = jumpVel; if (hacks.Speeding && hacks.CanSpeed) entity.Velocity.Y += jumpVel; if (hacks.HalfSpeeding && hacks.CanSpeed) entity.Velocity.Y += jumpVel / 2; canLiquidJump = false; } bool StandardLiquid(BlockID block) { return info.Collide[block] == CollideType.SwimThrough; } static Vector3 waterDrag = new Vector3(0.8f, 0.8f, 0.8f), lavaDrag = new Vector3(0.5f, 0.5f, 0.5f), ropeDrag = new Vector3(0.5f, 0.85f, 0.5f), normalDrag = new Vector3(0.91f, 0.98f, 0.91f), airDrag = new Vector3(0.6f, 1f, 0.6f); const float liquidGrav = 0.02f, ropeGrav = 0.034f, normalGrav = 0.08f; public void PhysicsTick(Vector3 vel) { if (hacks.Noclip) entity.onGround = false; float multiply = GetBaseMultiply(true); float yMultiply = GetBaseMultiply(hacks.CanSpeed); float modifier = LowestSpeedModifier(); float yMul = Math.Max(1f, yMultiply / 5) * modifier; float horMul = multiply * modifier; if (!(hacks.Flying || hacks.Noclip)) { if (secondJump) { horMul *= 93f; yMul *= 10f; } else if (firstJump) { horMul *= 46.5f; yMul *= 7.5f; } } if (entity.TouchesAnyWater() && !hacks.Flying && !hacks.Noclip) { MoveNormal(vel, 0.02f * horMul, waterDrag, liquidGrav, yMul); } else if (entity.TouchesAnyLava() && !hacks.Flying && !hacks.Noclip) { MoveNormal(vel, 0.02f * horMul, lavaDrag, liquidGrav, yMul); } else if (entity.TouchesAnyRope() && !hacks.Flying && !hacks.Noclip) { MoveNormal(vel, 0.02f * 1.7f, ropeDrag, ropeGrav, yMul); } else { float factor = !(hacks.Flying || hacks.Noclip) && entity.onGround ? 0.1f : 0.02f; float gravity = useLiquidGravity ? liquidGrav : normalGrav; if (hacks.Flying || hacks.Noclip) { MoveFlying(vel, factor * horMul, normalDrag, gravity, yMul); } else { MoveNormal(vel, factor * horMul, normalDrag, gravity, yMul); } if (entity.BlockUnderFeet == Block.Ice && !(hacks.Flying || hacks.Noclip)) { // limit components to +-0.25f by rescaling vector to [-0.25, 0.25] if (Math.Abs(entity.Velocity.X) > 0.25f || Math.Abs(entity.Velocity.Z) > 0.25f) { float scale = Math.Min( Math.Abs(0.25f / entity.Velocity.X), Math.Abs(0.25f / entity.Velocity.Z)); entity.Velocity.X *= scale; entity.Velocity.Z *= scale; } } else if (entity.onGround || hacks.Flying) { entity.Velocity = Utils.Mul(entity.Velocity, airDrag); // air drag or ground friction } } if (entity.onGround) { firstJump = false; secondJump = false; } } void MoveHor(Vector3 vel, float factor) { float dist = (float)Math.Sqrt(vel.X * vel.X + vel.Z * vel.Z); if (dist < 0.00001f) return; if (dist < 1) dist = 1; entity.Velocity += vel * (factor / dist); } void MoveFlying(Vector3 vel, float factor, Vector3 drag, float gravity, float yMul) { MoveHor(vel, factor); float yVel = (float)Math.Sqrt(entity.Velocity.X * entity.Velocity.X + entity.Velocity.Z * entity.Velocity.Z); // make horizontal speed the same as vertical speed. if ((vel.X != 0 || vel.Z != 0) && yVel > 0.001f) { entity.Velocity.Y = 0; yMul = 1; if (hacks.FlyingUp || jumping) entity.Velocity.Y += yVel; if (hacks.FlyingDown) entity.Velocity.Y -= yVel; } Move(drag, gravity, yMul); } void MoveNormal(Vector3 vel, float factor, Vector3 drag, float gravity, float yMul) { MoveHor(vel, factor); Move(drag, gravity, yMul); } void Move(Vector3 drag, float gravity, float yMul) { entity.Velocity.Y *= yMul; if (!hacks.Noclip) collisions.MoveAndWallSlide(); entity.Position += entity.Velocity; entity.Velocity.Y /= yMul; entity.Velocity = Utils.Mul(entity.Velocity, drag); entity.Velocity.Y -= gravity; } float GetBaseMultiply(bool canSpeed) { float multiply = 0; float speed = (hacks.Flying || hacks.Noclip) ? 8 : 1; if (hacks.Speeding && canSpeed) multiply += speed * hacks.SpeedMultiplier; if (hacks.HalfSpeeding && canSpeed) multiply += speed * hacks.SpeedMultiplier / 2; if (multiply == 0) multiply = speed; return hacks.CanSpeed ? multiply : Math.Min(multiply, hacks.MaxSpeedMultiplier); } const float inf = float.PositiveInfinity; float LowestSpeedModifier() { AABB bounds = entity.Bounds; useLiquidGravity = false; float baseModifier = LowestModifier(bounds, false); bounds.Min.Y -= 0.5f/16f; // also check block standing on float solidModifier = LowestModifier(bounds, true); if (baseModifier == inf && solidModifier == inf) return 1; return baseModifier == inf ? solidModifier : baseModifier; } float LowestModifier(AABB bounds, bool checkSolid) { Vector3I bbMin = Vector3I.Floor(bounds.Min); Vector3I bbMax = Vector3I.Floor(bounds.Max); float modifier = inf; for (int y = bbMin.Y; y <= bbMax.Y; y++) for (int z = bbMin.Z; z <= bbMax.Z; z++) for (int x = bbMin.X; x <= bbMax.X; x++) { BlockID block = game.World.SafeGetBlock(x, y, z); if (block == 0) continue; CollideType type = info.Collide[block]; if (type == CollideType.Solid && !checkSolid) continue; Vector3 min = new Vector3(x, y, z) + info.MinBB[block]; Vector3 max = new Vector3(x, y, z) + info.MaxBB[block]; AABB blockBB = new AABB(min, max); if (!blockBB.Intersects(bounds)) continue; modifier = Math.Min(modifier, info.SpeedMultiplier[block]); if (!info.IsLiquid(block) && type == CollideType.SwimThrough) useLiquidGravity = true; } return modifier; } /// Calculates the jump velocity required such that when a client presses /// the jump binding they will be able to jump up to the given height. internal void CalculateJumpVelocity(bool userVel, float jumpHeight) { jumpVel = 0; if (jumpHeight == 0) return; if (jumpHeight >= 256) jumpVel = 10.0f; if (jumpHeight >= 512) jumpVel = 16.5f; if (jumpHeight >= 768) jumpVel = 22.5f; while (GetMaxHeight(jumpVel) <= jumpHeight) jumpVel += 0.001f; if (userVel) userJumpVel = jumpVel; } public static double GetMaxHeight(float u) { // equation below comes from solving diff(x(t, u))= 0 // We only work in discrete timesteps, so test both rounded up and down. double t = 49.49831645 * Math.Log(0.247483075 * u + 0.9899323); return Math.Max(YPosAt((int)t, u), YPosAt((int)t + 1, u)); } static double YPosAt(int t, float u) { // v(t, u) = (4 + u) * (0.98^t) - 4, where u = initial velocity // x(t, u) = Σv(t, u) from 0 to t (since we work in discrete timesteps) // plugging into Wolfram Alpha gives 1 equation as // (0.98^t) * (-49u - 196) - 4t + 50u + 196 double a = Math.Exp(-0.0202027 * t); //~0.98^t return a * (-49 * u - 196) - 4 * t + 50 * u + 196; } public void DoEntityPush() { for (int id = 0; id < EntityList.MaxCount; id++) { Entity other = game.Entities[id]; if (other == null || other == entity) continue; if (other.Model is BlockModel) continue; // block models shouldn't push you bool yIntersects = entity.Position.Y <= (other.Position.Y + other.Size.Y) && other.Position.Y <= (entity.Position.Y + entity.Size.Y); if (!yIntersects) continue; Vector3 d = other.Position - entity.Position; float dist = d.X * d.X + d.Z * d.Z; if (dist < 0.0001f || dist > 1f) continue; // TODO: range needs to be lower? Vector3 dir = Vector3.Normalize(d.X, 0, d.Z); entity.Velocity -= dir * (1 - dist) / 32f; // TODO: should be 24/25 } } } }