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290 lines
11 KiB
C#
290 lines
11 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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using System;
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using ClassicalSharp.Physics;
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using OpenTK;
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namespace ClassicalSharp.Entities {
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/// <summary> Entity component that performs collision detection. </summary>
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public sealed class PhysicsComponent {
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bool useLiquidGravity = false; // used by BlockDefinitions.
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bool canLiquidJump = true;
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internal bool firstJump, secondJump, jumping;
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Entity entity;
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Game game;
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BlockInfo info;
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internal float jumpVel = 0.42f, userJumpVel = 0.42f, serverJumpVel = 0.42f;
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internal HacksComponent hacks;
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internal CollisionsComponent collisions;
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public PhysicsComponent(Game game, Entity entity) {
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this.game = game;
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this.entity = entity;
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info = game.BlockInfo;
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}
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public void UpdateVelocityState(float xMoving, float zMoving) {
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if (!hacks.NoclipSlide && (hacks.Noclip && xMoving == 0 && zMoving == 0))
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entity.Velocity = Vector3.Zero;
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if (hacks.Flying || hacks.Noclip) {
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entity.Velocity.Y = 0; // eliminate the effect of gravity
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int dir = (hacks.FlyingUp || jumping) ? 1 : (hacks.FlyingDown ? -1 : 0);
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entity.Velocity.Y += 0.12f * dir;
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if (hacks.Speeding && hacks.CanSpeed) entity.Velocity.Y += 0.12f * dir;
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if (hacks.HalfSpeeding && hacks.CanSpeed) entity.Velocity.Y += 0.06f * dir;
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} else if (jumping && entity.TouchesAnyRope() && entity.Velocity.Y > 0.02f) {
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entity.Velocity.Y = 0.02f;
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}
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if (!jumping) {
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canLiquidJump = false; return;
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}
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bool touchWater = entity.TouchesAnyWater();
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bool touchLava = entity.TouchesAnyLava();
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if (touchWater || touchLava) {
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AABB bounds = entity.Bounds;
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int feetY = Utils.Floor(bounds.Min.Y), bodyY = feetY + 1;
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int headY = Utils.Floor(bounds.Max.Y);
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if (bodyY > headY) bodyY = headY;
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bounds.Max.Y = bounds.Min.Y = feetY;
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bool liquidFeet = entity.TouchesAny(bounds, StandardLiquid);
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bounds.Min.Y = Math.Min(bodyY, headY);
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bounds.Max.Y = Math.Max(bodyY, headY);
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bool liquidRest = entity.TouchesAny(bounds, StandardLiquid);
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bool pastJumpPoint = liquidFeet && !liquidRest && (entity.Position.Y % 1 >= 0.4);
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if (!pastJumpPoint) {
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canLiquidJump = true;
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entity.Velocity.Y += 0.04f;
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if (hacks.Speeding && hacks.CanSpeed) entity.Velocity.Y += 0.04f;
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if (hacks.HalfSpeeding && hacks.CanSpeed) entity.Velocity.Y += 0.02f;
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} else if (pastJumpPoint) {
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// either A) jump bob in water B) climb up solid on side
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if (collisions.HorCollision)
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entity.Velocity.Y += touchLava ? 0.30f : 0.13f;
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else if (canLiquidJump)
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entity.Velocity.Y += touchLava ? 0.20f : 0.10f;
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canLiquidJump = false;
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}
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} else if (useLiquidGravity) {
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entity.Velocity.Y += 0.04f;
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if (hacks.Speeding && hacks.CanSpeed) entity.Velocity.Y += 0.04f;
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if (hacks.HalfSpeeding && hacks.CanSpeed) entity.Velocity.Y += 0.02f;
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canLiquidJump = false;
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} else if (entity.TouchesAnyRope()) {
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entity.Velocity.Y += (hacks.Speeding && hacks.CanSpeed) ? 0.15f : 0.10f;
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canLiquidJump = false;
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} else if (entity.onGround) {
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DoNormalJump();
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}
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}
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public void DoNormalJump() {
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entity.Velocity.Y = jumpVel;
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if (hacks.Speeding && hacks.CanSpeed) entity.Velocity.Y += jumpVel;
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if (hacks.HalfSpeeding && hacks.CanSpeed) entity.Velocity.Y += jumpVel / 2;
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canLiquidJump = false;
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}
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bool StandardLiquid(byte block) {
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return info.Collide[block] == CollideType.SwimThrough;
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}
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static Vector3 waterDrag = new Vector3(0.8f, 0.8f, 0.8f),
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lavaDrag = new Vector3(0.5f, 0.5f, 0.5f),
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ropeDrag = new Vector3(0.5f, 0.85f, 0.5f),
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normalDrag = new Vector3(0.91f, 0.98f, 0.91f),
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airDrag = new Vector3(0.6f, 1f, 0.6f);
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const float liquidGrav = 0.02f, ropeGrav = 0.034f, normalGrav = 0.08f;
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public void PhysicsTick(float xMoving, float zMoving) {
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if (hacks.Noclip) entity.onGround = false;
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float multiply = GetBaseMultiply(true);
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float yMultiply = GetBaseMultiply(hacks.CanSpeed);
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float modifier = LowestSpeedModifier();
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float yMul = Math.Max(1f, yMultiply / 5) * modifier;
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float horMul = multiply * modifier;
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if (!(hacks.Flying || hacks.Noclip)) {
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if (secondJump) { horMul *= 93f; yMul *= 10f; }
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else if (firstJump) { horMul *= 46.5f; yMul *= 7.5f; }
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}
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if (entity.TouchesAnyWater() && !hacks.Flying && !hacks.Noclip) {
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MoveNormal(xMoving, zMoving, 0.02f * horMul, waterDrag, liquidGrav, yMul);
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} else if (entity.TouchesAnyLava() && !hacks.Flying && !hacks.Noclip) {
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MoveNormal(xMoving, zMoving, 0.02f * horMul, lavaDrag, liquidGrav, yMul);
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} else if (entity.TouchesAnyRope() && !hacks.Flying && !hacks.Noclip) {
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MoveNormal(xMoving, zMoving, 0.02f * 1.7f, ropeDrag, ropeGrav, yMul);
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} else {
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float factor = !(hacks.Flying || hacks.Noclip) && entity.onGround ? 0.1f : 0.02f;
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float gravity = useLiquidGravity ? liquidGrav : normalGrav;
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if (hacks.Flying || hacks.Noclip)
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MoveFlying(xMoving, zMoving, factor * horMul, normalDrag, gravity, yMul);
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else
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MoveNormal(xMoving, zMoving, factor * horMul, normalDrag, gravity, yMul);
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if (entity.BlockUnderFeet == Block.Ice && !(hacks.Flying || hacks.Noclip)) {
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// limit components to +-0.25f by rescaling vector to [-0.25, 0.25]
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if (Math.Abs(entity.Velocity.X) > 0.25f || Math.Abs(entity.Velocity.Z) > 0.25f) {
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float scale = Math.Min(
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Math.Abs(0.25f / entity.Velocity.X), Math.Abs(0.25f / entity.Velocity.Z));
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entity.Velocity.X *= scale;
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entity.Velocity.Z *= scale;
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}
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} else if (entity.onGround || hacks.Flying) {
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entity.Velocity = Utils.Mul(entity.Velocity, airDrag); // air drag or ground friction
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}
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}
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if (entity.onGround) { firstJump = false; secondJump = false; }
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}
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void AdjHeadingVelocity(float x, float z, float factor) {
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float dist = (float)Math.Sqrt(x * x + z * z);
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if (dist < 0.00001f) return;
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if (dist < 1) dist = 1;
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float multiply = factor / dist;
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entity.Velocity += Utils.RotateY(x * multiply, 0, z * multiply, entity.HeadYawRadians);
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}
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void MoveFlying(float xMoving, float zMoving, float factor, Vector3 drag, float gravity, float yMul) {
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AdjHeadingVelocity(zMoving, xMoving, factor);
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float yVel = (float)Math.Sqrt(entity.Velocity.X * entity.Velocity.X + entity.Velocity.Z * entity.Velocity.Z);
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// make horizontal speed the same as vertical speed.
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if ((xMoving != 0 || zMoving != 0) && yVel > 0.001f) {
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entity.Velocity.Y = 0;
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yMul = 1;
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if (hacks.FlyingUp || jumping) entity.Velocity.Y += yVel;
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if (hacks.FlyingDown) entity.Velocity.Y -= yVel;
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}
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Move(drag, gravity, yMul);
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}
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void MoveNormal(float xMoving, float zMoving, float factor, Vector3 drag, float gravity, float yMul) {
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AdjHeadingVelocity(zMoving, xMoving, factor);
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Move(drag, gravity, yMul);
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}
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void Move(Vector3 drag, float gravity, float yMul) {
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entity.Velocity.Y *= yMul;
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if (!hacks.Noclip)
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collisions.MoveAndWallSlide();
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entity.Position += entity.Velocity;
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entity.Velocity.Y /= yMul;
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entity.Velocity = Utils.Mul(entity.Velocity, drag);
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entity.Velocity.Y -= gravity;
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}
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float GetBaseMultiply(bool canSpeed) {
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float multiply = 0;
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float speed = (hacks.Flying || hacks.Noclip) ? 8 : 1;
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if (hacks.Speeding && canSpeed) multiply += speed * hacks.SpeedMultiplier;
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if (hacks.HalfSpeeding && canSpeed) multiply += speed * hacks.SpeedMultiplier / 2;
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if (multiply == 0) multiply = speed;
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return hacks.CanSpeed ? multiply : Math.Min(multiply, hacks.MaxSpeedMultiplier);
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}
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const float inf = float.PositiveInfinity;
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float LowestSpeedModifier() {
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AABB bounds = entity.Bounds;
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useLiquidGravity = false;
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float baseModifier = LowestModifier(bounds, false);
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bounds.Min.Y -= 0.5f/16f; // also check block standing on
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float solidModifier = LowestModifier(bounds, true);
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if (baseModifier == inf && solidModifier == inf) return 1;
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return baseModifier == inf ? solidModifier : baseModifier;
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}
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float LowestModifier(AABB bounds, bool checkSolid) {
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Vector3I bbMin = Vector3I.Floor(bounds.Min);
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Vector3I bbMax = Vector3I.Floor(bounds.Max);
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float modifier = inf;
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for (int y = bbMin.Y; y <= bbMax.Y; y++)
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for (int z = bbMin.Z; z <= bbMax.Z; z++)
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for (int x = bbMin.X; x <= bbMax.X; x++)
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{
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byte block = game.World.SafeGetBlock(x, y, z);
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if (block == 0) continue;
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CollideType type = info.Collide[block];
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if (type == CollideType.Solid && !checkSolid)
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continue;
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Vector3 min = new Vector3(x, y, z) + info.MinBB[block];
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Vector3 max = new Vector3(x, y, z) + info.MaxBB[block];
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AABB blockBB = new AABB(min, max);
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if (!blockBB.Intersects(bounds)) continue;
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modifier = Math.Min(modifier, info.SpeedMultiplier[block]);
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if (block >= Block.CpeCount && type == CollideType.SwimThrough)
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useLiquidGravity = true;
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}
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return modifier;
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}
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/// <summary> Calculates the jump velocity required such that when a client presses
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/// the jump binding they will be able to jump up to the given height. </summary>
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internal void CalculateJumpVelocity(bool userVel, float jumpHeight) {
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jumpVel = 0;
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if (jumpHeight >= 256) jumpVel = 10.0f;
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if (jumpHeight >= 512) jumpVel = 16.5f;
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if (jumpHeight >= 768) jumpVel = 22.5f;
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while (GetMaxHeight(jumpVel) <= jumpHeight)
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jumpVel += 0.001f;
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if (userVel) userJumpVel = jumpVel;
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}
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public static double GetMaxHeight(float u) {
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// equation below comes from solving diff(x(t, u))= 0
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// We only work in discrete timesteps, so test both rounded up and down.
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double t = 49.49831645 * Math.Log(0.247483075 * u + 0.9899323);
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return Math.Max(YPosAt((int)t, u), YPosAt((int)t + 1, u));
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}
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static double YPosAt(int t, float u) {
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// v(t, u) = (4 + u) * (0.98^t) - 4, where u = initial velocity
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// x(t, u) = Σv(t, u) from 0 to t (since we work in discrete timesteps)
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// plugging into Wolfram Alpha gives 1 equation as
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// (0.98^t) * (-49u - 196) - 4t + 50u + 196
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double a = Math.Exp(-0.0202027 * t); //~0.98^t
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return a * (-49 * u - 196) - 4 * t + 50 * u + 196;
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}
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public void DoEntityPush(ref float xMoving, ref float zMoving) {
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if (!game.ClassicMode || hacks.Flying || hacks.Noclip) return;
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return;
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// TODO: Fix
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for (int id = 0; id < 255; id++) {
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Entity other = game.Entities[id];
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if (other == null) continue;
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float dx = other.Position.X - entity.Position.X;
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float dy = other.Position.Y - entity.Position.Y;
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float dz = other.Position.Z - entity.Position.Z;
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float dist = dx * dx + dy * dy + dz * dz;
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if (dist < 0.0001f || dist > 0.5f) continue;
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double yaw = Math.Atan2(dz, dx) - Math.PI / 2;
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Vector3 dir = Utils.GetDirVector(yaw, 0);
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Console.WriteLine("Yaw: " + yaw * Utils.Rad2Deg);
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Console.WriteLine(dir);
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Console.WriteLine(entity.Position);
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xMoving = -dir.X;
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zMoving = -dir.Z;
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}
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}
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}
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} |