mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-07 06:11:19 -04:00
1147 lines
44 KiB
C
1147 lines
44 KiB
C
#include "EntityComponents.h"
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#include "String.h"
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#include "ExtMath.h"
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#include "World.h"
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#include "Block.h"
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#include "Event.h"
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#include "Game.h"
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#include "Entity.h"
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#include "Platform.h"
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#include "Camera.h"
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#include "Funcs.h"
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#include "Graphics.h"
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#include "Physics.h"
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#include "Model.h"
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#include "Audio.h"
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/*########################################################################################################################*
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*----------------------------------------------------AnimatedComponent----------------------------------------------------*
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*#########################################################################################################################*/
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#define ANIM_MAX_ANGLE (110 * MATH_DEG2RAD)
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#define ANIM_ARM_MAX (60.0f * MATH_DEG2RAD)
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#define ANIM_LEG_MAX (80.0f * MATH_DEG2RAD)
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#define ANIM_IDLE_MAX (3.0f * MATH_DEG2RAD)
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#define ANIM_IDLE_XPERIOD (2.0f * MATH_PI / 5.0f)
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#define ANIM_IDLE_ZPERIOD (2.0f * MATH_PI / 3.5f)
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static void AnimatedComp_DoTilt(float* tilt, cc_bool reduce) {
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if (reduce) {
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(*tilt) *= 0.84f;
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} else {
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(*tilt) += 0.1f;
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}
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Math_Clamp(*tilt, 0.0f, 1.0f);
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}
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static void AnimatedComp_PerpendicularAnim(struct AnimatedComp* anim, float flapSpeed, float idleXRot, float idleZRot, cc_bool left) {
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float verAngle = 0.5f + 0.5f * Math_SinF(anim->WalkTime * flapSpeed);
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float horAngle = Math_CosF(anim->WalkTime);
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float zRot = -idleZRot - verAngle * anim->Swing * ANIM_MAX_ANGLE;
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float xRot = idleXRot + horAngle * anim->Swing * ANIM_ARM_MAX * 1.5f;
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if (left) {
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anim->LeftArmX = xRot; anim->LeftArmZ = zRot;
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} else {
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anim->RightArmX = xRot; anim->RightArmZ = zRot;
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}
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}
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static void AnimatedComp_CalcHumanAnim(struct AnimatedComp* anim, float idleXRot, float idleZRot) {
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AnimatedComp_PerpendicularAnim(anim, 0.23f, idleXRot, idleZRot, true);
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AnimatedComp_PerpendicularAnim(anim, 0.28f, idleXRot, idleZRot, false);
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anim->RightArmX = -anim->RightArmX; anim->RightArmZ = -anim->RightArmZ;
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}
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void AnimatedComp_Init(struct AnimatedComp* anim) {
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Mem_Set(anim, 0, sizeof(struct AnimatedComp));
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anim->BobStrengthO = 1.0f; anim->BobStrengthN = 1.0f;
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}
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void AnimatedComp_Update(struct Entity* e, Vec3 oldPos, Vec3 newPos, float delta) {
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struct AnimatedComp* anim = &e->Anim;
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float dx = newPos.x - oldPos.x;
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float dz = newPos.z - oldPos.z;
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float distance = Math_SqrtF(dx * dx + dz * dz);
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int i;
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float walkDelta;
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anim->WalkTimeO = anim->WalkTimeN;
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anim->SwingO = anim->SwingN;
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if (distance > 0.05f) {
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walkDelta = distance * 2 * (float)(20 * delta);
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anim->WalkTimeN += walkDelta;
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anim->SwingN += delta * 3;
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} else {
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anim->SwingN -= delta * 3;
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}
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Math_Clamp(anim->SwingN, 0.0f, 1.0f);
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/* TODO: the Tilt code was designed for 60 ticks/second, fix it up for 20 ticks/second */
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anim->BobStrengthO = anim->BobStrengthN;
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for (i = 0; i < 3; i++) {
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AnimatedComp_DoTilt(&anim->BobStrengthN, !Game_ViewBobbing || !e->OnGround);
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}
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}
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void AnimatedComp_GetCurrent(struct Entity* e, float t) {
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struct AnimatedComp* anim = &e->Anim;
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float idleTime = (float)Game.Time;
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float idleXRot = Math_SinF(idleTime * ANIM_IDLE_XPERIOD) * ANIM_IDLE_MAX;
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float idleZRot = Math_CosF(idleTime * ANIM_IDLE_ZPERIOD) * ANIM_IDLE_MAX + ANIM_IDLE_MAX;
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anim->Swing = Math_Lerp(anim->SwingO, anim->SwingN, t);
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anim->WalkTime = Math_Lerp(anim->WalkTimeO, anim->WalkTimeN, t);
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anim->LeftArmX = (Math_CosF(anim->WalkTime) * anim->Swing * ANIM_ARM_MAX) - idleXRot;
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anim->LeftArmZ = -idleZRot;
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anim->LeftLegX = -(Math_CosF(anim->WalkTime) * anim->Swing * ANIM_LEG_MAX);
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anim->LeftLegZ = 0;
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anim->RightLegX = -anim->LeftLegX; anim->RightLegZ = -anim->LeftLegZ;
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anim->RightArmX = -anim->LeftArmX; anim->RightArmZ = -anim->LeftArmZ;
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// See BobbingHor/BobbingVer in PerspectiveCamera_CalcViewBobbing
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anim->BobbingModel = Math_AbsF(Math_CosF(anim->WalkTime)) * anim->Swing * (4.0f/16.0f);
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if (e->Model->calcHumanAnims && !Game_SimpleArmsAnim) {
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AnimatedComp_CalcHumanAnim(anim, idleXRot, idleZRot);
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}
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}
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/*########################################################################################################################*
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*------------------------------------------------------TiltComponent------------------------------------------------------*
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*#########################################################################################################################*/
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void TiltComp_Init(struct TiltComp* anim) {
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anim->VelTiltStrengthO = 1.0f;
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anim->VelTiltStrengthN = 1.0f;
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}
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void TiltComp_Update(struct LocalPlayer* p, struct TiltComp* anim, float delta) {
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int i;
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anim->VelTiltStrengthO = anim->VelTiltStrengthN;
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/* TODO: the Tilt code was designed for 60 ticks/second, fix it up for 20 ticks/second */
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for (i = 0; i < 3; i++) {
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AnimatedComp_DoTilt(&anim->VelTiltStrengthN, p->Hacks.Floating);
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}
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}
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/*########################################################################################################################*
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*-----------------------------------------------------HacksComponent------------------------------------------------------*
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*#########################################################################################################################*/
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static void HacksComp_SetAll(struct HacksComp* hacks, cc_bool allowed) {
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hacks->CanAnyHacks = allowed; hacks->CanFly = allowed;
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hacks->CanNoclip = allowed; hacks->CanRespawn = allowed;
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hacks->CanSpeed = allowed; hacks->CanPushbackBlocks = allowed;
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hacks->CanUseThirdPerson = allowed;
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hacks->CanSeeAllNames = allowed && hacks->IsOp;
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}
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void HacksComp_Init(struct HacksComp* hacks) {
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Mem_Set(hacks, 0, sizeof(struct HacksComp));
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HacksComp_SetAll(hacks, true);
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hacks->SpeedMultiplier = 10.0f;
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hacks->Enabled = true;
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hacks->IsOp = true;
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hacks->CanSeeAllNames = true;
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hacks->CanDoubleJump = true;
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hacks->BaseHorSpeed = 1.0f;
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hacks->MaxHorSpeed = 1.0f;
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hacks->MaxJumps = 1;
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hacks->NoclipSlide = true;
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hacks->CanBePushed = true;
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String_InitArray(hacks->HacksFlags, hacks->__HacksFlagsBuffer);
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}
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cc_bool HacksComp_CanJumpHigher(struct HacksComp* hacks) {
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return hacks->Enabled && hacks->CanSpeed;
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}
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static cc_string HacksComp_UNSAFE_FlagValue(const char* flag, struct HacksComp* hacks) {
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cc_string* joined = &hacks->HacksFlags;
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int beg, end;
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beg = String_IndexOfConst(joined, flag);
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if (beg < 0) return String_Empty;
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beg += String_Length(flag);
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end = String_IndexOfAt(joined, beg, ' ');
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if (end < 0) end = joined->length;
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return String_UNSAFE_Substring(joined, beg, end - beg);
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}
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static float HacksComp_ParseFlagFloat(const char* flagRaw, struct HacksComp* hacks) {
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cc_string raw = HacksComp_UNSAFE_FlagValue(flagRaw, hacks);
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float value;
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if (!raw.length || Game_ClassicMode) return 1.0f;
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if (!Convert_ParseFloat(&raw, &value)) return 1.0f;
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return value;
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}
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static int HacksComp_ParseFlagInt(const char* flagRaw, struct HacksComp* hacks) {
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cc_string raw = HacksComp_UNSAFE_FlagValue(flagRaw, hacks);
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int value;
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if (!raw.length || Game_ClassicMode) return 1;
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if (!Convert_ParseInt(&raw, &value)) return 1;
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return value;
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}
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static void HacksComp_ParseFlag(struct HacksComp* hacks, const char* include, const char* exclude, cc_bool* target) {
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cc_string* joined = &hacks->HacksFlags;
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if (String_ContainsConst(joined, include)) {
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*target = true;
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} else if (String_ContainsConst(joined, exclude)) {
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*target = false;
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}
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}
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static void HacksComp_ParseAllFlag(struct HacksComp* hacks, const char* include, const char* exclude) {
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cc_string* joined = &hacks->HacksFlags;
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if (String_ContainsConst(joined, include)) {
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HacksComp_SetAll(hacks, true);
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} else if (String_ContainsConst(joined, exclude)) {
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HacksComp_SetAll(hacks, false);
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}
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}
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void HacksComp_RecheckFlags(struct HacksComp* hacks) {
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/* Can use hacks by default (also case with WoM), no need to check +hax */
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cc_bool hax = !String_ContainsConst(&hacks->HacksFlags, "-hax");
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HacksComp_SetAll(hacks, hax);
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hacks->CanBePushed = true;
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HacksComp_ParseFlag(hacks, "+fly", "-fly", &hacks->CanFly);
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HacksComp_ParseFlag(hacks, "+noclip", "-noclip", &hacks->CanNoclip);
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HacksComp_ParseFlag(hacks, "+speed", "-speed", &hacks->CanSpeed);
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HacksComp_ParseFlag(hacks, "+respawn", "-respawn", &hacks->CanRespawn);
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HacksComp_ParseFlag(hacks, "+push", "-push", &hacks->CanBePushed);
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HacksComp_ParseFlag(hacks, "+thirdperson", "-thirdperson", &hacks->CanUseThirdPerson);
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HacksComp_ParseFlag(hacks, "+names", "-names", &hacks->CanSeeAllNames);
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if (hacks->IsOp) HacksComp_ParseAllFlag(hacks, "+ophax", "-ophax");
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hacks->BaseHorSpeed = HacksComp_ParseFlagFloat("horspeed=", hacks);
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hacks->MaxHorSpeed = HacksComp_ParseFlagFloat("maxspeed=", hacks);
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hacks->MaxJumps = HacksComp_ParseFlagInt("jumps=", hacks);
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HacksComp_Update(hacks);
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}
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void HacksComp_Update(struct HacksComp* hacks) {
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if (!hacks->CanFly || !hacks->Enabled) {
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HacksComp_SetFlying(hacks, false);
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hacks->FlyingDown = false; hacks->FlyingUp = false;
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}
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if (!hacks->CanNoclip || !hacks->Enabled) {
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HacksComp_SetNoclip(hacks, false);
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}
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if (!hacks->CanSpeed || !hacks->Enabled) {
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hacks->Speeding = false; hacks->HalfSpeeding = false;
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}
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hacks->CanDoubleJump = hacks->Enabled && hacks->CanSpeed;
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Event_RaiseVoid(&UserEvents.HackPermsChanged);
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}
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void HacksComp_SetFlying(struct HacksComp* hacks, cc_bool flying) {
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if (hacks->Flying == flying) return;
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hacks->Flying = flying;
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Event_RaiseVoid(&UserEvents.HacksStateChanged);
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}
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void HacksComp_SetNoclip(struct HacksComp* hacks, cc_bool noclip) {
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if (hacks->Noclip == noclip) return;
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hacks->Noclip = noclip;
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Event_RaiseVoid(&UserEvents.HacksStateChanged);
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}
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float HacksComp_CalcSpeedFactor(struct HacksComp* hacks, cc_bool canSpeed) {
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float speed = 0;
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if (!canSpeed) return 0;
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if (hacks->HalfSpeeding) speed += hacks->SpeedMultiplier / 2;
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if (hacks->Speeding) speed += hacks->SpeedMultiplier;
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return speed;
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}
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/*########################################################################################################################*
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*--------------------------------------------------InterpolationComponent-------------------------------------------------*
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*#########################################################################################################################*/
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static void InterpComp_RemoveOldestRotY(struct InterpComp* interp) {
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int i;
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for (i = 0; i < Array_Elems(interp->RotYStates); i++) {
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interp->RotYStates[i] = interp->RotYStates[i + 1];
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}
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interp->RotYCount--;
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}
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static void InterpComp_AddRotY(struct InterpComp* interp, float state) {
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if (interp->RotYCount == Array_Elems(interp->RotYStates)) {
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InterpComp_RemoveOldestRotY(interp);
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}
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interp->RotYStates[interp->RotYCount] = state; interp->RotYCount++;
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}
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static void InterpComp_AdvanceRotY(struct InterpComp* interp, struct Entity* e) {
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if (!interp->RotYCount) return;
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e->next.rotY = interp->RotYStates[0];
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InterpComp_RemoveOldestRotY(interp);
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}
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/*########################################################################################################################*
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*----------------------------------------------NetworkInterpolationComponent----------------------------------------------*
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*#########################################################################################################################*/
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#define NetInterpAngles_Copy(dst, src) \
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(dst).pitch = (src)->Pitch;\
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(dst).yaw = (src)->Yaw;\
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(dst).rotX = (src)->RotX;\
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(dst).rotZ = (src)->RotZ;
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static void NetInterpComp_RemoveOldestPosition(struct NetInterpComp* interp) {
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int i;
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interp->PositionsCount--;
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for (i = 0; i < interp->PositionsCount; i++) {
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interp->Positions[i] = interp->Positions[i + 1];
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}
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}
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static void NetInterpComp_AddPosition(struct NetInterpComp* interp, Vec3 pos) {
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if (interp->PositionsCount == Array_Elems(interp->Positions)) {
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NetInterpComp_RemoveOldestPosition(interp);
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}
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interp->Positions[interp->PositionsCount++] = pos;
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}
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static void NetInterpComp_SetPosition(struct NetInterpComp* interp, struct LocationUpdate* update, struct Entity* e, int mode) {
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Vec3 lastPos = interp->CurPos;
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Vec3* curPos = &interp->CurPos;
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Vec3 midPos;
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if (mode == LU_POS_ABSOLUTE_INSTANT || mode == LU_POS_ABSOLUTE_SMOOTH) {
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*curPos = update->pos;
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} else {
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Vec3_AddBy(curPos, &update->pos);
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}
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if (mode == LU_POS_ABSOLUTE_INSTANT) {
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e->prev.pos = *curPos;
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e->next.pos = *curPos;
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interp->PositionsCount = 0;
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} else {
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/* Smoother interpolation by also adding midpoint */
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Vec3_Lerp(&midPos, &lastPos, curPos, 0.5f);
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NetInterpComp_AddPosition(interp, midPos);
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NetInterpComp_AddPosition(interp, *curPos);
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}
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}
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static void NetInterpComp_RemoveOldestAngles(struct NetInterpComp* interp) {
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int i;
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interp->AnglesCount--;
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for (i = 0; i < interp->AnglesCount; i++) {
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interp->Angles[i] = interp->Angles[i + 1];
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}
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}
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static void NetInterpComp_AddAngles(struct NetInterpComp* interp, struct NetInterpAngles angles) {
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if (interp->AnglesCount == Array_Elems(interp->Angles)) {
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NetInterpComp_RemoveOldestAngles(interp);
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}
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interp->Angles[interp->AnglesCount++] = angles;
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}
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void NetInterpComp_SetLocation(struct NetInterpComp* interp, struct LocationUpdate* update, struct Entity* e) {
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struct NetInterpAngles last = interp->CurAngles;
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struct NetInterpAngles* cur = &interp->CurAngles;
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struct NetInterpAngles mid;
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cc_uint8 flags = update->flags;
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cc_bool interpolate = flags & LU_ORI_INTERPOLATE;
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if (flags & LU_HAS_POS) {
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NetInterpComp_SetPosition(interp, update, e, flags & LU_POS_MODEMASK);
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}
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if (flags & LU_HAS_ROTX) cur->RotX = Math_ClampAngle(update->rotX);
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if (flags & LU_HAS_ROTZ) cur->RotZ = Math_ClampAngle(update->rotZ);
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if (flags & LU_HAS_PITCH) cur->Pitch = Math_ClampAngle(update->pitch);
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if (flags & LU_HAS_YAW) cur->Yaw = Math_ClampAngle(update->yaw);
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if (!interpolate) {
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NetInterpAngles_Copy(e->prev, cur); e->prev.rotY = cur->Yaw;
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NetInterpAngles_Copy(e->next, cur); e->next.rotY = cur->Yaw;
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interp->RotYCount = 0; interp->AnglesCount = 0;
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} else {
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/* Smoother interpolation by also adding midpoint */
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mid.RotX = Math_LerpAngle(last.RotX, cur->RotX, 0.5f);
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mid.RotZ = Math_LerpAngle(last.RotZ, cur->RotZ, 0.5f);
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mid.Pitch = Math_LerpAngle(last.Pitch, cur->Pitch, 0.5f);
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mid.Yaw = Math_LerpAngle(last.Yaw, cur->Yaw, 0.5f);
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NetInterpComp_AddAngles(interp, mid);
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NetInterpComp_AddAngles(interp, *cur);
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/* Body rotation lags behind head a tiny bit */
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InterpComp_AddRotY((struct InterpComp*)interp, Math_LerpAngle(last.Yaw, cur->Yaw, 0.33333333f));
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InterpComp_AddRotY((struct InterpComp*)interp, Math_LerpAngle(last.Yaw, cur->Yaw, 0.66666667f));
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InterpComp_AddRotY((struct InterpComp*)interp, Math_LerpAngle(last.Yaw, cur->Yaw, 1.00000000f));
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}
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}
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void NetInterpComp_AdvanceState(struct NetInterpComp* interp, struct Entity* e) {
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e->prev = e->next;
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e->Position = e->prev.pos;
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if (interp->PositionsCount) {
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e->next.pos = interp->Positions[0];
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NetInterpComp_RemoveOldestPosition(interp);
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}
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if (interp->AnglesCount) {
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NetInterpAngles_Copy(e->next, &interp->Angles[0]);
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NetInterpComp_RemoveOldestAngles(interp);
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}
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InterpComp_AdvanceRotY((struct InterpComp*)interp, e);
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}
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/*########################################################################################################################*
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*-----------------------------------------------LocalInterpolationComponent-----------------------------------------------*
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*#########################################################################################################################*/
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static void LocalInterpComp_SetPosition(struct Entity* e, struct LocationUpdate* update, int mode) {
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float yOffset;
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if (mode == LU_POS_ABSOLUTE_INSTANT || mode == LU_POS_ABSOLUTE_SMOOTH) {
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e->next.pos = update->pos;
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} else if (mode == LU_POS_RELATIVE_SMOOTH) {
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Vec3_AddBy(&e->next.pos, &update->pos);
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} else if (mode == LU_POS_RELATIVE_SHIFT) {
|
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Vec3_AddBy(&e->prev.pos, &update->pos);
|
|
Vec3_AddBy(&e->next.pos, &update->pos);
|
|
}
|
|
|
|
/* If server sets Y position exactly on ground, push up a tiny bit */
|
|
yOffset = e->next.pos.y - Math_Floor(e->next.pos.y);
|
|
if (yOffset < ENTITY_ADJUSTMENT) e->next.pos.y += ENTITY_ADJUSTMENT;
|
|
|
|
if (mode == LU_POS_ABSOLUTE_INSTANT) {
|
|
e->prev.pos = e->next.pos; e->Position = e->next.pos;
|
|
}
|
|
}
|
|
|
|
static void LocalInterpComp_Angle(float* prev, float* next, float value, cc_bool interpolate) {
|
|
value = Math_ClampAngle(value);
|
|
*next = value;
|
|
if (!interpolate) *prev = value;
|
|
}
|
|
|
|
void LocalInterpComp_SetLocation(struct InterpComp* interp, struct LocationUpdate* update, struct Entity* e) {
|
|
struct EntityLocation* prev = &e->prev;
|
|
struct EntityLocation* next = &e->next;
|
|
cc_uint8 flags = update->flags;
|
|
cc_bool interpolate = flags & LU_ORI_INTERPOLATE;
|
|
|
|
if (flags & LU_HAS_POS) {
|
|
LocalInterpComp_SetPosition(e, update, flags & LU_POS_MODEMASK);
|
|
}
|
|
if (flags & LU_HAS_PITCH) {
|
|
LocalInterpComp_Angle(&prev->pitch, &next->pitch, update->pitch, interpolate);
|
|
}
|
|
if (flags & LU_HAS_ROTX) {
|
|
LocalInterpComp_Angle(&prev->rotX, &next->rotX, update->rotX, interpolate);
|
|
}
|
|
if (flags & LU_HAS_ROTZ) {
|
|
LocalInterpComp_Angle(&prev->rotZ, &next->rotZ, update->rotZ, interpolate);
|
|
}
|
|
if (flags & LU_HAS_YAW) {
|
|
LocalInterpComp_Angle(&prev->yaw, &next->yaw, update->yaw, interpolate);
|
|
|
|
if (!interpolate) {
|
|
next->rotY = next->yaw;
|
|
interp->RotYCount = 0;
|
|
} else {
|
|
/* Body Y rotation lags slightly behind */
|
|
InterpComp_AddRotY(interp, Math_LerpAngle(prev->yaw, next->yaw, 0.33333333f));
|
|
InterpComp_AddRotY(interp, Math_LerpAngle(prev->yaw, next->yaw, 0.66666667f));
|
|
InterpComp_AddRotY(interp, Math_LerpAngle(prev->yaw, next->yaw, 1.00000000f));
|
|
|
|
e->next.rotY = interp->RotYStates[0];
|
|
}
|
|
}
|
|
Entity_LerpAngles(e, 0.0f);
|
|
}
|
|
|
|
void LocalInterpComp_AdvanceState(struct InterpComp* interp, struct Entity* e) {
|
|
e->prev = e->next;
|
|
e->Position = e->prev.pos;
|
|
InterpComp_AdvanceRotY(interp, e);
|
|
}
|
|
|
|
|
|
/*########################################################################################################################*
|
|
*---------------------------------------------------CollisionsComponent---------------------------------------------------*
|
|
*#########################################################################################################################*/
|
|
/* Whether a collision occurred with any horizontal sides of any blocks */
|
|
cc_bool Collisions_HitHorizontal(struct CollisionsComp* comp) {
|
|
return comp->HitXMin || comp->HitXMax || comp->HitZMin || comp->HitZMax;
|
|
}
|
|
#define COLLISIONS_ADJ 0.001f
|
|
|
|
static void Collisions_ClipX(struct Entity* e, Vec3* size, struct AABB* entityBB, struct AABB* extentBB) {
|
|
e->Velocity.x = 0.0f;
|
|
entityBB->Min.x = e->Position.x - size->x / 2; extentBB->Min.x = entityBB->Min.x;
|
|
entityBB->Max.x = e->Position.x + size->x / 2; extentBB->Max.x = entityBB->Max.x;
|
|
}
|
|
|
|
static void Collisions_ClipY(struct Entity* e, Vec3* size, struct AABB* entityBB, struct AABB* extentBB) {
|
|
e->Velocity.y = 0.0f;
|
|
entityBB->Min.y = e->Position.y; extentBB->Min.y = entityBB->Min.y;
|
|
entityBB->Max.y = e->Position.y + size->y; extentBB->Max.y = entityBB->Max.y;
|
|
}
|
|
|
|
static void Collisions_ClipZ(struct Entity* e, Vec3* size, struct AABB* entityBB, struct AABB* extentBB) {
|
|
e->Velocity.z = 0.0f;
|
|
entityBB->Min.z = e->Position.z - size->z / 2; extentBB->Min.z = entityBB->Min.z;
|
|
entityBB->Max.z = e->Position.z + size->z / 2; extentBB->Max.z = entityBB->Max.z;
|
|
}
|
|
|
|
static cc_bool Collisions_CanSlideThrough(struct AABB* adjFinalBB) {
|
|
IVec3 bbMin, bbMax;
|
|
struct AABB blockBB;
|
|
BlockID block;
|
|
Vec3 v;
|
|
int x, y, z;
|
|
|
|
IVec3_Floor(&bbMin, &adjFinalBB->Min);
|
|
IVec3_Floor(&bbMax, &adjFinalBB->Max);
|
|
|
|
for (y = bbMin.y; y <= bbMax.y; y++) { v.y = (float)y;
|
|
for (z = bbMin.z; z <= bbMax.z; z++) { v.z = (float)z;
|
|
for (x = bbMin.x; x <= bbMax.x; x++) { v.x = (float)x;
|
|
|
|
block = World_GetPhysicsBlock(x, y, z);
|
|
Vec3_Add(&blockBB.Min, &v, &Blocks.MinBB[block]);
|
|
Vec3_Add(&blockBB.Max, &v, &Blocks.MaxBB[block]);
|
|
|
|
if (!AABB_Intersects(&blockBB, adjFinalBB)) continue;
|
|
if (Blocks.Collide[block] == COLLIDE_SOLID) return false;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static cc_bool Collisions_DidSlide(struct CollisionsComp* comp, struct AABB* blockBB, Vec3* size,
|
|
struct AABB* finalBB, struct AABB* entityBB, struct AABB* extentBB) {
|
|
float yDist = blockBB->Max.y - entityBB->Min.y;
|
|
struct AABB adjBB;
|
|
|
|
if (yDist > 0.0f && yDist <= comp->StepSize + 0.01f) {
|
|
float blockBB_MinX = max(blockBB->Min.x, blockBB->Max.x - size->x / 2);
|
|
float blockBB_MaxX = min(blockBB->Max.x, blockBB->Min.x + size->x / 2);
|
|
float blockBB_MinZ = max(blockBB->Min.z, blockBB->Max.z - size->z / 2);
|
|
float blockBB_MaxZ = min(blockBB->Max.z, blockBB->Min.z + size->z / 2);
|
|
|
|
adjBB.Min.x = min(finalBB->Min.x, blockBB_MinX + COLLISIONS_ADJ);
|
|
adjBB.Max.x = max(finalBB->Max.x, blockBB_MaxX - COLLISIONS_ADJ);
|
|
adjBB.Min.y = blockBB->Max.y + COLLISIONS_ADJ;
|
|
adjBB.Max.y = adjBB.Min.y + size->y;
|
|
adjBB.Min.z = min(finalBB->Min.z, blockBB_MinZ + COLLISIONS_ADJ);
|
|
adjBB.Max.z = max(finalBB->Max.z, blockBB_MaxZ - COLLISIONS_ADJ);
|
|
|
|
if (!Collisions_CanSlideThrough(&adjBB)) return false;
|
|
comp->Entity->Position.y = adjBB.Min.y;
|
|
comp->Entity->OnGround = true;
|
|
Collisions_ClipY(comp->Entity, size, entityBB, extentBB);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static void Collisions_ClipXMin(struct CollisionsComp* comp, struct AABB* blockBB, struct AABB* entityBB,
|
|
cc_bool wasOn, struct AABB* finalBB, struct AABB* extentBB, Vec3* size) {
|
|
if (!wasOn || !Collisions_DidSlide(comp, blockBB, size, finalBB, entityBB, extentBB)) {
|
|
comp->Entity->Position.x = blockBB->Min.x - size->x / 2 - COLLISIONS_ADJ;
|
|
Collisions_ClipX(comp->Entity, size, entityBB, extentBB);
|
|
comp->HitXMin = true;
|
|
}
|
|
}
|
|
|
|
static void Collisions_ClipXMax(struct CollisionsComp* comp, struct AABB* blockBB, struct AABB* entityBB,
|
|
cc_bool wasOn, struct AABB* finalBB, struct AABB* extentBB, Vec3* size) {
|
|
if (!wasOn || !Collisions_DidSlide(comp, blockBB, size, finalBB, entityBB, extentBB)) {
|
|
comp->Entity->Position.x = blockBB->Max.x + size->x / 2 + COLLISIONS_ADJ;
|
|
Collisions_ClipX(comp->Entity, size, entityBB, extentBB);
|
|
comp->HitXMax = true;
|
|
}
|
|
}
|
|
|
|
static void Collisions_ClipZMax(struct CollisionsComp* comp, struct AABB* blockBB, struct AABB* entityBB,
|
|
cc_bool wasOn, struct AABB* finalBB, struct AABB* extentBB, Vec3* size) {
|
|
if (!wasOn || !Collisions_DidSlide(comp, blockBB, size, finalBB, entityBB, extentBB)) {
|
|
comp->Entity->Position.z = blockBB->Max.z + size->z / 2 + COLLISIONS_ADJ;
|
|
Collisions_ClipZ(comp->Entity, size, entityBB, extentBB);
|
|
comp->HitZMax = true;
|
|
}
|
|
}
|
|
|
|
static void Collisions_ClipZMin(struct CollisionsComp* comp, struct AABB* blockBB, struct AABB* entityBB,
|
|
cc_bool wasOn, struct AABB* finalBB, struct AABB* extentBB, Vec3* size) {
|
|
if (!wasOn || !Collisions_DidSlide(comp, blockBB, size, finalBB, entityBB, extentBB)) {
|
|
comp->Entity->Position.z = blockBB->Min.z - size->z / 2 - COLLISIONS_ADJ;
|
|
Collisions_ClipZ(comp->Entity, size, entityBB, extentBB);
|
|
comp->HitZMin = true;
|
|
}
|
|
}
|
|
|
|
static void Collisions_ClipYMin(struct CollisionsComp* comp, struct AABB* blockBB, struct AABB* entityBB,
|
|
struct AABB* extentBB, Vec3* size) {
|
|
comp->Entity->Position.y = blockBB->Min.y - size->y - COLLISIONS_ADJ;
|
|
Collisions_ClipY(comp->Entity, size, entityBB, extentBB);
|
|
comp->HitYMin = true;
|
|
}
|
|
|
|
static void Collisions_ClipYMax(struct CollisionsComp* comp, struct AABB* blockBB, struct AABB* entityBB,
|
|
struct AABB* extentBB, Vec3* size) {
|
|
comp->Entity->Position.y = blockBB->Max.y + COLLISIONS_ADJ;
|
|
comp->Entity->OnGround = true;
|
|
Collisions_ClipY(comp->Entity, size, entityBB, extentBB);
|
|
comp->HitYMax = true;
|
|
}
|
|
|
|
static void Collisions_CollideWithReachableBlocks(struct CollisionsComp* comp, int count, struct AABB* entityBB,
|
|
struct AABB* extentBB) {
|
|
struct Entity* entity = comp->Entity;
|
|
struct SearcherState state;
|
|
struct AABB blockBB, finalBB;
|
|
Vec3 size;
|
|
cc_bool wasOn;
|
|
|
|
Vec3 bPos, v;
|
|
float tx, ty, tz;
|
|
int i, block;
|
|
|
|
/* Reset collision detection states */
|
|
wasOn = entity->OnGround;
|
|
entity->OnGround = false;
|
|
comp->HitXMin = false; comp->HitYMin = false; comp->HitZMin = false;
|
|
comp->HitXMax = false; comp->HitYMax = false; comp->HitZMax = false;
|
|
|
|
size = entity->Size;
|
|
for (i = 0; i < count; i++) {
|
|
/* Unpack the block and coordinate data */
|
|
state = Searcher_States[i];
|
|
bPos.x = state.x >> 3; bPos.y = state.y >> 4; bPos.z = state.z >> 3;
|
|
block = (state.x & 0x7) | (state.y & 0xF) << 3 | (state.z & 0x7) << 7;
|
|
|
|
Vec3_Add(&blockBB.Min, &Blocks.MinBB[block], &bPos);
|
|
Vec3_Add(&blockBB.Max, &Blocks.MaxBB[block], &bPos);
|
|
if (!AABB_Intersects(extentBB, &blockBB)) continue;
|
|
|
|
/* Recheck time to collide with block (as colliding with blocks modifies this) */
|
|
Searcher_CalcTime(&entity->Velocity, entityBB, &blockBB, &tx, &ty, &tz);
|
|
if (tx > 1.0f || ty > 1.0f || tz > 1.0f) {
|
|
Platform_LogConst("t > 1 in physics calculation.. this shouldn't have happened.");
|
|
}
|
|
|
|
/* Calculate the location of the entity when it collides with this block */
|
|
v = entity->Velocity;
|
|
v.x *= tx; v.y *= ty; v.z *= tz;
|
|
/* Inlined ABBB_Offset */
|
|
Vec3_Add(&finalBB.Min, &entityBB->Min, &v);
|
|
Vec3_Add(&finalBB.Max, &entityBB->Max, &v);
|
|
|
|
/* if we have hit the bottom of a block, we need to change the axis we test first */
|
|
if (!comp->HitYMin) {
|
|
if (finalBB.Min.y + COLLISIONS_ADJ >= blockBB.Max.y) {
|
|
Collisions_ClipYMax(comp, &blockBB, entityBB, extentBB, &size);
|
|
} else if (finalBB.Max.y - COLLISIONS_ADJ <= blockBB.Min.y) {
|
|
Collisions_ClipYMin(comp, &blockBB, entityBB, extentBB, &size);
|
|
} else if (finalBB.Min.x + COLLISIONS_ADJ >= blockBB.Max.x) {
|
|
Collisions_ClipXMax(comp, &blockBB, entityBB, wasOn, &finalBB, extentBB, &size);
|
|
} else if (finalBB.Max.x - COLLISIONS_ADJ <= blockBB.Min.x) {
|
|
Collisions_ClipXMin(comp, &blockBB, entityBB, wasOn, &finalBB, extentBB, &size);
|
|
} else if (finalBB.Min.z + COLLISIONS_ADJ >= blockBB.Max.z) {
|
|
Collisions_ClipZMax(comp, &blockBB, entityBB, wasOn, &finalBB, extentBB, &size);
|
|
} else if (finalBB.Max.z - COLLISIONS_ADJ <= blockBB.Min.z) {
|
|
Collisions_ClipZMin(comp, &blockBB, entityBB, wasOn, &finalBB, extentBB, &size);
|
|
}
|
|
continue;
|
|
}
|
|
|
|
/* if flying or falling, test the horizontal axes first */
|
|
if (finalBB.Min.x + COLLISIONS_ADJ >= blockBB.Max.x) {
|
|
Collisions_ClipXMax(comp, &blockBB, entityBB, wasOn, &finalBB, extentBB, &size);
|
|
} else if (finalBB.Max.x - COLLISIONS_ADJ <= blockBB.Min.x) {
|
|
Collisions_ClipXMin(comp, &blockBB, entityBB, wasOn, &finalBB, extentBB, &size);
|
|
} else if (finalBB.Min.z + COLLISIONS_ADJ >= blockBB.Max.z) {
|
|
Collisions_ClipZMax(comp, &blockBB, entityBB, wasOn, &finalBB, extentBB, &size);
|
|
} else if (finalBB.Max.z - COLLISIONS_ADJ <= blockBB.Min.z) {
|
|
Collisions_ClipZMin(comp, &blockBB, entityBB, wasOn, &finalBB, extentBB, &size);
|
|
} else if (finalBB.Min.y + COLLISIONS_ADJ >= blockBB.Max.y) {
|
|
Collisions_ClipYMax(comp, &blockBB, entityBB, extentBB, &size);
|
|
} else if (finalBB.Max.y - COLLISIONS_ADJ <= blockBB.Min.y) {
|
|
Collisions_ClipYMin(comp, &blockBB, entityBB, extentBB, &size);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* TODO: test for corner cases, and refactor this */
|
|
void Collisions_MoveAndWallSlide(struct CollisionsComp* comp) {
|
|
struct Entity* e = comp->Entity;
|
|
struct AABB entityBB, entityExtentBB;
|
|
int count;
|
|
|
|
if (Vec3_IsZero(e->Velocity)) return;
|
|
count = Searcher_FindReachableBlocks(e, &entityBB, &entityExtentBB);
|
|
Collisions_CollideWithReachableBlocks(comp, count, &entityBB, &entityExtentBB);
|
|
}
|
|
|
|
|
|
/*########################################################################################################################*
|
|
*----------------------------------------------------PhysicsComponent-----------------------------------------------------*
|
|
*#########################################################################################################################*/
|
|
void PhysicsComp_Init(struct PhysicsComp* comp, struct Entity* entity) {
|
|
Mem_Set(comp, 0, sizeof(struct PhysicsComp));
|
|
comp->CanLiquidJump = true;
|
|
comp->Entity = entity;
|
|
comp->JumpVel = 0.42f;
|
|
comp->UserJumpVel = 0.42f;
|
|
comp->ServerJumpVel = 0.42f;
|
|
|
|
comp->gravity = 0.08f;
|
|
Vec3_Set(comp->drag, 0.91f, 0.98f, 0.91f);
|
|
Vec3_Set(comp->groundFriction, 0.6f, 1.0f, 0.6f);
|
|
}
|
|
|
|
static cc_bool PhysicsComp_TouchesLiquid(BlockID block) { return Blocks.Collide[block] == COLLIDE_LIQUID; }
|
|
void PhysicsComp_UpdateVelocityState(struct PhysicsComp* comp) {
|
|
struct Entity* entity = comp->Entity;
|
|
struct HacksComp* hacks = comp->Hacks;
|
|
struct AABB bounds;
|
|
int dir;
|
|
|
|
cc_bool touchWater, touchLava;
|
|
cc_bool liquidFeet, liquidRest;
|
|
int feetY, bodyY, headY;
|
|
cc_bool pastJumpPoint;
|
|
|
|
if (hacks->Floating) {
|
|
entity->Velocity.y = 0.0f; /* eliminate the effect of gravity */
|
|
dir = (hacks->FlyingUp || comp->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 (comp->Jumping && Entity_TouchesAnyRope(entity) && entity->Velocity.y > 0.02f) {
|
|
entity->Velocity.y = 0.02f;
|
|
}
|
|
|
|
if (!comp->Jumping) { comp->CanLiquidJump = false; return; }
|
|
touchWater = Entity_TouchesAnyWater(entity);
|
|
touchLava = Entity_TouchesAnyLava(entity);
|
|
|
|
if (touchWater || touchLava) {
|
|
Entity_GetBounds(entity, &bounds);
|
|
feetY = Math_Floor(bounds.Min.y); bodyY = feetY + 1;
|
|
headY = Math_Floor(bounds.Max.y);
|
|
if (bodyY > headY) bodyY = headY;
|
|
|
|
bounds.Max.y = bounds.Min.y = feetY;
|
|
liquidFeet = Entity_TouchesAny(&bounds, PhysicsComp_TouchesLiquid);
|
|
bounds.Min.y = min(bodyY, headY);
|
|
bounds.Max.y = max(bodyY, headY);
|
|
liquidRest = Entity_TouchesAny(&bounds, PhysicsComp_TouchesLiquid);
|
|
|
|
pastJumpPoint = liquidFeet && !liquidRest && (Math_Mod1(entity->Position.y) >= 0.4f);
|
|
if (!pastJumpPoint) {
|
|
comp->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) climb up solid on side B) jump bob in water */
|
|
if (Collisions_HitHorizontal(comp->Collisions)) {
|
|
entity->Velocity.y += touchLava ? 0.30f : 0.13f;
|
|
} else if (comp->CanLiquidJump) {
|
|
entity->Velocity.y += touchLava ? 0.20f : 0.10f;
|
|
}
|
|
comp->CanLiquidJump = false;
|
|
}
|
|
} else if (comp->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;
|
|
comp->CanLiquidJump = false;
|
|
} else if (Entity_TouchesAnyRope(entity)) {
|
|
entity->Velocity.y += (hacks->Speeding && hacks->CanSpeed) ? 0.15f : 0.10f;
|
|
comp->CanLiquidJump = false;
|
|
} else if (entity->OnGround) {
|
|
PhysicsComp_DoNormalJump(comp);
|
|
}
|
|
}
|
|
|
|
void PhysicsComp_DoNormalJump(struct PhysicsComp* comp) {
|
|
struct Entity* entity = comp->Entity;
|
|
struct HacksComp* hacks = comp->Hacks;
|
|
if (comp->JumpVel == 0.0f || hacks->MaxJumps <= 0) return;
|
|
|
|
entity->Velocity.y = comp->JumpVel;
|
|
if (hacks->Speeding && hacks->CanSpeed) entity->Velocity.y += comp->JumpVel;
|
|
if (hacks->HalfSpeeding && hacks->CanSpeed) entity->Velocity.y += comp->JumpVel / 2;
|
|
comp->CanLiquidJump = false;
|
|
}
|
|
|
|
static cc_bool PhysicsComp_TouchesSlipperyIce(BlockID b) { return Blocks.ExtendedCollide[b] == COLLIDE_SLIPPERY_ICE; }
|
|
static cc_bool PhysicsComp_OnIce(struct Entity* e) {
|
|
struct AABB bounds;
|
|
int feetX, feetY, feetZ;
|
|
BlockID feetBlock;
|
|
|
|
feetX = Math_Floor(e->Position.x);
|
|
feetY = Math_Floor(e->Position.y - 0.01f);
|
|
feetZ = Math_Floor(e->Position.z);
|
|
|
|
feetBlock = World_GetPhysicsBlock(feetX, feetY, feetZ);
|
|
if (Blocks.ExtendedCollide[feetBlock] == COLLIDE_ICE) return true;
|
|
|
|
Entity_GetBounds(e, &bounds);
|
|
bounds.Min.y -= 0.01f; bounds.Max.y = bounds.Min.y;
|
|
return Entity_TouchesAny(&bounds, PhysicsComp_TouchesSlipperyIce);
|
|
}
|
|
|
|
static void PhysicsComp_MoveHor(struct PhysicsComp* comp, Vec3 vel, float factor) {
|
|
struct Entity* entity;
|
|
float dist;
|
|
|
|
dist = Math_SqrtF(vel.x * vel.x + vel.z * vel.z);
|
|
if (dist < 0.00001f) return;
|
|
if (dist < 1.0f) dist = 1.0f;
|
|
|
|
/* entity.Velocity += vel * (factor / dist) */
|
|
entity = comp->Entity;
|
|
Vec3_Mul1By(&vel, factor / dist);
|
|
Vec3_AddBy(&entity->Velocity, &vel);
|
|
}
|
|
|
|
static void PhysicsComp_Move(struct PhysicsComp* comp, Vec3 drag, float gravity, float yMul) {
|
|
struct Entity* entity = comp->Entity;
|
|
entity->Velocity.y *= yMul;
|
|
|
|
if (!comp->Hacks->Noclip) {
|
|
Collisions_MoveAndWallSlide(comp->Collisions);
|
|
}
|
|
Vec3_AddBy(&entity->Position, &entity->Velocity);
|
|
|
|
entity->Velocity.y /= yMul;
|
|
Vec3_Mul3By(&entity->Velocity, &drag);
|
|
entity->Velocity.y -= gravity;
|
|
}
|
|
|
|
static void PhysicsComp_MoveFlying(struct PhysicsComp* comp, Vec3 vel, float factor, Vec3 drag, float gravity, float yMul) {
|
|
struct Entity* entity = comp->Entity;
|
|
struct HacksComp* hacks = comp->Hacks;
|
|
float yVel;
|
|
|
|
PhysicsComp_MoveHor(comp, vel, factor);
|
|
yVel = Math_SqrtF(entity->Velocity.x * entity->Velocity.x + entity->Velocity.z * entity->Velocity.z);
|
|
/* make horizontal speed the same as vertical speed */
|
|
if ((vel.x != 0.0f || vel.z != 0.0f) && yVel > 0.001f) {
|
|
entity->Velocity.y = 0.0f;
|
|
yMul = 1.0f;
|
|
if (hacks->FlyingUp || comp->Jumping) entity->Velocity.y += yVel;
|
|
if (hacks->FlyingDown) entity->Velocity.y -= yVel;
|
|
}
|
|
PhysicsComp_Move(comp, drag, gravity, yMul);
|
|
}
|
|
|
|
static void PhysicsComp_MoveNormal(struct PhysicsComp* comp, Vec3 vel, float factor, Vec3 drag, float gravity, float yMul) {
|
|
PhysicsComp_MoveHor(comp, vel, factor);
|
|
PhysicsComp_Move(comp, drag, gravity, yMul);
|
|
}
|
|
|
|
static float PhysicsComp_LowestModifier(struct PhysicsComp* comp, struct AABB* bounds, cc_bool checkSolid) {
|
|
IVec3 bbMin, bbMax;
|
|
float modifier = MATH_LARGENUM;
|
|
struct AABB blockBB;
|
|
BlockID block;
|
|
cc_uint8 collide;
|
|
Vec3 v;
|
|
int x, y, z;
|
|
|
|
IVec3_Floor(&bbMin, &bounds->Min);
|
|
IVec3_Floor(&bbMax, &bounds->Max);
|
|
|
|
bbMin.x = max(bbMin.x, 0); bbMax.x = min(bbMax.x, World.MaxX);
|
|
bbMin.y = max(bbMin.y, 0); bbMax.y = min(bbMax.y, World.MaxY);
|
|
bbMin.z = max(bbMin.z, 0); bbMax.z = min(bbMax.z, World.MaxZ);
|
|
|
|
for (y = bbMin.y; y <= bbMax.y; y++) { v.y = (float)y;
|
|
for (z = bbMin.z; z <= bbMax.z; z++) { v.z = (float)z;
|
|
for (x = bbMin.x; x <= bbMax.x; x++) { v.x = (float)x;
|
|
block = World_GetBlock(x, y, z);
|
|
|
|
if (block == BLOCK_AIR) continue;
|
|
collide = Blocks.Collide[block];
|
|
if (collide == COLLIDE_SOLID && !checkSolid) continue;
|
|
|
|
Vec3_Add(&blockBB.Min, &v, &Blocks.MinBB[block]);
|
|
Vec3_Add(&blockBB.Max, &v, &Blocks.MaxBB[block]);
|
|
if (!AABB_Intersects(&blockBB, bounds)) continue;
|
|
|
|
modifier = min(modifier, Blocks.SpeedMultiplier[block]);
|
|
if (Blocks.ExtendedCollide[block] == COLLIDE_LIQUID) {
|
|
comp->UseLiquidGravity = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return modifier;
|
|
}
|
|
|
|
static float PhysicsComp_GetSpeed(struct HacksComp* hacks, float speedMul, cc_bool canSpeed) {
|
|
float factor = hacks->Floating ? speedMul : 1.0f;
|
|
float speed = factor * (1 + HacksComp_CalcSpeedFactor(hacks, canSpeed));
|
|
return hacks->CanSpeed ? speed : min(speed, hacks->MaxHorSpeed);
|
|
}
|
|
|
|
static float PhysicsComp_GetBaseSpeed(struct PhysicsComp* comp) {
|
|
struct AABB bounds;
|
|
float baseModifier, solidModifier;
|
|
|
|
Entity_GetBounds(comp->Entity, &bounds);
|
|
comp->UseLiquidGravity = false;
|
|
|
|
baseModifier = PhysicsComp_LowestModifier(comp, &bounds, false);
|
|
bounds.Min.y -= 0.5f/16.0f; /* also check block standing on */
|
|
solidModifier = PhysicsComp_LowestModifier(comp, &bounds, true);
|
|
|
|
if (baseModifier == MATH_LARGENUM && solidModifier == MATH_LARGENUM) return 1.0f;
|
|
return baseModifier == MATH_LARGENUM ? solidModifier : baseModifier;
|
|
}
|
|
|
|
#define LIQUID_GRAVITY 0.02f
|
|
#define ROPE_GRAVITY 0.034f
|
|
void PhysicsComp_PhysicsTick(struct PhysicsComp* comp, Vec3 vel) {
|
|
struct Entity* entity = comp->Entity;
|
|
struct HacksComp* hacks = comp->Hacks;
|
|
float baseSpeed, verSpeed, horSpeed;
|
|
float factor, gravity;
|
|
cc_bool womSpeedBoost;
|
|
|
|
if (hacks->Noclip) entity->OnGround = false;
|
|
baseSpeed = PhysicsComp_GetBaseSpeed(comp);
|
|
verSpeed = baseSpeed * (PhysicsComp_GetSpeed(hacks, 8.0f, hacks->CanSpeed) / 5.0f);
|
|
horSpeed = baseSpeed * PhysicsComp_GetSpeed(hacks, 8.0f / 5.0f, true) * hacks->BaseHorSpeed;
|
|
/* previously horSpeed used to be multiplied by factor of 0.02 in last case */
|
|
/* it's now multiplied by 0.1, so need to divide by 5 so user speed modifier comes out same */
|
|
|
|
/* TODO: this is a temp fix to avoid crashing for high horizontal speed */
|
|
Math_Clamp(horSpeed, -75.0f, 75.0f);
|
|
/* vertical speed never goes below: base speed * 1.0 */
|
|
if (verSpeed < baseSpeed) verSpeed = baseSpeed;
|
|
|
|
womSpeedBoost = hacks->CanDoubleJump && hacks->WOMStyleHacks;
|
|
if (!hacks->Floating && womSpeedBoost) {
|
|
if (comp->MultiJumps == 1) { horSpeed *= 46.5f; verSpeed *= 7.5f; }
|
|
else if (comp->MultiJumps > 1) { horSpeed *= 93.0f; verSpeed *= 10.0f; }
|
|
}
|
|
|
|
if (Entity_TouchesAnyWater(entity) && !hacks->Floating) {
|
|
Vec3 waterDrag = { 0.8f, 0.8f, 0.8f };
|
|
PhysicsComp_MoveNormal(comp, vel, 0.02f * horSpeed, waterDrag, LIQUID_GRAVITY, verSpeed);
|
|
} else if (Entity_TouchesAnyLava(entity) && !hacks->Floating) {
|
|
Vec3 lavaDrag = { 0.5f, 0.5f, 0.5f };
|
|
PhysicsComp_MoveNormal(comp, vel, 0.02f * horSpeed, lavaDrag, LIQUID_GRAVITY, verSpeed);
|
|
} else if (Entity_TouchesAnyRope(entity) && !hacks->Floating) {
|
|
Vec3 ropeDrag = { 0.5f, 0.85f, 0.5f };
|
|
PhysicsComp_MoveNormal(comp, vel, 0.02f * 1.7f, ropeDrag, ROPE_GRAVITY, verSpeed);
|
|
} else {
|
|
factor = hacks->Floating || entity->OnGround ? 0.1f : 0.02f;
|
|
gravity = comp->UseLiquidGravity ? LIQUID_GRAVITY : comp->gravity;
|
|
|
|
if (hacks->Floating) {
|
|
PhysicsComp_MoveFlying(comp, vel, factor * horSpeed, comp->drag, gravity, verSpeed);
|
|
} else {
|
|
PhysicsComp_MoveNormal(comp, vel, factor * horSpeed, comp->drag, gravity, verSpeed);
|
|
}
|
|
|
|
if (PhysicsComp_OnIce(entity) && !hacks->Floating) {
|
|
/* limit components to +-0.25f by rescaling vector to [-0.25, 0.25] */
|
|
if (Math_AbsF(entity->Velocity.x) > 0.25f || Math_AbsF(entity->Velocity.z) > 0.25f) {
|
|
float xScale = Math_AbsF(0.25f / entity->Velocity.x);
|
|
float zScale = Math_AbsF(0.25f / entity->Velocity.z);
|
|
|
|
float scale = min(xScale, zScale);
|
|
entity->Velocity.x *= scale;
|
|
entity->Velocity.z *= scale;
|
|
}
|
|
} else if (entity->OnGround || hacks->Flying) {
|
|
Vec3_Mul3By(&entity->Velocity, &comp->groundFriction); /* air drag or ground friction */
|
|
}
|
|
}
|
|
|
|
if (entity->OnGround) comp->MultiJumps = 0;
|
|
}
|
|
|
|
static double PhysicsComp_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_Exp2(-0.02914633510256746 * t); /* ~0.98^t */
|
|
return a * (-49 * u - 196) - 4 * t + 50 * u + 196;
|
|
}
|
|
|
|
double PhysicsComp_CalcMaxHeight(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 = 34.30961849 * Math_Log2(0.247483075 * u + 0.9899323);
|
|
double value_floor = PhysicsComp_YPosAt((int)t, u);
|
|
double value_ceil = PhysicsComp_YPosAt((int)t + 1, u);
|
|
return max(value_floor, value_ceil);
|
|
}
|
|
|
|
/* Calculates the jump velocity required such that when user presses
|
|
the jump binding they will be able to jump up to the given height. */
|
|
float PhysicsComp_CalcJumpVelocity(float jumpHeight) {
|
|
float jumpVel = 0.0f;
|
|
if (jumpHeight == 0.0f) return jumpVel;
|
|
|
|
if (jumpHeight >= 256.0f) jumpVel = 10.0f;
|
|
if (jumpHeight >= 512.0f) jumpVel = 16.5f;
|
|
if (jumpHeight >= 768.0f) jumpVel = 22.5f;
|
|
|
|
while (PhysicsComp_CalcMaxHeight(jumpVel) <= jumpHeight) { jumpVel += 0.001f; }
|
|
return jumpVel;
|
|
}
|
|
|
|
void PhysicsComp_DoEntityPush(struct Entity* entity) {
|
|
struct Entity* other;
|
|
cc_bool yIntersects;
|
|
Vec3 dir;
|
|
float dist, pushStrength;
|
|
int id;
|
|
dir.y = 0.0f;
|
|
|
|
for (id = 0; id < ENTITIES_MAX_COUNT; id++) {
|
|
other = Entities.List[id];
|
|
if (!other || other == entity) continue;
|
|
if (!other->Model->pushes) continue;
|
|
|
|
yIntersects =
|
|
entity->Position.y <= (other->Position.y + other->Size.y) &&
|
|
other->Position.y <= (entity->Position.y + entity->Size.y);
|
|
if (!yIntersects) continue;
|
|
|
|
dir.x = other->Position.x - entity->Position.x;
|
|
dir.z = other->Position.z - entity->Position.z;
|
|
dist = dir.x * dir.x + dir.z * dir.z;
|
|
if (dist < 0.002f || dist > 1.0f) continue; /* TODO: range needs to be lower? */
|
|
|
|
Vec3_Normalise(&dir);
|
|
pushStrength = (1 - dist) / 32.0f; /* TODO: should be 24/25 */
|
|
/* entity.Velocity -= dir * pushStrength */
|
|
Vec3_Mul1By(&dir, pushStrength);
|
|
Vec3_SubBy(&entity->Velocity, &dir);
|
|
}
|
|
}
|
|
|
|
|
|
/*########################################################################################################################*
|
|
*----------------------------------------------------SoundsComponent------------------------------------------------------*
|
|
*#########################################################################################################################*/
|
|
static Vec3 sounds_lastPos = { -87.1234f, -99.5678f, -100.91237f };
|
|
static cc_bool sounds_anyNonAir;
|
|
static cc_uint8 sounds_type;
|
|
|
|
static cc_bool Sounds_CheckNonSolid(BlockID b) {
|
|
cc_uint8 type = Blocks.StepSounds[b];
|
|
cc_uint8 collide = Blocks.Collide[b];
|
|
if (type != SOUND_NONE && collide != COLLIDE_SOLID) sounds_type = type;
|
|
|
|
if (Blocks.Draw[b] != DRAW_GAS) sounds_anyNonAir = true;
|
|
return false;
|
|
}
|
|
|
|
static cc_bool Sounds_CheckSolid(BlockID b) {
|
|
cc_uint8 type = Blocks.StepSounds[b];
|
|
if (type != SOUND_NONE) sounds_type = type;
|
|
|
|
if (Blocks.Draw[b] != DRAW_GAS) sounds_anyNonAir = true;
|
|
return false;
|
|
}
|
|
|
|
static void SoundComp_GetSound(struct LocalPlayer* p) {
|
|
struct AABB bounds;
|
|
Vec3 pos;
|
|
IVec3 coords;
|
|
BlockID blockUnder;
|
|
float maxY;
|
|
cc_uint8 typeUnder, collideUnder;
|
|
|
|
Entity_GetBounds(&p->Base, &bounds);
|
|
sounds_type = SOUND_NONE;
|
|
sounds_anyNonAir = false;
|
|
|
|
/* first check surrounding liquids/gas for sounds */
|
|
Entity_TouchesAny(&bounds, Sounds_CheckNonSolid);
|
|
if (sounds_type != SOUND_NONE) return;
|
|
|
|
/* then check block standing on (feet) */
|
|
pos = p->Base.next.pos; pos.y -= 0.01f;
|
|
IVec3_Floor(&coords, &pos);
|
|
blockUnder = World_SafeGetBlock(coords.x, coords.y, coords.z);
|
|
maxY = coords.y + Blocks.MaxBB[blockUnder].y;
|
|
|
|
typeUnder = Blocks.StepSounds[blockUnder];
|
|
collideUnder = Blocks.Collide[blockUnder];
|
|
if (maxY >= pos.y && collideUnder == COLLIDE_SOLID && typeUnder != SOUND_NONE) {
|
|
sounds_anyNonAir = true; sounds_type = typeUnder; return;
|
|
}
|
|
|
|
/* then check all solid blocks at feet */
|
|
bounds.Max.y = bounds.Min.y = pos.y;
|
|
Entity_TouchesAny(&bounds, Sounds_CheckSolid);
|
|
}
|
|
|
|
static cc_bool SoundComp_ShouldPlay(struct LocalPlayer* p, Vec3 soundPos) {
|
|
Vec3 delta;
|
|
float distSq;
|
|
float oldLegRot, newLegRot;
|
|
|
|
Vec3_Sub(&delta, &sounds_lastPos, &soundPos);
|
|
distSq = Vec3_LengthSquared(&delta);
|
|
/* just play every certain block interval when not animating */
|
|
if (p->Base.Anim.Swing < 0.999f) return distSq > 1.75f * 1.75f;
|
|
|
|
/* have our legs just crossed over the '0' point? */
|
|
if (Camera.Active->isThirdPerson) {
|
|
oldLegRot = Math_CosF(p->Base.Anim.WalkTimeO);
|
|
newLegRot = Math_CosF(p->Base.Anim.WalkTimeN);
|
|
} else {
|
|
oldLegRot = Math_SinF(p->Base.Anim.WalkTimeO);
|
|
newLegRot = Math_SinF(p->Base.Anim.WalkTimeN);
|
|
}
|
|
return Math_Sign(oldLegRot) != Math_Sign(newLegRot);
|
|
}
|
|
|
|
void SoundComp_Tick(struct LocalPlayer* p, cc_bool wasOnGround) {
|
|
Vec3 soundPos = p->Base.next.pos;
|
|
|
|
SoundComp_GetSound(p);
|
|
if (!sounds_anyNonAir) soundPos = Vec3_BigPos();
|
|
|
|
if (p->Base.OnGround && (SoundComp_ShouldPlay(p, soundPos) || !wasOnGround)) {
|
|
Audio_PlayStepSound(sounds_type);
|
|
sounds_lastPos = soundPos;
|
|
}
|
|
}
|