2016-03-26 13:51:42 +11:00

331 lines
14 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using OpenTK;
namespace ClassicalSharp {
/// <summary> Entity component that performs collision detection. </summary>
public sealed class PhysicsComponent {
Game game;
Entity entity;
BlockInfo info;
public PhysicsComponent( Game game, Entity entity ) {
this.game = game;
this.entity = entity;
info = game.BlockInfo;
}
internal bool hitYMax, collideX, collideY, collideZ;
/// <summary> Constant offset used to avoid floating point roundoff errors. </summary>
public const float Adjustment = 0.001f;
public byte GetPhysicsBlockId( int x, int y, int z ) {
if( x < 0 || x >= game.Map.Width || z < 0 ||
z >= game.Map.Length || y < 0 ) return (byte)Block.Bedrock;
if( y >= game.Map.Height ) return (byte)Block.Air;
return game.Map.GetBlock( x, y, z );
}
bool GetBoundingBox( byte block, int x, int y, int z, ref BoundingBox box ) {
if( info.CollideType[block] != BlockCollideType.Solid ) return false;
Add( x, y, z, ref info.MinBB[block], ref box.Min );
Add( x, y, z, ref info.MaxBB[block], ref box.Max );
return true;
}
static void Add( int x, int y, int z, ref Vector3 offset, ref Vector3 target ) {
target.X = x + offset.X;
target.Y = y + offset.Y;
target.Z = z + offset.Z;
}
// TODO: test for corner cases, and refactor this.
internal void MoveAndWallSlide() {
if( entity.Velocity == Vector3.Zero ) return;
Vector3 size = entity.CollisionSize;
BoundingBox entityBB, entityExtentBB;
int count = 0;
FindReachableBlocks( ref count, ref size, out entityBB, out entityExtentBB );
CollideWithReachableBlocks( count, ref size, ref entityBB, ref entityExtentBB );
}
void FindReachableBlocks( ref int count, ref Vector3 size,
out BoundingBox entityBB, out BoundingBox entityExtentBB ) {
Vector3 vel = entity.Velocity;
Vector3 pos = entity.Position;
entityBB = new BoundingBox(
pos.X - size.X / 2, pos.Y, pos.Z - size.Z / 2,
pos.X + size.X / 2, pos.Y + size.Y, pos.Z + size.Z / 2
);
// Exact maximum extent the entity can reach, and the equivalent map coordinates.
entityExtentBB = new BoundingBox(
vel.X < 0 ? entityBB.Min.X + vel.X : entityBB.Min.X,
vel.Y < 0 ? entityBB.Min.Y + vel.Y : entityBB.Min.Y,
vel.Z < 0 ? entityBB.Min.Z + vel.Z : entityBB.Min.Z,
vel.X > 0 ? entityBB.Max.X + vel.X : entityBB.Max.X,
vel.Y > 0 ? entityBB.Max.Y + vel.Y : entityBB.Max.Y,
vel.Z > 0 ? entityBB.Max.Z + vel.Z : entityBB.Max.Z
);
Vector3I min = Vector3I.Floor( entityExtentBB.Min );
Vector3I max = Vector3I.Floor( entityExtentBB.Max );
int elements = (max.X + 1 - min.X) * (max.Y + 1 - min.Y) * (max.Z + 1 - min.Z);
if( elements > stateCache.Length ) {
stateCache = new State[elements];
}
BoundingBox blockBB = default( BoundingBox );
// Order loops so that we minimise cache misses
for( int y = min.Y; y <= max.Y; y++ )
for( int z = min.Z; z <= max.Z; z++ )
for( int x = min.X; x <= max.X; x++ )
{
byte blockId = GetPhysicsBlockId( x, y, z );
if( !GetBoundingBox( blockId, x, y, z, ref blockBB ) ) continue;
if( !entityExtentBB.Intersects( blockBB ) ) continue; // necessary for non whole blocks. (slabs)
float tx = 0, ty = 0, tz = 0;
CalcTime( ref vel, ref entityBB, ref blockBB, out tx, out ty, out tz );
if( tx > 1 || ty > 1 || tz > 1 ) continue;
float tSquared = tx * tx + ty * ty + tz * tz;
stateCache[count++] = new State( x, y, z, blockId, tSquared );
}
}
void CollideWithReachableBlocks( int count, ref Vector3 size,
ref BoundingBox entityBB, ref BoundingBox entityExtentBB ) {
bool wasOn = entity.onGround;
entity.onGround = false;
if( count > 0 )
QuickSort( stateCache, 0, count - 1 );
collideX = false; collideY = false; collideZ = false;
BoundingBox blockBB = default(BoundingBox);
for( int i = 0; i < count; i++ ) {
State state = stateCache[i];
Vector3 blockPos = new Vector3( state.X >> 3, state.Y >> 3, state.Z >> 3 );
int block = (state.X & 0x7) | (state.Y & 0x7) << 3 | (state.Z & 0x7) << 6;
blockBB.Min = blockPos + info.MinBB[block];
blockBB.Max = blockPos + info.MaxBB[block];
if( !entityExtentBB.Intersects( blockBB ) ) continue;
float tx = 0, ty = 0, tz = 0;
CalcTime( ref entity.Velocity, ref entityBB, ref blockBB, out tx, out ty, out tz );
if( tx > 1 || ty > 1 || tz > 1 )
Utils.LogDebug( "t > 1 in physics calculation.. this shouldn't have happened." );
BoundingBox finalBB = entityBB.Offset( entity.Velocity * new Vector3( tx, ty, tz ) );
// if we have hit the bottom of a block, we need to change the axis we test first.
if( hitYMax ) {
if( finalBB.Min.Y + Adjustment >= blockBB.Max.Y )
ClipYMax( ref blockBB, ref entityBB, ref entityExtentBB, ref size );
else if( finalBB.Max.Y - Adjustment <= blockBB.Min.Y )
ClipYMin( ref blockBB, ref entityBB, ref entityExtentBB, ref size );
else if( finalBB.Min.X + Adjustment >= blockBB.Max.X )
ClipXMax( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
else if( finalBB.Max.X - Adjustment <= blockBB.Min.X )
ClipXMin( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
else if( finalBB.Min.Z + Adjustment >= blockBB.Max.Z )
ClipZMax( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
else if( finalBB.Max.Z - Adjustment <= blockBB.Min.Z )
ClipZMin( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
continue;
}
// if flying or falling, test the horizontal axes first.
if( finalBB.Min.X + Adjustment >= blockBB.Max.X )
ClipXMax( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
else if( finalBB.Max.X - Adjustment <= blockBB.Min.X )
ClipXMin( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
else if( finalBB.Min.Z + Adjustment >= blockBB.Max.Z )
ClipZMax( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
else if( finalBB.Max.Z - Adjustment <= blockBB.Min.Z )
ClipZMin( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
else if( finalBB.Min.Y + Adjustment >= blockBB.Max.Y )
ClipYMax( ref blockBB, ref entityBB, ref entityExtentBB, ref size );
else if( finalBB.Max.Y - Adjustment <= blockBB.Min.Y )
ClipYMin( ref blockBB, ref entityBB, ref entityExtentBB, ref size );
}
}
void ClipXMin( ref BoundingBox blockBB, ref BoundingBox entityBB, bool wasOn,
BoundingBox finalBB, ref BoundingBox entityExtentBB, ref Vector3 size ) {
if( !wasOn || !DidSlide( blockBB, ref size, finalBB, ref entityBB, ref entityExtentBB ) ) {
entity.Position.X = blockBB.Min.X - size.X / 2 - Adjustment;
ClipX( ref size, ref entityBB, ref entityExtentBB );
}
}
void ClipXMax( ref BoundingBox blockBB, ref BoundingBox entityBB, bool wasOn,
BoundingBox finalBB, ref BoundingBox entityExtentBB, ref Vector3 size ) {
if( !wasOn || !DidSlide( blockBB, ref size, finalBB, ref entityBB, ref entityExtentBB ) ) {
entity.Position.X = blockBB.Max.X + size.X / 2 + Adjustment;
ClipX( ref size, ref entityBB, ref entityExtentBB );
}
}
void ClipZMax( ref BoundingBox blockBB, ref BoundingBox entityBB, bool wasOn,
BoundingBox finalBB, ref BoundingBox entityExtentBB, ref Vector3 size ) {
if( !wasOn || !DidSlide( blockBB, ref size, finalBB, ref entityBB, ref entityExtentBB ) ) {
entity.Position.Z = blockBB.Max.Z + size.Z / 2 + Adjustment;
ClipZ( ref size, ref entityBB, ref entityExtentBB );
}
}
void ClipZMin( ref BoundingBox blockBB, ref BoundingBox entityBB, bool wasOn,
BoundingBox finalBB, ref BoundingBox extentBB, ref Vector3 size ) {
if( !wasOn || !DidSlide( blockBB, ref size, finalBB, ref entityBB, ref extentBB ) ) {
entity.Position.Z = blockBB.Min.Z - size.Z / 2 - Adjustment;
ClipZ( ref size, ref entityBB, ref extentBB );
}
}
void ClipYMin( ref BoundingBox blockBB, ref BoundingBox entityBB,
ref BoundingBox extentBB, ref Vector3 size ) {
entity.Position.Y = blockBB.Min.Y - size.Y - Adjustment;
ClipY( ref size, ref entityBB, ref extentBB );
hitYMax = false;
}
void ClipYMax( ref BoundingBox blockBB, ref BoundingBox entityBB,
ref BoundingBox extentBB, ref Vector3 size ) {
entity.Position.Y = blockBB.Max.Y + Adjustment;
entity.onGround = true;
ClipY( ref size, ref entityBB, ref extentBB );
hitYMax = true;
}
bool DidSlide( BoundingBox blockBB, ref Vector3 size, BoundingBox finalBB,
ref BoundingBox entityBB, ref BoundingBox entityExtentBB ) {
float yDist = blockBB.Max.Y - entityBB.Min.Y;
if( yDist > 0 && yDist <= entity.StepSize + 0.01f ) {
float blockXMin = blockBB.Min.X, blockZMin = blockBB.Min.Z;
blockBB.Min.X = Math.Max( blockBB.Min.X, blockBB.Max.X - size.X / 2 );
blockBB.Max.X = Math.Min( blockBB.Max.X, blockXMin + size.X / 2 );
blockBB.Min.Z = Math.Max( blockBB.Min.Z, blockBB.Max.Z - size.Z / 2 );
blockBB.Max.Z = Math.Min( blockBB.Max.Z, blockZMin + size.Z / 2 );
BoundingBox adjBB = finalBB;
adjBB.Min.X = Math.Min( finalBB.Min.X, blockBB.Min.X + Adjustment );
adjBB.Max.X = Math.Max( finalBB.Max.X, blockBB.Max.X - Adjustment );
adjBB.Min.Y = blockBB.Max.Y + Adjustment;
adjBB.Max.Y = adjBB.Min.Y + size.Y;
adjBB.Min.Z = Math.Min( finalBB.Min.Z, blockBB.Min.Z + Adjustment );
adjBB.Max.Z = Math.Max( finalBB.Max.Z, blockBB.Max.Z - Adjustment );
if( !CanSlideThrough( ref adjBB ) )
return false;
entity.Position.Y = blockBB.Max.Y + Adjustment;
entity.onGround = true;
ClipY( ref size, ref entityBB, ref entityExtentBB );
return true;
}
return false;
}
bool CanSlideThrough( ref BoundingBox adjFinalBB ) {
Vector3I bbMin = Vector3I.Floor( adjFinalBB.Min );
Vector3I bbMax = Vector3I.Floor( adjFinalBB.Max );
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++ )
{
byte block = GetPhysicsBlockId( x, y, z );
Vector3 min = new Vector3( x, y, z ) + info.MinBB[block];
Vector3 max = new Vector3( x, y, z ) + info.MaxBB[block];
BoundingBox blockBB = new BoundingBox( min, max );
if( !blockBB.Intersects( adjFinalBB ) )
continue;
if( info.CollideType[GetPhysicsBlockId( x, y, z )] == BlockCollideType.Solid )
return false;
}
return true;
}
void ClipX( ref Vector3 size, ref BoundingBox entityBB, ref BoundingBox entityExtentBB ) {
entity.Velocity.X = 0;
entityBB.Min.X = entityExtentBB.Min.X = entity.Position.X - size.X / 2;
entityBB.Max.X = entityExtentBB.Max.X = entity.Position.X + size.X / 2;
collideX = true;
}
void ClipY( ref Vector3 size, ref BoundingBox entityBB, ref BoundingBox entityExtentBB ) {
entity.Velocity.Y = 0;
entityBB.Min.Y = entityExtentBB.Min.Y = entity.Position.Y;
entityBB.Max.Y = entityExtentBB.Max.Y = entity.Position.Y + size.Y;
collideY = true;
}
void ClipZ( ref Vector3 size, ref BoundingBox entityBB, ref BoundingBox entityExtentBB ) {
entity.Velocity.Z = 0;
entityBB.Min.Z = entityExtentBB.Min.Z = entity.Position.Z - size.Z / 2;
entityBB.Max.Z = entityExtentBB.Max.Z = entity.Position.Z + size.Z / 2;
collideZ = true;
}
static void CalcTime( ref Vector3 vel, ref BoundingBox entityBB, ref BoundingBox blockBB,
out float tx, out float ty, out float tz ) {
float dx = vel.X > 0 ? blockBB.Min.X - entityBB.Max.X : entityBB.Min.X - blockBB.Max.X;
float dy = vel.Y > 0 ? blockBB.Min.Y - entityBB.Max.Y : entityBB.Min.Y - blockBB.Max.Y;
float dz = vel.Z > 0 ? blockBB.Min.Z - entityBB.Max.Z : entityBB.Min.Z - blockBB.Max.Z;
tx = vel.X == 0 ? float.PositiveInfinity : Math.Abs( dx / vel.X );
ty = vel.Y == 0 ? float.PositiveInfinity : Math.Abs( dy / vel.Y );
tz = vel.Z == 0 ? float.PositiveInfinity : Math.Abs( dz / vel.Z );
if( entityBB.XIntersects( blockBB ) ) tx = 0;
if( entityBB.YIntersects( blockBB ) ) ty = 0;
if( entityBB.ZIntersects( blockBB ) ) tz = 0;
}
struct State {
public int X, Y, Z;
public float tSquared;
public State( int x, int y, int z, byte block, float tSquared ) {
X = x << 3; Y = y << 3; Z = z << 3;
X |= (block & 0x07);
Y |= (block & 0x38) >> 3;
Z |= (block & 0xC0) >> 6;
this.tSquared = tSquared;
}
}
static State[] stateCache = new State[0];
static void QuickSort( State[] keys, int left, int right ) {
while( left < right ) {
int i = left, j = right;
float pivot = keys[(i + j) / 2].tSquared;
// partition the list
while( i <= j ) {
while( pivot > keys[i].tSquared ) i++;
while( pivot < keys[j].tSquared ) j--;
if( i <= j ) {
State key = keys[i]; keys[i] = keys[j]; keys[j] = key;
i++; j--;
}
}
// recurse into the smaller subset
if( j - left <= right - i ) {
if( left < j )
QuickSort( keys, left, j );
left = i;
} else {
if( i < right )
QuickSort( keys, i, right );
right = j;
}
}
}
}
}