ClassiCube/Physics/Entity.Physics.cs
2015-03-14 07:49:35 +11:00

187 lines
7.0 KiB
C#

using System;
using System.Collections.Generic;
using OpenTK;
namespace ClassicalSharp {
public partial class Entity {
protected bool onGround;
protected Map map;
protected BlockInfo info;
protected byte GetPhysicsBlockId( int x, int y, int z ) {
if( y >= map.Height ) return (byte)Block.Air;
if( !map.IsValidPos( x, y, z ) ) return (byte)Block.Bedrock;
return map.GetBlock( x, y, z );
}
bool GetBoundingBox( byte block, int x, int y, int z, out BoundingBox box ) {
box = new BoundingBox( Vector3.Zero, Vector3.Zero );
if( CanWalkThrough( block ) ) return false;
Vector3 min = new Vector3( x, y, z );
Vector3 max = new Vector3( x + 1, y + info.BlockHeight( block ), z + 1 );
box = new BoundingBox( min, max );
return true;
}
struct State {
public BoundingBox BlockBB;
public byte Block;
public float t;
public State( BoundingBox bb, byte block, float t ) {
BlockBB = bb;
Block = block;
this.t = t;
}
}
bool CanWalkThrough( byte block ) {
return block == 0 || info.IsSprite( block ) || info.IsLiquid( block ) || block == (byte)Block.Snow;
}
bool IsFreeYForStep( BoundingBox blockBB ) {
// NOTE: if non whole blocks are added, use a proper AABB test.
int x = (int)Utils.Floor( blockBB.Min.X );
int y = (int)Utils.Floor( blockBB.Min.Y );
int z = (int)Utils.Floor( blockBB.Min.Z );
return CanWalkThrough( GetPhysicsBlockId( x, y + 1, z ) ) &&
CanWalkThrough( GetPhysicsBlockId( x, y + 2, z ) );
}
// TODO: test for corner cases, and refactor this.
protected void MoveAndWallSlide() {
Vector3 vel = Velocity;
if( vel == Vector3.Zero ) return;
Vector3 size = Size;
Vector3 pos = Position;
BoundingBox 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.
BoundingBox 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
);
// Find the equivalent map coordinates of the maximum extent.
int minX = Utils.Floor( entityExtentBB.Min.X );
int minY = Utils.Floor( entityExtentBB.Min.Y );
int minZ = Utils.Floor( entityExtentBB.Min.Z );
int maxX = Utils.Floor( entityExtentBB.Max.X );
int maxY = Utils.Floor( entityExtentBB.Max.Y );
int maxZ = Utils.Floor( entityExtentBB.Max.Z );
List<State> collisions = new List<State>();
for( int x = minX; x <= maxX; x++ ) {
for( int y = minY; y <= maxY; y++ ) {
for( int z = minZ; z <= maxZ; z++ ) {
byte blockId = GetPhysicsBlockId( x, y, z );
BoundingBox blockBB;
if( !GetBoundingBox( blockId, x, y, z, out blockBB ) ) continue;
if( !entityExtentBB.Intersects( blockBB ) ) continue; // necessary for some 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 t = (float)Math.Sqrt( tx * tx + ty * ty + tz * tz );
collisions.Add( new State( blockBB, blockId, t ) );
}
}
}
bool wasOnGround = onGround;
onGround = false;
collisions.Sort( (a, b) => a.t.CompareTo( b.t ) );
foreach( State state in collisions ) {
BoundingBox blockBB = state.BlockBB;
if( !entityExtentBB.Intersects( blockBB ) ) continue;
float tx = 0, ty = 0, tz = 0;
CalcTime( ref Velocity, ref entityBB, ref blockBB, out tx, out ty, out tz );
float tMin = Math.Min( tx, Math.Min( ty, tz ) );
if( tMin > 1 ) Utils.LogWarning( "tmin > 1 in physics calculation.. this shouldn't have happened." );
BoundingBox finalBB = entityBB.Offset( Velocity * tMin );
// Find which axis we collide with.
if( finalBB.Min.Y >= blockBB.Max.Y ) {
Position.Y = blockBB.Max.Y + 0.001f;
onGround = true;
Velocity.Y = 0;
entityBB.Min.Y = Position.Y;
entityBB.Max.Y = Position.Y + Size.Y;
entityExtentBB.Min.Y = entityBB.Min.Y;
entityExtentBB.Max.Y = entityBB.Max.Y;
} else if( finalBB.Max.Y <= blockBB.Min.Y ) {
Position.Y = blockBB.Min.Y - size.Y - 0.001f;
Velocity.Y = 0;
entityBB.Min.Y = Position.Y;
entityBB.Max.Y = Position.Y + Size.Y;
entityExtentBB.Min.Y = entityBB.Min.Y;
entityExtentBB.Max.Y = entityBB.Max.Y;
} else {
float yDist = blockBB.Max.Y - entityBB.Min.Y;
if( yDist > 0 && yDist <= StepSize + 0.01f && wasOnGround && IsFreeYForStep( blockBB ) ) {
// Slide up steps.
Position.Y = blockBB.Max.Y + 0.001f;
Velocity.Y = 0;
entityBB.Min.Y = Position.Y;
entityBB.Max.Y = Position.Y + Size.Y;
onGround = true;
entityExtentBB.Min.Y = entityBB.Min.Y;
entityExtentBB.Max.Y = entityBB.Max.Y;
} else if( finalBB.Min.X >= blockBB.Max.X ) {
Position.X = blockBB.Max.X + size.X / 2 + 0.001f;
Velocity.X = 0;
entityBB.Min.X = pos.X - size.X / 2;
entityBB.Max.X = pos.X + size.X / 2;
entityExtentBB.Min.X = entityBB.Min.X;
entityExtentBB.Max.X = entityBB.Max.X;
} else if( finalBB.Max.X <= blockBB.Min.X ) {
Position.X = blockBB.Min.X - size.X / 2 - 0.001f;
Velocity.X = 0;
entityBB.Min.X = Position.X - size.X / 2;
entityBB.Max.X = Position.X + size.X / 2;
entityExtentBB.Min.X = entityBB.Min.X;
entityExtentBB.Max.X = entityBB.Max.X;
} else if( finalBB.Min.Z >= blockBB.Max.Z ) {
Position.Z = blockBB.Max.Z + size.Z / 2 + 0.001f;
Velocity.Z = 0;
entityBB.Min.Z = Position.Z - size.Z / 2;
entityBB.Max.Z = Position.Z + size.Z / 2;
entityExtentBB.Min.Z = entityBB.Min.Z;
entityExtentBB.Max.Z = entityBB.Max.Z;
} else if( finalBB.Max.Z <= blockBB.Min.Z ) {
Position.Z = blockBB.Min.Z - size.Z / 2 - 0.001f;
Velocity.Z = 0;
entityBB.Min.Z = Position.Z - size.Z / 2;
entityBB.Max.Z = Position.Z + size.Z / 2;
entityExtentBB.Min.Z = entityBB.Min.Z;
entityExtentBB.Max.Z = entityBB.Max.Z;
}
}
}
}
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;
}
}
}