Add physics simulation to client
This allows the player to fall to the ground when they spawn.
This commit is contained in:
parent
240ca3c972
commit
605cbbc2a0
@ -3,6 +3,7 @@ using TrueCraft.API.Networking;
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using TrueCraft.Core.Networking.Packets;
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using TrueCraft.Core.Networking;
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using TrueCraft.Client.Linux.Events;
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using TrueCraft.API;
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namespace TrueCraft.Client.Linux.Handlers
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{
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@ -12,6 +13,7 @@ namespace TrueCraft.Client.Linux.Handlers
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{
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client.RegisterPacketHandler(new HandshakeResponsePacket().ID, HandleHandshake);
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client.RegisterPacketHandler(new ChatMessagePacket().ID, HandleChatMessage);
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client.RegisterPacketHandler(new SetPlayerPositionPacket().ID, HandlePositionAndLook);
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client.RegisterPacketHandler(new ChunkPreamblePacket().ID, ChunkHandler.HandleChunkPreamble);
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client.RegisterPacketHandler(new ChunkDataPacket().ID, ChunkHandler.HandleChunkData);
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@ -29,5 +31,12 @@ namespace TrueCraft.Client.Linux.Handlers
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Console.WriteLine("Got handshake with {0}", packet.ConnectionHash); // TODO: Authenticate?
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client.QueuePacket(new LoginRequestPacket(PacketReader.Version, "TestUser"));
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}
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public static void HandlePositionAndLook(IPacket _packet, MultiplayerClient client)
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{
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var packet = (SetPlayerPositionPacket)_packet;
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client._Position = new Vector3(packet.X, packet.Y, packet.Z);
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// TODO: Pitch and yaw
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}
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}
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}
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@ -7,22 +7,23 @@ using System.Threading;
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using TrueCraft.Core.Networking;
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using System.Linq;
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using TrueCraft.Core.Networking.Packets;
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// TODO: Make IMultiplayerClient and so on
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using TrueCraft.Client.Linux.Events;
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using TrueCraft.Core.Logic;
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using TrueCraft.API.Entities;
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using TrueCraft.API;
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namespace TrueCraft.Client.Linux
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{
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public delegate void PacketHandler(IPacket packet, MultiplayerClient client);
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public class MultiplayerClient
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public class MultiplayerClient : IAABBEntity // TODO: Make IMultiplayerClient and so on
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{
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public event EventHandler<ChatMessageEventArgs> ChatMessage;
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public event EventHandler<ChunkEventArgs> ChunkLoaded;
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public event EventHandler<ChunkEventArgs> ChunkUnloaded;
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public ReadOnlyWorld World { get; private set; }
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public PhysicsEngine Physics { get; set; }
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private TcpClient Client { get; set; }
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private IMinecraftStream Stream { get; set; }
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@ -41,6 +42,10 @@ namespace TrueCraft.Client.Linux
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PacketHandlers = new PacketHandler[0x100];
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Handlers.PacketHandlers.RegisterHandlers(this);
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World = new ReadOnlyWorld();
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var repo = new BlockRepository();
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repo.DiscoverBlockProviders();
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World.World.BlockRepository = repo;
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Physics = new PhysicsEngine(World, repo);
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}
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public void RegisterPacketHandler(byte packetId, PacketHandler handler)
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@ -53,6 +58,14 @@ namespace TrueCraft.Client.Linux
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Client.BeginConnect(endPoint.Address, endPoint.Port, ConnectionComplete, null);
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}
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public void Disconnect()
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{
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NetworkWorker.Abort();
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new DisconnectPacket("Disconnecting").WritePacket(Stream);
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Stream.BaseStream.Flush();
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Client.Close();
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}
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public void QueuePacket(IPacket packet)
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{
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PacketQueue.Enqueue(packet);
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@ -63,6 +76,7 @@ namespace TrueCraft.Client.Linux
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Client.EndConnect(result);
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Stream = new MinecraftStream(new BufferedStream(Client.GetStream()));
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NetworkWorker.Start();
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Physics.AddEntity(this);
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QueuePacket(new HandshakePacket("TestUser")); // TODO: Get username from somewhere else
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}
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@ -107,5 +121,86 @@ namespace TrueCraft.Client.Linux
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{
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if (ChunkUnloaded != null) ChunkUnloaded(this, e);
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}
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#region IAABBEntity implementation
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public const double Width = 0.6;
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public const double Height = 1.62;
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public const double Depth = 0.6;
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public void TerrainCollision(Vector3 collisionPoint, Vector3 collisionDirection)
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{
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// This space intentionally left blank
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}
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public BoundingBox BoundingBox
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{
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get
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{
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return new BoundingBox(Position, Position + Size);
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}
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}
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public Size Size
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{
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get { return new Size(Width, Height, Depth); }
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}
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#endregion
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#region IPhysicsEntity implementation
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public bool BeginUpdate()
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{
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return true;
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}
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public void EndUpdate(Vector3 newPosition)
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{
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Position = newPosition;
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}
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internal Vector3 _Position;
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public Vector3 Position
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{
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get
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{
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return _Position;
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}
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set
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{
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if (_Position != value)
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QueuePacket(new PlayerPositionAndLookPacket(value.X, value.Y, value.Y + Height, value.Z, 0, 0, false));
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_Position = value;
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}
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}
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public Vector3 Velocity { get; set; }
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public float AccelerationDueToGravity
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{
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get
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{
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return 0.08f;
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}
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}
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public float Drag
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{
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get
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{
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return 0.02f;
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}
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}
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public float TerminalVelocity
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{
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get
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{
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return 3.92f;
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}
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}
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#endregion
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}
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}
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405
TrueCraft.Client.Linux/PhysicsEngine.cs
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405
TrueCraft.Client.Linux/PhysicsEngine.cs
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@ -0,0 +1,405 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using TrueCraft.Core.World;
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using TrueCraft.API.Entities;
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using TrueCraft.API.World;
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using TrueCraft.API;
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using TrueCraft.Client.Linux;
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namespace TrueCraft
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{
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// This is a stripped down version of the physics engine that the server uses
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// The only thing we use it for is our own movement
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public class PhysicsEngine
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{
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public PhysicsEngine(ReadOnlyWorld world, IBlockPhysicsProvider physicsProvider)
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{
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World = world;
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Entities = new List<IPhysicsEntity>();
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EntityLock = new object();
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LastUpdate = DateTime.MinValue;
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BlockPhysicsProvider = physicsProvider;
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MillisecondsBetweenUpdates = 1000 / 20;
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}
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public int MillisecondsBetweenUpdates { get; set; }
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public ReadOnlyWorld World { get; set; }
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public IBlockPhysicsProvider BlockPhysicsProvider { get; set; }
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public List<IPhysicsEntity> Entities { get; set; }
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private object EntityLock { get; set; }
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private DateTime LastUpdate { get; set; }
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public void AddEntity(IPhysicsEntity entity)
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{
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if (Entities.Contains(entity))
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return;
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lock (EntityLock)
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Entities.Add(entity);
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}
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public void RemoveEntity(IPhysicsEntity entity)
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{
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if (!Entities.Contains(entity))
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return;
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lock (EntityLock)
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Entities.Remove(entity);
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}
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private BoundingBox TempBoundingBox;
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public void Update()
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{
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double multipler = (DateTime.Now - LastUpdate).TotalMilliseconds / MillisecondsBetweenUpdates;
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if (LastUpdate == DateTime.MinValue)
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multipler = 1;
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if (multipler > 5) multipler = 5;
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if (multipler < 0.1) multipler = 0.1;
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lock (EntityLock)
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{
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for (int i = 0; i < Entities.Count; i++)
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{
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var entity = Entities[i];
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if (entity.BeginUpdate())
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{
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entity.Velocity -= new Vector3(0, entity.AccelerationDueToGravity * multipler, 0);
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entity.Velocity.Clamp(entity.TerminalVelocity);
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if (entity is IAABBEntity)
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CheckWithTerrain((IAABBEntity)entity, World);
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entity.EndUpdate(entity.Position + entity.Velocity);
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}
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}
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}
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LastUpdate = DateTime.Now;
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}
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private void CheckWithTerrain(IAABBEntity entity, ReadOnlyWorld world)
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{
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Vector3 collisionPoint, collisionDirection;
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if (entity.Position.Y > 0 && entity.Position.Y <= 127) // Don't do checks outside the map
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{
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bool fireEvent = entity.Velocity != Vector3.Zero;
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// Do terrain collisions
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if (AdjustVelocityX(entity, world, out collisionPoint, out collisionDirection))
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{
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if (fireEvent)
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entity.TerrainCollision(collisionPoint, collisionDirection);
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}
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if (AdjustVelocityY(entity, world, out collisionPoint, out collisionDirection))
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{
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entity.Velocity *= new Vector3(0.1, 1, 0.1); // TODO: More sophisticated friction
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if (fireEvent)
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entity.TerrainCollision(collisionPoint, collisionDirection);
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}
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if (AdjustVelocityZ(entity, world, out collisionPoint, out collisionDirection))
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{
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if (fireEvent)
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entity.TerrainCollision(collisionPoint, collisionDirection);
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}
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}
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}
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// TODO: There's a lot of code replication here, perhaps it can be consolidated
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/// <summary>
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/// Performs terrain collision tests and adjusts the X-axis velocity accordingly
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/// </summary>
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/// <returns>True if the entity collides with the terrain</returns>
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private bool AdjustVelocityX(IAABBEntity entity, ReadOnlyWorld world, out Vector3 collision, out Vector3 collisionDirection)
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{
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collision = Vector3.Zero;
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collisionDirection = Vector3.Zero;
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if (entity.Velocity.X == 0)
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return false;
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// Do some enviornment guessing to improve speed
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int minY = (int)entity.Position.Y - (entity.Position.Y < 0 ? 1 : 0);
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int maxY = (int)(entity.Position.Y + entity.Size.Width) - (entity.Position.Y < 0 ? 1 : 0);
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int minZ = (int)entity.Position.Z - (entity.Position.Z < 0 ? 1 : 0);
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int maxZ = (int)(entity.Position.Z + entity.Size.Depth) - (entity.Position.Z < 0 ? 1 : 0);
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int minX, maxX;
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// Expand bounding box to include area to be tested
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if (entity.Velocity.X < 0)
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{
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TempBoundingBox = new BoundingBox(
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new Vector3(entity.BoundingBox.Min.X + entity.Velocity.X, entity.BoundingBox.Min.Y, entity.BoundingBox.Min.Z),
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entity.BoundingBox.Max);
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maxX = (int)(TempBoundingBox.Max.X);
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minX = (int)(TempBoundingBox.Min.X + entity.Velocity.X) - 1;
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}
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else
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{
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TempBoundingBox = new BoundingBox(
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entity.BoundingBox.Min,
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new Vector3(entity.BoundingBox.Max.X + entity.Velocity.X, entity.BoundingBox.Max.Y, entity.BoundingBox.Max.Z));
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minX = (int)(entity.BoundingBox.Min.X);
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maxX = (int)(entity.BoundingBox.Max.X + entity.Velocity.X) + 1;
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}
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// Do terrain checks
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double? collisionPoint = null;
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BoundingBox blockBox;
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for (int x = minX; x <= maxX; x++)
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{
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for (int y = minY; y <= maxY; y++)
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{
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for (int z = minZ; z <= maxZ; z++)
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{
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var position = new Coordinates3D(x, y, z);
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var boundingBox = BlockPhysicsProvider.GetBoundingBox(world.World, position);
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if (boundingBox == null)
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continue;
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blockBox = boundingBox.Value.OffsetBy(position + new Vector3(0.5));
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if (TempBoundingBox.Intersects(blockBox))
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{
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if (entity.Velocity.X < 0)
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{
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if (!collisionPoint.HasValue)
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collisionPoint = blockBox.Max.X;
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else if (collisionPoint.Value < blockBox.Max.X)
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collisionPoint = blockBox.Max.X;
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}
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else
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{
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if (!collisionPoint.HasValue)
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collisionPoint = blockBox.Min.X;
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else if (collisionPoint.Value > blockBox.Min.X)
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collisionPoint = blockBox.Min.X;
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}
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collision = position;
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}
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}
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}
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}
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if (collisionPoint != null)
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{
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if (entity.Velocity.X < 0)
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{
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entity.Velocity = new Vector3(
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entity.Velocity.X - (TempBoundingBox.Min.X - collisionPoint.Value),
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entity.Velocity.Y,
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entity.Velocity.Z);
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collisionDirection = Vector3.Left;
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}
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else if (entity.Velocity.X > 0)
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{
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entity.Velocity = new Vector3(
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entity.Velocity.X - (TempBoundingBox.Max.X - collisionPoint.Value),
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entity.Velocity.Y,
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entity.Velocity.Z);
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collisionDirection = Vector3.Right;
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}
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return true;
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}
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return false;
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}
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/// <summary>
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/// Performs terrain collision tests and adjusts the Y-axis velocity accordingly
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/// </summary>
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/// <returns>True if the entity collides with the terrain</returns>
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private bool AdjustVelocityY(IAABBEntity entity, ReadOnlyWorld world, out Vector3 collision, out Vector3 collisionDirection)
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{
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collision = Vector3.Zero;
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collisionDirection = Vector3.Zero;
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if (entity.Velocity.Y == 0)
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return false;
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// Do some enviornment guessing to improve speed
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int minX = (int)entity.Position.X - (entity.Position.X < 0 ? 1 : 0);
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int maxX = (int)(entity.Position.X + entity.Size.Width) - (entity.Position.X < 0 ? 1 : 0);
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int minZ = (int)entity.Position.Z - (entity.Position.Z < 0 ? 1 : 0);
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int maxZ = (int)(entity.Position.Z + entity.Size.Depth) - (entity.Position.Z < 0 ? 1 : 0);
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int minY, maxY;
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// Expand bounding box to include area to be tested
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if (entity.Velocity.Y < 0)
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{
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TempBoundingBox = new BoundingBox(
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new Vector3(entity.BoundingBox.Min.X, entity.BoundingBox.Min.Y + entity.Velocity.Y, entity.BoundingBox.Min.Z),
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entity.BoundingBox.Max);
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maxY = (int)(TempBoundingBox.Max.Y);
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minY = (int)(TempBoundingBox.Min.Y + entity.Velocity.Y) - 1;
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}
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else
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{
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TempBoundingBox = new BoundingBox(
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entity.BoundingBox.Min,
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new Vector3(entity.BoundingBox.Max.X, entity.BoundingBox.Max.Y + entity.Velocity.Y, entity.BoundingBox.Max.Z));
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minY = (int)(entity.BoundingBox.Min.Y);
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maxY = (int)(entity.BoundingBox.Max.Y + entity.Velocity.Y) + 1;
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}
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// Clamp Y into map boundaries
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if (minY < 0)
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minY = 0;
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if (minY >= TrueCraft.Core.World.World.Height)
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minY = TrueCraft.Core.World.World.Height - 1;
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if (maxY < 0)
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maxY = 0;
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if (maxY >= TrueCraft.Core.World.World.Height)
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maxY = TrueCraft.Core.World.World.Height - 1;
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// Do terrain checks
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double? collisionPoint = null;
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BoundingBox blockBox;
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for (int x = minX; x <= maxX; x++)
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{
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for (int y = minY; y <= maxY; y++)
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{
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for (int z = minZ; z <= maxZ; z++)
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{
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var position = new Coordinates3D(x, y, z);
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if (!World.IsValidPosition(position))
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continue;
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var boundingBox = BlockPhysicsProvider.GetBoundingBox(world.World, position);
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if (boundingBox == null)
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continue;
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blockBox = boundingBox.Value.OffsetBy(position + new Vector3(0.5));
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if (TempBoundingBox.Intersects(blockBox))
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{
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if (entity.Velocity.Y < 0)
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{
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if (!collisionPoint.HasValue)
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collisionPoint = blockBox.Max.Y;
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else if (collisionPoint.Value < blockBox.Max.Y)
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collisionPoint = blockBox.Max.Y;
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}
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else
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{
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if (!collisionPoint.HasValue)
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collisionPoint = blockBox.Min.Y;
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else if (collisionPoint.Value > blockBox.Min.Y)
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collisionPoint = blockBox.Min.Y;
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}
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collision = position;
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}
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}
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}
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}
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if (collisionPoint != null)
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{
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if (entity.Velocity.Y < 0)
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{
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// TODO: Do block event
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//var block = world.GetBlock(collision);
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//block.OnBlockWalkedOn(world, collision, this);
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entity.Velocity = new Vector3(entity.Velocity.X,
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entity.Velocity.Y + (collisionPoint.Value - TempBoundingBox.Min.Y),
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entity.Velocity.Z);
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collisionDirection = Vector3.Down;
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}
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else if (entity.Velocity.Y > 0)
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{
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entity.Velocity = new Vector3(entity.Velocity.X,
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entity.Velocity.Y - (TempBoundingBox.Max.Y - collisionPoint.Value),
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entity.Velocity.Z);
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collisionDirection = Vector3.Up;
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}
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return true;
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}
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return false;
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}
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/// <summary>
|
||||
/// Performs terrain collision tests and adjusts the Z-axis velocity accordingly
|
||||
/// </summary>
|
||||
/// <returns>True if the entity collides with the terrain</returns>
|
||||
private bool AdjustVelocityZ(IAABBEntity entity, ReadOnlyWorld world, out Vector3 collision, out Vector3 collisionDirection)
|
||||
{
|
||||
collision = Vector3.Zero;
|
||||
collisionDirection = Vector3.Zero;
|
||||
if (entity.Velocity.Z == 0)
|
||||
return false;
|
||||
// Do some enviornment guessing to improve speed
|
||||
int minX = (int)entity.Position.X - (entity.Position.X < 0 ? 1 : 0);
|
||||
int maxX = (int)(entity.Position.X + entity.Size.Depth) - (entity.Position.X < 0 ? 1 : 0);
|
||||
int minY = (int)entity.Position.Y - (entity.Position.Y < 0 ? 1 : 0);
|
||||
int maxY = (int)(entity.Position.Y + entity.Size.Width) - (entity.Position.Y < 0 ? 1 : 0);
|
||||
int minZ, maxZ;
|
||||
|
||||
// Expand bounding box to include area to be tested
|
||||
if (entity.Velocity.Z < 0)
|
||||
{
|
||||
TempBoundingBox = new BoundingBox(
|
||||
new Vector3(entity.BoundingBox.Min.X, entity.BoundingBox.Min.Y, entity.BoundingBox.Min.Z + entity.Velocity.Z),
|
||||
entity.BoundingBox.Max);
|
||||
|
||||
maxZ = (int)(TempBoundingBox.Max.Z);
|
||||
minZ = (int)(TempBoundingBox.Min.Z + entity.Velocity.Z) - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
TempBoundingBox = new BoundingBox(
|
||||
entity.BoundingBox.Min,
|
||||
new Vector3(entity.BoundingBox.Max.X, entity.BoundingBox.Max.Y, entity.BoundingBox.Max.Z + entity.Velocity.Z)
|
||||
);
|
||||
minZ = (int)(entity.BoundingBox.Min.Z);
|
||||
maxZ = (int)(entity.BoundingBox.Max.Z + entity.Velocity.Z) + 1;
|
||||
}
|
||||
|
||||
// Do terrain checks
|
||||
double? collisionPoint = null;
|
||||
BoundingBox blockBox;
|
||||
for (int x = minX; x <= maxX; x++)
|
||||
{
|
||||
for (int y = minY; y <= maxY; y++)
|
||||
{
|
||||
for (int z = minZ; z <= maxZ; z++)
|
||||
{
|
||||
var position = new Coordinates3D(x, y, z);
|
||||
var boundingBox = BlockPhysicsProvider.GetBoundingBox(world.World, position);
|
||||
if (boundingBox == null)
|
||||
continue;
|
||||
blockBox = boundingBox.Value.OffsetBy(position + new Vector3(0.5));
|
||||
if (TempBoundingBox.Intersects(blockBox))
|
||||
{
|
||||
if (entity.Velocity.Z < 0)
|
||||
{
|
||||
if (!collisionPoint.HasValue)
|
||||
collisionPoint = blockBox.Max.Z;
|
||||
else if (collisionPoint.Value < blockBox.Max.Z)
|
||||
collisionPoint = blockBox.Max.Z;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!collisionPoint.HasValue)
|
||||
collisionPoint = blockBox.Min.Z;
|
||||
else if (collisionPoint.Value > blockBox.Min.Z)
|
||||
collisionPoint = blockBox.Min.Z;
|
||||
}
|
||||
collision = position;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (collisionPoint != null)
|
||||
{
|
||||
if (entity.Velocity.Z < 0)
|
||||
{
|
||||
entity.Velocity = new Vector3(
|
||||
entity.Velocity.X,
|
||||
entity.Velocity.Y,
|
||||
entity.Velocity.Z - (TempBoundingBox.Min.Z - collisionPoint.Value));
|
||||
collisionDirection = Vector3.Backwards;
|
||||
}
|
||||
else if (entity.Velocity.Z > 0)
|
||||
{
|
||||
entity.Velocity = new Vector3(
|
||||
entity.Velocity.X,
|
||||
entity.Velocity.Y,
|
||||
entity.Velocity.Z - (TempBoundingBox.Max.Z - collisionPoint.Value));
|
||||
collisionDirection = Vector3.Forwards;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
@ -13,6 +13,7 @@ namespace TrueCraft.Client.Linux
|
||||
var client = new MultiplayerClient();
|
||||
var game = new TrueCraftGame(client, ParseEndPoint(args[0]));
|
||||
game.Run();
|
||||
client.Disconnect();
|
||||
}
|
||||
|
||||
private static IPEndPoint ParseEndPoint(string arg)
|
||||
|
@ -48,7 +48,14 @@ namespace TrueCraft.Client.Linux
|
||||
|
||||
internal IChunk FindChunk(Coordinates2D coordinates)
|
||||
{
|
||||
return World.FindChunk(new Coordinates3D(coordinates.X, 0, coordinates.Z));
|
||||
try
|
||||
{
|
||||
return World.FindChunk(new Coordinates3D(coordinates.X, 0, coordinates.Z));
|
||||
}
|
||||
catch
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public ReadOnlyChunk GetChunk(Coordinates2D coordinates)
|
||||
@ -66,6 +73,11 @@ namespace TrueCraft.Client.Linux
|
||||
if (UnloadChunks)
|
||||
World.UnloadChunk(coordinates);
|
||||
}
|
||||
|
||||
public bool IsValidPosition(Coordinates3D coords)
|
||||
{
|
||||
return World.IsValidPosition(coords);
|
||||
}
|
||||
}
|
||||
|
||||
public class ReadOnlyChunk
|
||||
|
@ -37,6 +37,7 @@
|
||||
<OutputPath>bin\Client</OutputPath>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<Commandlineparameters>127.0.0.1:25565</Commandlineparameters>
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Server|AnyCPU' ">
|
||||
<Optimize>false</Optimize>
|
||||
@ -71,6 +72,7 @@
|
||||
<Compile Include="ReadOnlyWorld.cs" />
|
||||
<Compile Include="Events\ChunkEventArgs.cs" />
|
||||
<Compile Include="ChunkConverter.cs" />
|
||||
<Compile Include="PhysicsEngine.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
|
||||
<ItemGroup>
|
||||
|
@ -6,6 +6,7 @@ using System.Collections.Generic;
|
||||
using TrueCraft.Client.Linux.Interface;
|
||||
using System.IO;
|
||||
using System.Net;
|
||||
using TrueCraft.API;
|
||||
|
||||
namespace TrueCraft.Client.Linux
|
||||
{
|
||||
@ -18,6 +19,7 @@ namespace TrueCraft.Client.Linux
|
||||
private SpriteBatch SpriteBatch { get; set; }
|
||||
private IPEndPoint EndPoint { get; set; }
|
||||
private ChunkConverter ChunkConverter { get; set; }
|
||||
private DateTime NextPhysicsUpdate { get; set; }
|
||||
|
||||
public TrueCraftGame(MultiplayerClient client, IPEndPoint endPoint)
|
||||
{
|
||||
@ -31,6 +33,7 @@ namespace TrueCraft.Client.Linux
|
||||
EndPoint = endPoint;
|
||||
ChunkConverter = new ChunkConverter();
|
||||
Client.ChunkLoaded += (sender, e) => ChunkConverter.QueueChunk(e.Chunk);
|
||||
NextPhysicsUpdate = DateTime.MinValue;
|
||||
}
|
||||
|
||||
protected override void Initialize()
|
||||
@ -53,14 +56,44 @@ namespace TrueCraft.Client.Linux
|
||||
base.LoadContent();
|
||||
}
|
||||
|
||||
protected override void OnExiting(object sender, EventArgs args)
|
||||
{
|
||||
ChunkConverter.Stop();
|
||||
base.OnExiting(sender, args);
|
||||
}
|
||||
|
||||
protected virtual void UpdateKeyboard(GameTime gameTime, KeyboardState state)
|
||||
{
|
||||
if (state.IsKeyDown(Keys.Escape))
|
||||
Exit();
|
||||
// TODO: Handle rotation
|
||||
// TODO: Rebindable keys
|
||||
// TODO: Horizontal terrain collisions
|
||||
TrueCraft.API.Vector3 delta = TrueCraft.API.Vector3.Zero;
|
||||
if (state.IsKeyDown(Keys.Left) || state.IsKeyDown(Keys.A))
|
||||
delta = TrueCraft.API.Vector3.Left;
|
||||
if (state.IsKeyDown(Keys.Right) || state.IsKeyDown(Keys.D))
|
||||
delta = TrueCraft.API.Vector3.Right;
|
||||
if (state.IsKeyDown(Keys.Up) || state.IsKeyDown(Keys.W))
|
||||
delta = TrueCraft.API.Vector3.Forwards;
|
||||
if (state.IsKeyDown(Keys.Down) || state.IsKeyDown(Keys.S))
|
||||
delta = TrueCraft.API.Vector3.Backwards;
|
||||
Client.Position += delta * (gameTime.ElapsedGameTime.TotalSeconds * 4.3717); // Note: 4.3717 is the speed of a Minecraft player in m/s
|
||||
}
|
||||
|
||||
protected override void Update(GameTime gameTime)
|
||||
{
|
||||
if (Keyboard.GetState().IsKeyDown(Keys.Escape))
|
||||
Exit();
|
||||
foreach (var i in Interfaces)
|
||||
{
|
||||
i.Update(gameTime);
|
||||
}
|
||||
if (NextPhysicsUpdate < DateTime.Now)
|
||||
{
|
||||
if (Client.World.FindChunk(new Coordinates2D((int)Client.Position.X, (int)Client.Position.Z)) != null)
|
||||
Client.Physics.Update();
|
||||
NextPhysicsUpdate = DateTime.Now.AddMilliseconds(1000 / 20);
|
||||
}
|
||||
UpdateKeyboard(gameTime, Keyboard.GetState());
|
||||
base.Update(gameTime);
|
||||
}
|
||||
|
||||
|
@ -6,7 +6,7 @@ using TrueCraft.API.Entities;
|
||||
using TrueCraft.API;
|
||||
using TrueCraft.API.World;
|
||||
|
||||
namespace TrueCraft
|
||||
namespace TrueCraft.Core.Logic
|
||||
{
|
||||
public class BlockRepository : IBlockRepository, IBlockPhysicsProvider
|
||||
{
|
||||
@ -22,7 +22,7 @@ namespace TrueCraft
|
||||
BlockProviders[provider.ID] = provider;
|
||||
}
|
||||
|
||||
internal void DiscoverBlockProviders()
|
||||
public void DiscoverBlockProviders()
|
||||
{
|
||||
var providerTypes = new List<Type>();
|
||||
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
|
@ -320,6 +320,7 @@
|
||||
<Compile Include="Logic\Blocks\WallSignBlock.cs" />
|
||||
<Compile Include="Logic\Blocks\UprightSignBlock.cs" />
|
||||
<Compile Include="TerrainGen\Decorators\LiquidDecorator.cs" />
|
||||
<Compile Include="Logic\BlockRepository.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
|
||||
<ItemGroup>
|
||||
|
@ -14,6 +14,7 @@ using TrueCraft.Core.World;
|
||||
using TrueCraft.API;
|
||||
using System.Collections.Concurrent;
|
||||
using TrueCraft.API.Logging;
|
||||
using TrueCraft.Core.Logic;
|
||||
|
||||
namespace TrueCraft
|
||||
{
|
||||
|
@ -13,6 +13,7 @@ using TrueCraft.API;
|
||||
using TrueCraft.Core.Logging;
|
||||
using TrueCraft.API.Logic;
|
||||
using TrueCraft.Exceptions;
|
||||
using TrueCraft.Core.Logic;
|
||||
|
||||
namespace TrueCraft
|
||||
{
|
||||
|
@ -69,12 +69,11 @@
|
||||
<Compile Include="Handlers\EntityHandlers.cs" />
|
||||
<Compile Include="Handlers\InteractionHandlers.cs" />
|
||||
<Compile Include="Commands\DebugCommands.cs" />
|
||||
<Compile Include="BlockRepository.cs" />
|
||||
<Compile Include="Exceptions\PlayerDisconnectException.cs" />
|
||||
<Compile Include="PhysicsEngine.cs" />
|
||||
<Compile Include="ItemRepository.cs" />
|
||||
<Compile Include="CraftingRepository.cs" />
|
||||
<Compile Include="Configuration.cs" />
|
||||
<Compile Include="PhysicsEngine.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
|
||||
<ItemGroup>
|
||||
|
Reference in New Issue
Block a user