diff options
m--------- | lib/SQLiteCpp | 0 | ||||
-rw-r--r-- | src/Entities/Boat.cpp | 9 | ||||
-rw-r--r-- | src/Entities/Entity.cpp | 241 | ||||
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator/ObserverHandler.h | 2 |
4 files changed, 173 insertions, 79 deletions
diff --git a/lib/SQLiteCpp b/lib/SQLiteCpp -Subproject 6aec7cf646e9d0e49b0000c3d5b74de9c3222ef +Subproject a25ffb56ab1bae0f416ac5dfbddd4188ea3c1a9 diff --git a/src/Entities/Boat.cpp b/src/Entities/Boat.cpp index 4400cd4c0..aecbd8125 100644 --- a/src/Entities/Boat.cpp +++ b/src/Entities/Boat.cpp @@ -15,7 +15,7 @@ cBoat::cBoat(Vector3d a_Pos, eMaterial a_Material) : - Super(etBoat, a_Pos, 0.98, 0.7), + Super(etBoat, a_Pos, 1.5, 0.6), m_LastDamage(0), m_ForwardDirection(0), m_DamageTaken(0.0f), m_Material(a_Material), m_RightPaddleUsed(false), m_LeftPaddleUsed(false) @@ -143,11 +143,14 @@ void cBoat::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) return; } - if (IsBlockWater(m_World->GetBlock(POSX_TOINT, POSY_TOINT, POSZ_TOINT))) + // A real boat floats. + // Propel to top water block and sit slightly beneath the waterline: + if (IsBlockWater(m_World->GetBlock(POSX_TOINT, POSY_TOINT, POSZ_TOINT)) && ((GetPosY() - POSY_TOINT) < 0.6)) { if (GetSpeedY() < 2) { - AddSpeedY(0.2); + const auto DtSec = std::chrono::duration_cast<std::chrono::duration<double>>(a_Dt).count(); + SetSpeedY((-m_Gravity + 1) * DtSec); } } diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp index 34d5bf6e5..00eeaf8e6 100644 --- a/src/Entities/Entity.cpp +++ b/src/Entities/Entity.cpp @@ -927,35 +927,24 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, BlockX, BlockZ); // TODO Add collision detection with entities. - auto DtSec = std::chrono::duration_cast<std::chrono::duration<double>>(a_Dt); - Vector3d NextPos = Vector3d(GetPosX(), GetPosY(), GetPosZ()); + auto DtSec = std::chrono::duration_cast<std::chrono::duration<double>>(a_Dt).count(); Vector3d NextSpeed = Vector3d(GetSpeedX(), GetSpeedY(), GetSpeedZ()); if ((BlockY >= cChunkDef::Height) || (BlockY < 0)) { // Outside of the world - AddSpeedY(m_Gravity * DtSec.count()); - AddPosition(GetSpeed() * DtSec.count()); + AddSpeedY(m_Gravity * DtSec); + AddPosition(GetSpeed() * DtSec); return; } int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width); int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width); BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ); - BLOCKTYPE BlockBelow = (BlockY > 0) ? NextChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR; - if (!cBlockInfo::IsSolid(BlockIn)) // Making sure we are not inside a solid block - { - if (m_bOnGround) // check if it's still on the ground - { - if (!cBlockInfo::IsSolid(BlockBelow)) // Check if block below is air or water. - { - m_bOnGround = false; - } - } - } - else if (!(IsMinecart() || IsTNT() || (IsPickup() && (m_TicksAlive < 15)))) + + // Make sure we don't stay inside a solid block by pushing out the entity: + if (cBlockInfo::IsSolid(BlockIn) && !(IsMinecart() || IsTNT() || (IsPickup() && (m_TicksAlive < 15)))) { - // Push out entity. BLOCKTYPE GotBlock; static const struct @@ -977,10 +966,11 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) // The pickup is too close to an unloaded chunk, bail out of any physics handling return; } + if (!cBlockInfo::IsSolid(GotBlock)) { - NextPos.x += gCrossCoords[i].x; - NextPos.z += gCrossCoords[i].z; + m_Position.x += gCrossCoords[i].x; + m_Position.z += gCrossCoords[i].z; IsNoAirSurrounding = false; break; } @@ -988,11 +978,10 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) if (IsNoAirSurrounding) { - NextPos.y += 0.5; - } + m_Position.y += 0.5; - m_bHasSentNoSpeed = false; // this unlocks movement sending to client in BroadcastMovementUpdate function - m_bOnGround = true; + // TODO: tracer tries to handle this case too + } /* // DEBUG: @@ -1002,13 +991,12 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) */ } - if (!m_bOnGround) { double fallspeed; if (IsBlockWater(BlockIn)) { - fallspeed = m_Gravity * DtSec.count() / 3; // Fall 3x slower in water - ApplyFriction(NextSpeed, 0.7, static_cast<float>(DtSec.count())); + fallspeed = m_Gravity * DtSec / 3; // Fall 3x slower in water + ApplyFriction(NextSpeed, 0.7, static_cast<float>(DtSec)); } else if (BlockIn == E_BLOCK_COBWEB) { @@ -1018,28 +1006,10 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) else { // Normal gravity - fallspeed = m_Gravity * DtSec.count(); - NextSpeed -= NextSpeed * (m_AirDrag * 20.0f) * DtSec.count(); + fallspeed = m_Gravity * DtSec; + NextSpeed -= NextSpeed * (m_AirDrag * 20.0f) * DtSec; } NextSpeed.y += static_cast<float>(fallspeed); - - // A real boat floats - if (IsBoat()) - { - // Find top water block and sit there - int NextBlockY = BlockY; - BLOCKTYPE NextBlock = NextChunk->GetBlock(RelBlockX, NextBlockY, RelBlockZ); - while (IsBlockWater(NextBlock)) - { - NextBlock = NextChunk->GetBlock(RelBlockX, ++NextBlockY, RelBlockZ); - } - NextPos.y = NextBlockY - 0.5; - NextSpeed.y = 0; - } - } - else - { - ApplyFriction(NextSpeed, 0.7, static_cast<float>(DtSec.count())); } // Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we @@ -1071,75 +1041,196 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) NextSpeed += m_WaterSpeed; - if (NextSpeed.SqrLength() > 0.0f) + class cSolidHitCallbacks : + public cLineBlockTracer::cCallbacks + { + public: + cSolidHitCallbacks(cEntity & a_Entity, const Vector3d & a_CBStart, const Vector3d & a_CBEnd, Vector3d & a_CBHitCoords, eBlockFace & a_CBHitBlockFace) : + m_HitBlockFace(a_CBHitBlockFace), + m_Entity(a_Entity), + m_Start(a_CBStart), + m_End(a_CBEnd), + m_HitCoords(a_CBHitCoords) + { + } + + eBlockFace & m_HitBlockFace; + + private: + + auto GetBlocksToTestAround(const cBoundingBox & a_Around) + { + auto bstart = a_Around.GetMin().Floor(); + auto bend = a_Around.GetMax().Floor(); + + std::unordered_set<Vector3i, VectorHasher<int>> Checks; + + // TODO: checks too much, very inefficient + for (int i = bstart.x; i <= bend.x; i++) + for (int j = bstart.y; j <= bend.y; j++) + for (int k = bstart.z; k <= bend.z; k++) + Checks.emplace(Vector3i(i, j, k)); + + return Checks; + } + + static double CalculateRetardation(const eBlockFace a_EntryFace, const cBoundingBox & a_Intersection, const cBoundingBox & a_Block, const Vector3d a_Direction) + { + switch (a_EntryFace) + { + case BLOCK_FACE_NONE: ASSERT(!"Bounding box intersected a block; the direction vector was too short and didn't clear the block"); + case BLOCK_FACE_XM: return (a_Intersection.GetMaxX() - a_Block.GetMinX()) / a_Direction.x; + case BLOCK_FACE_XP: return (a_Intersection.GetMinX() - a_Block.GetMaxX()) / a_Direction.x; + case BLOCK_FACE_YM: return (a_Intersection.GetMaxY() - a_Block.GetMinY()) / a_Direction.y; + case BLOCK_FACE_YP: return (a_Intersection.GetMinY() - a_Block.GetMaxY()) / a_Direction.y; + case BLOCK_FACE_ZM: return (a_Intersection.GetMaxZ() - a_Block.GetMinZ()) / a_Direction.z; + case BLOCK_FACE_ZP: return (a_Intersection.GetMinZ() - a_Block.GetMaxZ()) / a_Direction.z; + } + } + + void TestBoundingBoxCollisionWithEnvironment(const Vector3d a_TraceIntersection) + { + cBoundingBox Entity(a_TraceIntersection, m_Entity.GetWidth() / 2, m_Entity.GetHeight()); + Entity.Expand(0.025, 0.001, 0.025); + + auto Direction = m_End - m_Start; + auto Backoff = std::make_pair(0.0, BLOCK_FACE_NONE); + + Direction.Normalize(); + Direction *= 10; + + for (const auto & Test : GetBlocksToTestAround(Entity)) + { + cChunk * Chunk; + Vector3i Relative; + if ( + !m_Entity.GetParentChunk()->GetChunkAndRelByAbsolute(Test, &Chunk, Relative) || + !cBlockInfo::IsSolid(Chunk->GetBlock(Relative)) + ) + { + continue; + } + + cBoundingBox Intersection{Vector3d(), Vector3d()}; + cBoundingBox Block(Test, Test + Vector3i(1, 1, 1)); + if (Block.Intersect(Entity, Intersection)) + { + const auto Centre = (Intersection.GetMax() - Intersection.GetMin()) / 2 + Intersection.GetMin(); + double IgnoredCoefficient; + eBlockFace EntryFace; + + VERIFY(Block.CalcLineIntersection(Centre - Direction, Centre + Direction, IgnoredCoefficient, EntryFace)); + + Backoff = std::max( + Backoff, + std::make_pair(CalculateRetardation(EntryFace, Intersection, Block, Direction), EntryFace) + ); + } + } + + m_HitCoords = a_TraceIntersection - Direction * Backoff.first; + m_HitBlockFace = Backoff.second; + } + + virtual void OnNoMoreHits() override + { + TestBoundingBoxCollisionWithEnvironment(m_End); + } + + virtual bool OnNextBlock(Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, eBlockFace a_EntryFace) override + { + // We hit a solid block, calculate the exact hit coords and abort trace: + //m_HitBlockCoords = a_BlockPos; + m_HitBlockFace = a_EntryFace; + + double LineCoeff = 0; // Used to calculate where along the line an intersection with the bounding box occurs + eBlockFace Face; // Face hit + cBoundingBox bb(a_BlockPos, a_BlockPos + Vector3i(1, 1, 1)); // Bounding box of the block hit + + if (!bb.CalcLineIntersection(m_Start, m_End, LineCoeff, Face)) + { + // Math rounding errors have caused the calculation to miss the block completely, assume immediate hit + LineCoeff = 0; + } + + m_HitCoords = m_Start + (m_End - m_Start) * LineCoeff; // Point where projectile goes into the hit block + + TestBoundingBoxCollisionWithEnvironment(m_HitCoords); + + return m_HitBlockFace != BLOCK_FACE_NONE; + } + + protected: + cEntity & m_Entity; + const Vector3d & m_Start; + const Vector3d & m_End; + Vector3d & m_HitCoords; + }; + + while ((DtSec > 0.001) && (NextSpeed.SqrLength() > 0.0f)) { Vector3d HitCoords; - Vector3i HitBlockCoords; eBlockFace HitBlockFace; - Vector3d wantNextPos = NextPos + NextSpeed * DtSec.count(); - auto isHit = cLineBlockTracer::FirstSolidHitTrace(*GetWorld(), NextPos, wantNextPos, HitCoords, HitBlockCoords, HitBlockFace); - if (isHit) - { - // Set our position to where the block was hit: - NextPos = HitCoords; + const auto NextPos = m_Position + NextSpeed * DtSec; + + cSolidHitCallbacks Callbacks(*this, m_Position, NextPos, HitCoords, HitBlockFace); + cLineBlockTracer::Trace(*GetWorld(), Callbacks, m_Position, NextPos); + + // Calculate the proportion of time remaining to simulate + // after a (potential) collision midway through movement: + DtSec *= (HitCoords - NextPos).Length() / (m_Position - NextPos).Length(); - // Avoid movement in the direction of the blockface that has been hit and correct for collision box: - double HalfWidth = GetWidth() / 2.0; + if (Callbacks.m_HitBlockFace != BLOCK_FACE_NONE) + { + // Avoid movement in the direction of the blockface that has been hit: switch (HitBlockFace) { + case BLOCK_FACE_NONE: ASSERT(!"Unexpected collision face"); case BLOCK_FACE_XM: { NextSpeed.x = 0; - NextPos.x -= HalfWidth; + m_bOnGround = false; break; } case BLOCK_FACE_XP: { NextSpeed.x = 0; - NextPos.x += HalfWidth; + m_bOnGround = false; break; } case BLOCK_FACE_YM: { NextSpeed.y = 0; - NextPos.y -= GetHeight(); + m_bOnGround = false; break; } case BLOCK_FACE_YP: { + // We hit the ground, set the flag and apply friction: NextSpeed.y = 0; - // We hit the ground, adjust the position to the top of the block: m_bOnGround = true; - NextPos.y = HitBlockCoords.y + 1; + ApplyFriction(NextSpeed, 0.7, static_cast<float>(DtSec)); break; } case BLOCK_FACE_ZM: { NextSpeed.z = 0; - NextPos.z -= HalfWidth; + m_bOnGround = false; break; } case BLOCK_FACE_ZP: { NextSpeed.z = 0; - NextPos.z += HalfWidth; - break; - } - default: - { + m_bOnGround = false; break; } } } - else - { - // We didn't hit anything, so move: - NextPos += (NextSpeed * DtSec.count()); - } - } - SetPosition(NextPos); - SetSpeed(NextSpeed); + // Set our position to where the block was hit: + m_Position = HitCoords; + m_Speed = NextSpeed; + } } diff --git a/src/Simulator/IncrementalRedstoneSimulator/ObserverHandler.h b/src/Simulator/IncrementalRedstoneSimulator/ObserverHandler.h index 071e16844..33f8d1355 100644 --- a/src/Simulator/IncrementalRedstoneSimulator/ObserverHandler.h +++ b/src/Simulator/IncrementalRedstoneSimulator/ObserverHandler.h @@ -42,7 +42,7 @@ namespace ObserverHandler // Update the last seen block: FindResult->second = Observed; - // Determine if to signal an update based on the block previously observed changed + // Determine if to signal an update based on if the block previously observed changed return Previous != Observed; } |