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Moved physics to the cEntity class from the derivative classes (cMonster, cPickup). Added physics override to cPlayer to disable physics calculations. Fixed bug with pitch calculations on mobs.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1400 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
keyboard.osh@gmail.com
2013-04-22 07:18:03 +00:00
parent c97851adc6
commit de03dd6460
7 changed files with 207 additions and 274 deletions

View File

@@ -9,6 +9,9 @@
#include "Matrix4f.h"
#include "ReferenceManager.h"
#include "ClientHandle.h"
#include "Tracer.h"
#include "Chunk.h"
#include "Simulator/FluidSimulator.h"
@@ -33,6 +36,8 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z)
, m_bDirtyOrientation(true)
, m_bDirtyPosition(true)
, m_bDirtySpeed(true)
, m_bOnGround( false )
, m_Gravity( -9.81f )
, m_IsInitialized(false)
, m_LastPosX( 0.0 )
, m_LastPosY( 0.0 )
@@ -44,6 +49,7 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z)
, m_World(NULL)
, m_FireDamageInterval(0.f)
, m_BurnPeriod(0.f)
, m_WaterSpeed( 0.0 , 0.0 , 0.0 )
{
cCSLock Lock(m_CSCount);
m_EntityCount++;
@@ -201,6 +207,160 @@ void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
{
//TODO Add collision detection with entities.
a_Dt /= 1000;
Vector3d NextPos = Vector3d(GetPosX(),GetPosY(),GetPosZ());
Vector3d NextSpeed = Vector3d(GetSpeedX(),GetSpeedY(),GetSpeedZ());
int BlockX = (int) floor(NextPos.x);
int BlockY = (int) floor(NextPos.y);
int BlockZ = (int) floor(NextPos.z);
//Make sure we got the correct chunk and a valid one. No one ever knows...
cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ);
if (NextChunk != NULL)
{
int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width);
int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width);
BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
if( BlockIn == E_BLOCK_AIR || IsBlockWater(BlockIn) || BlockIn == E_BLOCK_FIRE || IsBlockLava(BlockIn) ) // If not in ground itself or in water or in fire or in lava
{
if( m_bOnGround ) // check if it's still on the ground
{
BLOCKTYPE BlockBelow = NextChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
if(BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow) || BlockBelow == E_BLOCK_FIRE || IsBlockLava(BlockBelow)) //Check if block below is air or water.
{
m_bOnGround = false;
}
}
}
else
{
//Push out entity.
m_bOnGround = true;
NextPos.y += 0.2;
LOGD("Entity #%d (%s) is inside a block at {%d,%d,%d}",
m_UniqueID, GetClass(), BlockX, BlockY, BlockZ);
}
if (!m_bOnGround)
{
float fallspeed;
if (!IsBlockWater(BlockIn))
{
fallspeed = m_Gravity * a_Dt;
}
else
{
fallspeed = -3.0f * a_Dt; //Fall slower in water.
}
NextSpeed.y += fallspeed;
}
else
{
//Friction
if (NextSpeed.SqrLength() > 0.0004f)
{
NextSpeed.x *= 0.7f/(1+a_Dt);
if ( fabs(NextSpeed.x) < 0.05 ) NextSpeed.x = 0;
NextSpeed.z *= 0.7f/(1+a_Dt);
if ( fabs(NextSpeed.z) < 0.05 ) NextSpeed.z = 0;
}
}
//Get water direction
Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);
m_WaterSpeed *= 0.9f; //Reduce speed each tick
switch(WaterDir)
{
case X_PLUS:
m_WaterSpeed.x = 1.f;
m_bOnGround = false;
break;
case X_MINUS:
m_WaterSpeed.x = -1.f;
m_bOnGround = false;
break;
case Z_PLUS:
m_WaterSpeed.z = 1.f;
m_bOnGround = false;
break;
case Z_MINUS:
m_WaterSpeed.z = -1.f;
m_bOnGround = false;
break;
default:
break;
}
if (fabs(m_WaterSpeed.x) < 0.05)
{
m_WaterSpeed.x = 0;
}
if (fabs(m_WaterSpeed.z) < 0.05)
{
m_WaterSpeed.z = 0;
}
NextSpeed += m_WaterSpeed;
if( NextSpeed.SqrLength() > 0.f )
{
cTracer Tracer( GetWorld() );
int Ret = Tracer.Trace( NextPos, NextSpeed, 2 );
if( Ret ) // Oh noez! we hit something
{
// Set to hit position
if( (Tracer.RealHit - NextPos).SqrLength() <= ( NextSpeed * a_Dt ).SqrLength() )
{
if( Ret == 1 )
{
if( Tracer.HitNormal.x != 0.f ) NextSpeed.x = 0.f;
if( Tracer.HitNormal.y != 0.f ) NextSpeed.y = 0.f;
if( Tracer.HitNormal.z != 0.f ) NextSpeed.z = 0.f;
if( Tracer.HitNormal.y > 0 ) // means on ground
{
m_bOnGround = true;
}
}
NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z);
NextPos.x += Tracer.HitNormal.x * 0.5f;
NextPos.z += Tracer.HitNormal.z * 0.5f;
}
else
NextPos += (NextSpeed * a_Dt);
}
else
{ // We didn't hit anything, so move =]
NextPos += (NextSpeed * a_Dt);
}
}
BlockX = (int) floor(NextPos.x);
BlockZ = (int) floor(NextPos.z);
NextChunk = NextChunk->GetNeighborChunk(BlockX,BlockZ);
//See if we can commit our changes. If not, we will discard them.
if (NextChunk != NULL)
{
if (NextPos.x != GetPosX()) SetPosX(NextPos.x);
if (NextPos.y != GetPosY()) SetPosY(NextPos.y);
if (NextPos.z != GetPosZ()) SetPosZ(NextPos.z);
if (NextSpeed.x != GetSpeedX()) SetSpeedX(NextSpeed.x);
if (NextSpeed.y != GetSpeedY()) SetSpeedY(NextSpeed.y);
if (NextSpeed.z != GetSpeedZ()) SetSpeedZ(NextSpeed.z);
}
}
}
void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
{
//We need to keep updating the clients when there is movement or if there was a change in speed and after 2 ticks