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src/physics.m
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// physics.cpp: no physics books were hurt nor consulted in the construction of // this code. All physics computations and constants were invented on the fly // and simply tweaked until they "felt right", and have no basis in reality. // Collision detection is simplistic but very robust (uses discrete steps at // fixed fps). #include "cube.h" #import "DynamicEntity.h" #import "Entity.h" #import "MapModelInfo.h" #import "Monster.h" #import "Player.h" #import "Variable.h" // collide with player or monster static bool plcollide( DynamicEntity *d, DynamicEntity *o, float *headspace, float *hi, float *lo) { if (o.state != CS_ALIVE) return true; const float r = o.radius + d.radius; if (fabs(o.origin.x - d.origin.x) < r && fabs(o.origin.y - d.origin.y) < r) { if (d.origin.z - d.eyeHeight < o.origin.z - o.eyeHeight) { if (o.origin.z - o.eyeHeight < *hi) *hi = o.origin.z - o.eyeHeight - 1; } else if (o.origin.z + o.aboveEye > *lo) *lo = o.origin.z + o.aboveEye + 1; if (fabs(o.origin.z - d.origin.z) < o.aboveEye + d.eyeHeight) return false; if ([d isKindOfClass: Monster.class]) return false; // hack *headspace = d.origin.z - o.origin.z - o.aboveEye - d.eyeHeight; if (*headspace < 0) *headspace = 10; } return true; } // recursively collide with a mipmapped corner cube static bool cornertest(int mip, int x, int y, int dx, int dy, int *bx, int *by, int *bs) { struct sqr *w = wmip[mip]; int sz = ssize >> mip; bool stest = SOLID(SWS(w, x + dx, y, sz)) && SOLID(SWS(w, x, y + dy, sz)); mip++; x /= 2; y /= 2; if (SWS(wmip[mip], x, y, ssize >> mip)->type == CORNER) { *bx = x << mip; *by = y << mip; *bs = 1 << mip; return cornertest(mip, x, y, dx, dy, bx, by, bs); } return stest; } // collide with a mapmodel static void mmcollide(DynamicEntity *d, float *hi, float *lo) { for (Entity *e in ents) { if (e.type != MAPMODEL) continue; MapModelInfo *mmi = getmminfo(e.attr2); if (mmi == nil || !mmi.h) continue; const float r = mmi.rad + d.radius; if (fabs(e.x - d.origin.x) < r && fabs(e.y - d.origin.y) < r) { float mmz = (float)(S(e.x, e.y)->floor + mmi.zoff + e.attr3); if (d.origin.z - d.eyeHeight < mmz) { if (mmz < *hi) *hi = mmz; } else if (mmz + mmi.h > *lo) *lo = mmz + mmi.h; } } } // all collision happens here // spawn is a dirty side effect used in spawning // drop & rise are supplied by the physics below to indicate gravity/push for // current mini-timestep bool collide(DynamicEntity *d, bool spawn, float drop, float rise) { // figure out integer cube rectangle this entity covers in map const float fx1 = d.origin.x - d.radius; const float fy1 = d.origin.y - d.radius; const float fx2 = d.origin.x + d.radius; const float fy2 = d.origin.y + d.radius; const int x1 = fx1; const int y1 = fy1; const int x2 = fx2; const int y2 = fy2; float hi = 127, lo = -128; // big monsters are afraid of heights, unless angry :) float minfloor = ([d isKindOfClass: Monster.class] && !spawn && d.health > 100 ? d.origin.z - d.eyeHeight - 4.5f : -1000.0f); for (int x = x1; x <= x2; x++) { for (int y = y1; y <= y2; y++) { // collide with map if (OUTBORD(x, y)) return false; struct sqr *s = S(x, y); float ceil = s->ceil; float floor = s->floor; switch (s->type) { case SOLID: return false; case CORNER: { int bx = x, by = y, bs = 1; if ((x == x1 && y == y1 && cornertest( 0, x, y, -1, -1, &bx, &by, &bs) && fx1 - bx + fy1 - by <= bs) || (x == x2 && y == y1 && cornertest( 0, x, y, 1, -1, &bx, &by, &bs) && fx2 - bx >= fy1 - by) || (x == x1 && y == y2 && cornertest( 0, x, y, -1, 1, &bx, &by, &bs) && fx1 - bx <= fy2 - by) || (x == x2 && y == y2 && cornertest( 0, x, y, 1, 1, &bx, &by, &bs) && fx2 - bx + fy2 - by >= bs)) return false; break; } // FIXME: too simplistic collision with slopes, makes // it feels like tiny stairs case FHF: floor -= (s->vdelta + S(x + 1, y)->vdelta + S(x, y + 1)->vdelta + S(x + 1, y + 1)->vdelta) / 16.0f; break; case CHF: ceil += (s->vdelta + S(x + 1, y)->vdelta + S(x, y + 1)->vdelta + S(x + 1, y + 1)->vdelta) / 16.0f; } if (ceil < hi) hi = ceil; if (floor > lo) lo = floor; if (floor < minfloor) return false; } } if (hi - lo < d.eyeHeight + d.aboveEye) return false; float headspace = 10; for (id player in players) { if (player == [OFNull null] || player == d) continue; if (!plcollide(d, player, &headspace, &hi, &lo)) return false; } if (d != Player.player1) if (!plcollide(d, Player.player1, &headspace, &hi, &lo)) return false; // this loop can be a performance bottleneck with many monster on a slow // cpu, should replace with a blockmap but seems mostly fast enough for (Monster *monster in Monster.monsters) if (!vreject(d.origin, monster.origin, 7.0f) && d != monster && !plcollide(d, monster, &headspace, &hi, &lo)) return false; headspace -= 0.01f; mmcollide(d, &hi, &lo); // collide with map models if (spawn) { // just drop to floor (sideeffect) d.origin = OFMakeVector3D(d.origin.x, d.origin.y, lo + d.eyeHeight); d.onFloor = true; } else { const float space = d.origin.z - d.eyeHeight - lo; if (space < 0) { if (space > -0.01) // stick on step d.origin = OFMakeVector3D( d.origin.x, d.origin.y, lo + d.eyeHeight); else if (space > -1.26f) // rise thru stair d.origin = OFAddVectors3D( d.origin, OFMakeVector3D(0, 0, rise)); else return false; } else // gravity d.origin = OFSubtractVectors3D(d.origin, OFMakeVector3D( 0, 0, min(min(drop, space), headspace))); const float space2 = hi - (d.origin.z + d.aboveEye); if (space2 < 0) { if (space2 < -0.1) return false; // hack alert! // glue to ceiling d.origin = OFMakeVector3D( d.origin.x, d.origin.y, hi - d.aboveEye); // cancel out jumping velocity d.velocity = OFMakeVector3D(d.velocity.x, d.velocity.y, 0); } d.onFloor = (d.origin.z - d.eyeHeight - lo < 0.001f); } return true; } float rad(float x) { return x * 3.14159f / 180; } VARP(maxroll, 0, 3, 20); int physicsfraction = 0, physicsrepeat = 0; const int MINFRAMETIME = 20; // physics always simulated at 50fps or better void physicsframe() // optimally schedule physics frames inside the graphics frames { if (curtime >= MINFRAMETIME) { int faketime = curtime + physicsfraction; physicsrepeat = faketime / MINFRAMETIME; physicsfraction = faketime - physicsrepeat * MINFRAMETIME; } else { physicsrepeat = 1; } } // main physics routine, moves a player/monster for a curtime step // moveres indicated the physics precision (which is lower for monsters and // multiplayer prediction) local is false for multiplayer prediction static void moveplayer4(DynamicEntity *pl, int moveres, bool local, int curtime) { const bool water = (hdr.waterlevel > pl.origin.z - 0.5f); const bool floating = (editmode && local) || pl.state == CS_EDITING; OFVector3D d; // vector of direction we ideally want to move in d.x = (float)(pl.move * cos(rad(pl.yaw - 90))); d.y = (float)(pl.move * sin(rad(pl.yaw - 90))); d.z = 0; if (floating || water) { d.x *= (float)cos(rad(pl.pitch)); d.y *= (float)cos(rad(pl.pitch)); d.z = (float)(pl.move * sin(rad(pl.pitch))); } d.x += (float)(pl.strafe * cos(rad(pl.yaw - 180))); d.y += (float)(pl.strafe * sin(rad(pl.yaw - 180))); const float speed = curtime / (water ? 2000.0f : 1000.0f) * pl.maxSpeed; const float friction = water ? 20.0f : (pl.onFloor || floating ? 6.0f : 30.0f); const float fpsfric = friction / curtime * 20.0f; // slowly apply friction and direction to // velocity, gives a smooth movement OFVector3D velocity = OFMultiplyVector3D(pl.velocity, fpsfric - 1); velocity = OFAddVectors3D(velocity, d); velocity = OFMultiplyVector3D(velocity, 1.0f / fpsfric); pl.velocity = velocity; // d is now frametime based velocity vector d = OFMultiplyVector3D(velocity, speed); pl.blocked = false; pl.moving = true; if (floating) { // just apply velocity pl.origin = OFAddVectors3D(pl.origin, d); if (pl.jumpNext) { pl.jumpNext = false; pl.velocity = OFMakeVector3D(pl.velocity.x, pl.velocity.y, 2); } } else { // apply velocity with collision if (pl.onFloor || water) { if (pl.jumpNext) { pl.jumpNext = false; // physics impulse upwards pl.velocity = OFMakeVector3D( pl.velocity.x, pl.velocity.y, 1.7); // dampen velocity change even harder, gives // correct water feel if (water) pl.velocity = OFMakeVector3D( pl.velocity.x / 8, pl.velocity.y / 8, pl.velocity.z); if (local) playsoundc(S_JUMP); else if ([pl isKindOfClass: Monster.class]) { OFVector3D loc = pl.origin; playsound(S_JUMP, &loc); } } else if (pl.timeInAir > 800) { // if we land after long time must have been a // high jump, make thud sound if (local) playsoundc(S_LAND); else if ([pl isKindOfClass: Monster.class]) { OFVector3D loc = pl.origin; playsound(S_LAND, &loc); } } pl.timeInAir = 0; } else pl.timeInAir += curtime; const float gravity = 20; const float f = 1.0f / moveres; // incorrect, but works fine float dropf = ((gravity - 1) + pl.timeInAir / 15.0f); // float slowly down in water if (water) { dropf = 5; pl.timeInAir = 0; } // at high fps, gravity kicks in too fast const float drop = dropf * curtime / gravity / 100 / moveres; // extra smoothness when lifting up stairs const float rise = speed / moveres / 1.2f; // discrete steps collision detection & sliding for (int i = 0; i < moveres; i++) { // try move forward pl.origin = OFAddVectors3D(pl.origin, OFMakeVector3D(f * d.x, f * d.y, f * d.z)); if (collide(pl, false, drop, rise)) continue; // player stuck, try slide along y axis pl.blocked = true; pl.origin = OFSubtractVectors3D( pl.origin, OFMakeVector3D(f * d.x, 0, 0)); if (collide(pl, false, drop, rise)) { d.x = 0; continue; } // still stuck, try x axis pl.origin = OFAddVectors3D( pl.origin, OFMakeVector3D(f * d.x, -f * d.y, 0)); if (collide(pl, false, drop, rise)) { d.y = 0; continue; } // try just dropping down pl.moving = false; pl.origin = OFSubtractVectors3D( pl.origin, OFMakeVector3D(f * d.x, 0, 0)); if (collide(pl, false, drop, rise)) { d.y = d.x = 0; continue; } pl.origin = OFSubtractVectors3D( pl.origin, OFMakeVector3D(0, 0, f * d.z)); break; } } // detect wether player is outside map, used for skipping zbuffer clear // mostly if (pl.origin.x < 0 || pl.origin.x >= ssize || pl.origin.y < 0 || pl.origin.y > ssize) pl.outsideMap = true; else { struct sqr *s = S((int)pl.origin.x, (int)pl.origin.y); pl.outsideMap = SOLID(s) || pl.origin.z < s->floor - (s->type == FHF ? s->vdelta / 4 : 0) || pl.origin.z > s->ceil + (s->type == CHF ? s->vdelta / 4 : 0); } // automatically apply smooth roll when strafing if (pl.strafe == 0) pl.roll = pl.roll / (1 + (float)sqrt((float)curtime) / 25); else { pl.roll += pl.strafe * curtime / -30.0f; if (pl.roll > maxroll) pl.roll = (float)maxroll; if (pl.roll < -maxroll) pl.roll = (float)-maxroll; } // play sounds on water transitions if (!pl.inWater && water) { OFVector3D loc = pl.origin; playsound(S_SPLASH2, &loc); pl.velocity = OFMakeVector3D(pl.velocity.x, pl.velocity.y, 0); } else if (pl.inWater && !water) { OFVector3D loc = pl.origin; playsound(S_SPLASH1, &loc); } pl.inWater = water; } void moveplayer(DynamicEntity *pl, int moveres, bool local) { for (int i = 0; i < physicsrepeat; i++) moveplayer4(pl, moveres, local, i ? curtime / physicsrepeat : curtime - curtime / physicsrepeat * (physicsrepeat - 1)); }