// 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" // 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.o.x - d.o.x) < r && fabs(o.o.y - d.o.y) < r) { if (d.o.z - d.eyeheight < o.o.z - o.eyeheight) { if (o.o.z - o.eyeheight < *hi) *hi = o.o.z - o.eyeheight - 1; } else if (o.o.z + o.aboveeye > *lo) *lo = o.o.z + o.aboveeye + 1; if (fabs(o.o.z - d.o.z) < o.aboveeye + d.eyeheight) return false; if (d.monsterstate) return false; // hack *headspace = d.o.z - o.o.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.o.x) < r && fabs(e.y - d.o.y) < r) { float mmz = (float)(S(e.x, e.y)->floor + mmi.zoff + e.attr3); if (d.o.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.o.x - d.radius; const float fy1 = d.o.y - d.radius; const float fx2 = d.o.x + d.radius; const float fy2 = d.o.y + d.radius; const int x1 = fast_f2nat(fx1); const int y1 = fast_f2nat(fy1); const int x2 = fast_f2nat(fx2); const int y2 = fast_f2nat(fy2); float hi = 127, lo = -128; // big monsters are afraid of heights, unless angry :) float minfloor = (d.monsterstate && !spawn && d.health > 100) ? d.o.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 != player1) if (!plcollide(d, 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 (DynamicEntity *monster in getmonsters()) if (!vreject(d.o, monster.o, 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.o = OFMakeVector3D(d.o.x, d.o.y, lo + d.eyeheight); d.onfloor = true; } else { const float space = d.o.z - d.eyeheight - lo; if (space < 0) { if (space > -0.01) // stick on step d.o = OFMakeVector3D( d.o.x, d.o.y, lo + d.eyeheight); else if (space > -1.26f) // rise thru stair d.o = OFMakeVector3D(d.o.x, d.o.y, d.o.z + rise); else return false; } else // gravity d.o = OFMakeVector3D(d.o.x, d.o.y, d.o.z - min(min(drop, space), headspace)); const float space2 = hi - (d.o.z + d.aboveeye); if (space2 < 0) { if (space2 < -0.1) return false; // hack alert! // glue to ceiling d.o = OFMakeVector3D(d.o.x, d.o.y, hi - d.aboveeye); // cancel out jumping velocity d.vel = OFMakeVector3D(d.vel.x, d.vel.y, 0); } d.onfloor = d.o.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.o.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 vmul(pl.vel, fpsfric - 1); vadd(pl.vel, d); vdiv(pl.vel, fpsfric); d = pl.vel; vmul(d, speed); // d is now frametime based velocity vector pl.blocked = false; pl.moving = true; if (floating) { // just apply velocity vadd(pl.o, d); if (pl.jumpnext) { pl.jumpnext = false; pl.vel = OFMakeVector3D(pl.vel.x, pl.vel.y, 2); } } else { // apply velocity with collision if (pl.onfloor || water) { if (pl.jumpnext) { pl.jumpnext = false; // physics impulse upwards pl.vel = OFMakeVector3D(pl.vel.x, pl.vel.y, 1.7); // dampen velocity change even harder, gives // correct water feel if (water) pl.vel = OFMakeVector3D(pl.vel.x / 8, pl.vel.y / 8, pl.vel.z); if (local) playsoundc(S_JUMP); else if (pl.monsterstate) { OFVector3D loc = pl.o; 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.monsterstate) { OFVector3D loc = pl.o; 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; loopi(moveres) // discrete steps collision detection & sliding { // try move forward pl.o = OFMakeVector3D(pl.o.x + f * d.x, pl.o.y + f * d.y, pl.o.z + f * d.z); if (collide(pl, false, drop, rise)) continue; // player stuck, try slide along y axis pl.blocked = true; pl.o = OFMakeVector3D(pl.o.x - f * d.x, pl.o.y, pl.o.z); if (collide(pl, false, drop, rise)) { d.x = 0; continue; } // still stuck, try x axis pl.o = OFMakeVector3D( pl.o.x + f * d.x, pl.o.y - f * d.y, pl.o.z); if (collide(pl, false, drop, rise)) { d.y = 0; continue; } // try just dropping down pl.moving = false; pl.o = OFMakeVector3D(pl.o.x - f * d.x, pl.o.y, pl.o.z); if (collide(pl, false, drop, rise)) { d.y = d.x = 0; continue; } pl.o = OFMakeVector3D(pl.o.x, pl.o.y, pl.o.z - f * d.z); break; } } // detect wether player is outside map, used for skipping zbuffer clear // mostly if (pl.o.x < 0 || pl.o.x >= ssize || pl.o.y < 0 || pl.o.y > ssize) pl.outsidemap = true; else { struct sqr *s = S((int)pl.o.x, (int)pl.o.y); pl.outsidemap = SOLID(s) || pl.o.z < s->floor - (s->type == FHF ? s->vdelta / 4 : 0) || pl.o.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.o; playsound(S_SPLASH2, &loc); pl.vel = OFMakeVector3D(pl.vel.x, pl.vel.y, 0); } else if (pl.inwater && !water) { OFVector3D loc = pl.o; playsound(S_SPLASH1, &loc); } pl.inwater = water; } void moveplayer(DynamicEntity *pl, int moveres, bool local) { loopi(physicsrepeat) moveplayer4(pl, moveres, local, i ? curtime / physicsrepeat : curtime - curtime / physicsrepeat * (physicsrepeat - 1)); }