// 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 "MapModelInfo.h"
bool
plcollide(dynent *d, dynent *o, float &headspace, float &hi,
float &lo) // collide with player or monster
{
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;
};
bool
cornertest(int mip, int x, int y, int dx, int dy, int &bx, int &by,
int &bs) // recursively collide with a mipmapped corner cube
{
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;
};
void
mmcollide(dynent *d, float &hi, float &lo) // collide with a mapmodel
{
loopv(ents)
{
entity &e = ents[i];
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(dynent *d, bool spawn, float drop, float rise)
{
const float fx1 =
d->o.x - d->radius; // figure out integer cube rectangle this entity
// covers in map
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;
float minfloor = (d->monsterstate && !spawn && d->health > 100)
? d->o.z - d->eyeheight - 4.5f
: -1000.0f; // big monsters are afraid of heights,
// unless angry :)
for (int x = x1; x <= x2; x++)
for (int y = y1; y <= y2; y++) // collide with map
{
if (OUTBORD(x, y))
return false;
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;
};
case FHF: // FIXME: too simplistic collision with
// slopes, makes it feels like tiny stairs
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;
loopv(players) // collide with other players
{
dynent *o = players[i];
if (!o || o == d)
continue;
if (!plcollide(d, o, headspace, hi, lo))
return false;
};
if (d != player1)
if (!plcollide(d, player1, headspace, hi, lo))
return false;
dvector &v = getmonsters();
// this loop can be a performance bottleneck with many monster on a slow
// cpu, should replace with a blockmap but seems mostly fast enough
loopv(v) if (!vreject(d->o, v[i]->o, 7.0f) && d != v[i] &&
!plcollide(d, v[i], headspace, hi, lo)) return false;
headspace -= 0.01f;
mmcollide(d, hi, lo); // collide with map models
if (spawn) {
d->o.z = lo + d->eyeheight; // just drop to floor (sideeffect)
d->onfloor = true;
} else {
const float space = d->o.z - d->eyeheight - lo;
if (space < 0) {
if (space > -0.01)
d->o.z = lo + d->eyeheight; // stick on step
else if (space > -1.26f)
d->o.z += rise; // rise thru stair
else
return false;
} else {
d->o.z -= min(min(drop, space), headspace); // gravity
};
const float space2 = hi - (d->o.z + d->aboveeye);
if (space2 < 0) {
if (space2 < -0.1)
return false; // hack alert!
d->o.z = hi - d->aboveeye; // glue to ceiling
d->vel.z = 0; // cancel out jumping velocity
};
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
void
moveplayer(dynent *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;
vmul(pl->vel, fpsfric - 1); // slowly apply friction and direction to
// velocity, gives a smooth movement
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.z = 2;
}
} else // apply velocity with collision
{
if (pl->onfloor || water) {
if (pl->jumpnext) {
pl->jumpnext = false;
pl->vel.z = 1.7f; // physics impulse upwards
if (water) {
pl->vel.x /= 8;
pl->vel.y /= 8;
}; // dampen velocity change even harder, gives
// correct water feel
if (local)
playsoundc(S_JUMP);
else if (pl->monsterstate)
playsound(S_JUMP, &pl->o);
} 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)
playsound(S_LAND, &pl->o);
};
pl->timeinair = 0;
} else {
pl->timeinair += curtime;
};
const float gravity = 20;
const float f = 1.0f / moveres;
float dropf =
((gravity - 1) +
pl->timeinair / 15.0f); // incorrect, but works fine
if (water) {
dropf = 5;
pl->timeinair = 0;
}; // float slowly down in water
const float drop =
dropf * curtime / gravity / 100 /
moveres; // at high fps, gravity kicks in too fast
const float rise =
speed / moveres /
1.2f; // extra smoothness when lifting up stairs
loopi(moveres) // discrete steps collision detection & sliding
{
// try move forward
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.x -= f * d.x;
if (collide(pl, false, drop, rise)) {
d.x = 0;
continue;
};
pl->o.x += f * d.x;
// still stuck, try x axis
pl->o.y -= f * d.y;
if (collide(pl, false, drop, rise)) {
d.y = 0;
continue;
};
pl->o.y += f * d.y;
// try just dropping down
pl->moving = false;
pl->o.x -= f * d.x;
pl->o.y -= f * d.y;
if (collide(pl, false, drop, rise)) {
d.y = d.x = 0;
continue;
};
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 {
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) {
playsound(S_SPLASH2, &pl->o);
pl->vel.z = 0;
} else if (pl->inwater && !water)
playsound(S_SPLASH1, &pl->o);
pl->inwater = water;
};
void
moveplayer(dynent *pl, int moveres, bool local)
{
loopi(physicsrepeat) moveplayer(pl, moveres, local,
i ? curtime / physicsrepeat
: curtime - curtime / physicsrepeat * (physicsrepeat - 1));
};