using System; using System.Collections.Generic; using OpenTK; namespace ClassicalSharp { public partial class Entity { protected bool onGround; protected Map map; protected BlockInfo info; protected byte GetPhysicsBlockId( int x, int y, int z ) { if( y >= map.Height ) return (byte)Block.Air; if( !map.IsValidPos( x, y, z ) ) return (byte)Block.Bedrock; return map.GetBlock( x, y, z ); } bool GetBoundingBox( byte block, int x, int y, int z, out BoundingBox box ) { box = new BoundingBox( Vector3.Zero, Vector3.Zero ); if( CanWalkThrough( block ) ) return false; Vector3 min = new Vector3( x, y, z ); Vector3 max = new Vector3( x + 1, y + info.BlockHeight( block ), z + 1 ); box = new BoundingBox( min, max ); return true; } struct State { public BoundingBox BlockBB; public byte Block; public float t; public State( BoundingBox bb, byte block, float t ) { BlockBB = bb; Block = block; this.t = t; } } bool CanWalkThrough( byte block ) { return block == 0 || info.IsSprite( block ) || info.IsLiquid( block ) || block == (byte)Block.Snow; } bool IsFreeYForStep( BoundingBox blockBB ) { // NOTE: if non whole blocks are added, use a proper AABB test. int x = (int)Utils.Floor( blockBB.Min.X ); int y = (int)Utils.Floor( blockBB.Min.Y ); int z = (int)Utils.Floor( blockBB.Min.Z ); return CanWalkThrough( GetPhysicsBlockId( x, y + 1, z ) ) && CanWalkThrough( GetPhysicsBlockId( x, y + 2, z ) ); } // TODO: test for corner cases, and refactor this. protected void MoveAndWallSlide() { Vector3 vel = Velocity; if( vel == Vector3.Zero ) return; Vector3 size = Size; Vector3 pos = Position; BoundingBox entityBB = new BoundingBox( pos.X - size.X / 2, pos.Y, pos.Z - size.Z / 2, pos.X + size.X / 2, pos.Y + size.Y, pos.Z + size.Z / 2 ); // Exact maximum extent the entity can reach. BoundingBox entityExtentBB = new BoundingBox( vel.X < 0 ? entityBB.Min.X + vel.X : entityBB.Min.X, vel.Y < 0 ? entityBB.Min.Y + vel.Y : entityBB.Min.Y, vel.Z < 0 ? entityBB.Min.Z + vel.Z : entityBB.Min.Z, vel.X > 0 ? entityBB.Max.X + vel.X : entityBB.Max.X, vel.Y > 0 ? entityBB.Max.Y + vel.Y : entityBB.Max.Y, vel.Z > 0 ? entityBB.Max.Z + vel.Z : entityBB.Max.Z ); // Find the equivalent map coordinates of the maximum extent. int minX = Utils.Floor( entityExtentBB.Min.X ); int minY = Utils.Floor( entityExtentBB.Min.Y ); int minZ = Utils.Floor( entityExtentBB.Min.Z ); int maxX = Utils.Floor( entityExtentBB.Max.X ); int maxY = Utils.Floor( entityExtentBB.Max.Y ); int maxZ = Utils.Floor( entityExtentBB.Max.Z ); List collisions = new List(); for( int x = minX; x <= maxX; x++ ) { for( int y = minY; y <= maxY; y++ ) { for( int z = minZ; z <= maxZ; z++ ) { byte blockId = GetPhysicsBlockId( x, y, z ); BoundingBox blockBB; if( !GetBoundingBox( blockId, x, y, z, out blockBB ) ) continue; if( !entityExtentBB.Intersects( blockBB ) ) continue; // necessary for some non whole blocks. (slabs) float tx = 0, ty = 0, tz = 0; CalcTime( ref vel, ref entityBB, ref blockBB, out tx, out ty, out tz ); if( tx > 1 || ty > 1 || tz > 1 ) continue; float t = (float)Math.Sqrt( tx * tx + ty * ty + tz * tz ); collisions.Add( new State( blockBB, blockId, t ) ); } } } bool wasOnGround = onGround; onGround = false; collisions.Sort( (a, b) => a.t.CompareTo( b.t ) ); foreach( State state in collisions ) { BoundingBox blockBB = state.BlockBB; if( !entityExtentBB.Intersects( blockBB ) ) continue; float tx = 0, ty = 0, tz = 0; CalcTime( ref Velocity, ref entityBB, ref blockBB, out tx, out ty, out tz ); float tMin = Math.Min( tx, Math.Min( ty, tz ) ); if( tMin > 1 ) Utils.LogWarning( "tmin > 1 in physics calculation.. this shouldn't have happened." ); BoundingBox finalBB = entityBB.Offset( Velocity * tMin ); // Find which axis we collide with. if( finalBB.Min.Y >= blockBB.Max.Y ) { Position.Y = blockBB.Max.Y + 0.001f; onGround = true; Velocity.Y = 0; entityBB.Min.Y = Position.Y; entityBB.Max.Y = Position.Y + Size.Y; entityExtentBB.Min.Y = entityBB.Min.Y; entityExtentBB.Max.Y = entityBB.Max.Y; } else if( finalBB.Max.Y <= blockBB.Min.Y ) { Position.Y = blockBB.Min.Y - size.Y - 0.001f; Velocity.Y = 0; entityBB.Min.Y = Position.Y; entityBB.Max.Y = Position.Y + Size.Y; entityExtentBB.Min.Y = entityBB.Min.Y; entityExtentBB.Max.Y = entityBB.Max.Y; } else { float yDist = blockBB.Max.Y - entityBB.Min.Y; if( yDist > 0 && yDist <= StepSize + 0.01f && wasOnGround && IsFreeYForStep( blockBB ) ) { // Slide up steps. Position.Y = blockBB.Max.Y + 0.001f; Velocity.Y = 0; entityBB.Min.Y = Position.Y; entityBB.Max.Y = Position.Y + Size.Y; onGround = true; entityExtentBB.Min.Y = entityBB.Min.Y; entityExtentBB.Max.Y = entityBB.Max.Y; } else if( finalBB.Min.X >= blockBB.Max.X ) { Position.X = blockBB.Max.X + size.X / 2 + 0.001f; Velocity.X = 0; entityBB.Min.X = pos.X - size.X / 2; entityBB.Max.X = pos.X + size.X / 2; entityExtentBB.Min.X = entityBB.Min.X; entityExtentBB.Max.X = entityBB.Max.X; } else if( finalBB.Max.X <= blockBB.Min.X ) { Position.X = blockBB.Min.X - size.X / 2 - 0.001f; Velocity.X = 0; entityBB.Min.X = Position.X - size.X / 2; entityBB.Max.X = Position.X + size.X / 2; entityExtentBB.Min.X = entityBB.Min.X; entityExtentBB.Max.X = entityBB.Max.X; } else if( finalBB.Min.Z >= blockBB.Max.Z ) { Position.Z = blockBB.Max.Z + size.Z / 2 + 0.001f; Velocity.Z = 0; entityBB.Min.Z = Position.Z - size.Z / 2; entityBB.Max.Z = Position.Z + size.Z / 2; entityExtentBB.Min.Z = entityBB.Min.Z; entityExtentBB.Max.Z = entityBB.Max.Z; } else if( finalBB.Max.Z <= blockBB.Min.Z ) { Position.Z = blockBB.Min.Z - size.Z / 2 - 0.001f; Velocity.Z = 0; entityBB.Min.Z = Position.Z - size.Z / 2; entityBB.Max.Z = Position.Z + size.Z / 2; entityExtentBB.Min.Z = entityBB.Min.Z; entityExtentBB.Max.Z = entityBB.Max.Z; } } } } static void CalcTime( ref Vector3 vel, ref BoundingBox entityBB, ref BoundingBox blockBB, out float tx, out float ty, out float tz ) { float dx = vel.X > 0 ? blockBB.Min.X - entityBB.Max.X : entityBB.Min.X - blockBB.Max.X; float dy = vel.Y > 0 ? blockBB.Min.Y - entityBB.Max.Y : entityBB.Min.Y - blockBB.Max.Y; float dz = vel.Z > 0 ? blockBB.Min.Z - entityBB.Max.Z : entityBB.Min.Z - blockBB.Max.Z; tx = vel.X == 0 ? float.PositiveInfinity : Math.Abs( dx / vel.X ); ty = vel.Y == 0 ? float.PositiveInfinity : Math.Abs( dy / vel.Y ); tz = vel.Z == 0 ? float.PositiveInfinity : Math.Abs( dz / vel.Z ); if( entityBB.XIntersects( blockBB ) ) tx = 0; if( entityBB.YIntersects( blockBB ) ) ty = 0; if( entityBB.ZIntersects( blockBB ) ) tz = 0; } } }