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Physics.c
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Physics.c
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#include <math.h>
#include <stddef.h>
// SpadesX
#include "../../Extern/libmapvxl/libmapvxl.h"
#include "../Structs.h"
#include "Types.h"
#include "Physics.h"
#define SQRT 0.70710678f
#define MINERANGE 3
#define FALL_SLOW_DOWN 0.24f
#define FALL_DAMAGE_VELOCITY 0.58f
#define FALL_DAMAGE_SCALAR 4096
// globals to make porting easier
float ftotclk;
float fsynctics;
static inline void getOrientation(Orientation* o, float orientation_x, float orientation_y, float orientation_z)
{
float f;
o->forward.x = orientation_x;
o->forward.y = orientation_y;
o->forward.z = orientation_z;
f = sqrtf(orientation_x * orientation_x + orientation_y * orientation_y);
o->strafe.x = -orientation_y / f;
o->strafe.y = orientation_x / f;
o->strafe.z = 0.0f;
o->height.x = -orientation_z * o->strafe.y;
o->height.y = orientation_z * o->strafe.x;
o->height.z = orientation_x * o->strafe.y - orientation_y * o->strafe.x;
}
float distance3d(float x1, float y1, float z1, float x2, float y2, float z2)
{
return sqrtf(pow(x2 - x1, 2) + pow(y2 - y1, 2) + pow(z2 - z1, 2));
}
int validateHit(Vector3f shooter, Vector3f orientation, Vector3f otherPos, float tolerance)
{
float cx, cy, cz, r, x, y;
Orientation o;
getOrientation(&o, orientation.x, orientation.y, orientation.z);
otherPos.x -= shooter.x;
otherPos.y -= shooter.y;
otherPos.z -= shooter.z;
cz = otherPos.x * o.forward.x + otherPos.y * o.forward.y + otherPos.z * o.forward.z;
r = 1.f / cz;
cx = otherPos.x * o.strafe.x + otherPos.y * o.strafe.y + otherPos.z * o.strafe.z;
x = cx * r;
cy = otherPos.x * o.height.x + otherPos.y * o.height.y + otherPos.z * o.height.z;
y = cy * r;
r *= tolerance;
int ret = (x - r < 0 && x + r > 0 && y - r < 0 && y + r > 0);
return ret;
}
// silly VOXLAP function
static inline void ftol(float f, long* a)
{
*a = (long) f;
}
// same as isvoxelsolid but water is empty && out of bounds returns true
static inline int clipbox(Server* server, float x, float y, float z)
{
int sz;
if (x < 0 || x >= server->map.map.size_x || y < 0 || y >= server->map.map.size_y)
return 1;
else if (z < 0)
return 0;
sz = (int) z;
if (sz == server->map.map.size_z - 1)
sz = server->map.map.size_z - 2;
else if (sz >= server->map.map.size_z)
return 1;
return mapvxl_is_solid(&server->map.map, (int) x, (int) y, sz);
}
// same as isvoxelsolid() but with wrapping
static inline long isvoxelsolidwrap(Server* server, long x, long y, long z)
{
if (z < 0)
return 0;
else if (z >= server->map.map.size_z)
return 1;
return mapvxl_is_solid(&server->map.map, (int) x & (server->map.map.size_x-1), (int) y & (server->map.map.size_y-1), z);
}
// same as isvoxelsolid but water is empty
static inline long clipworld(Server* server, long x, long y, long z)
{
int sz;
if (x < 0 || x >= server->map.map.size_x || y < 0 || y >= server->map.map.size_y)
return 0;
if (z < 0)
return 0;
sz = (int) z;
if (sz == server->map.map.size_z - 1)
sz = server->map.map.size_z - 2;
else if (sz >= server->map.map.size_z - 1)
return 1;
else if (sz < 0)
return 0;
return mapvxl_is_solid(&server->map.map, (int) x, (int) y, sz);
}
long canSee(Server* server, float x0, float y0, float z0, float x1, float y1, float z1)
{
Vector3f f, g;
Vector3l a, c, d, p, i;
d.x = 0;
d.y = 0;
d.z = 0;
long cnt = 0;
ftol(x0 - .5f, &a.x);
ftol(y0 - .5f, &a.y);
ftol(z0 - .5f, &a.z);
ftol(x1 - .5f, &c.x);
ftol(y1 - .5f, &c.y);
ftol(z1 - .5f, &c.z);
if (c.x < a.x) {
d.x = -1;
f.x = x0 - a.x;
g.x = (x0 - x1) * 1024;
cnt += a.x - c.x;
} else if (c.x != a.x) {
d.x = 1;
f.x = a.x + 1 - x0;
g.x = (x1 - x0) * 1024;
cnt += c.x - a.x;
} else
f.x = g.x = 0;
if (c.y < a.y) {
d.y = -1;
f.y = y0 - a.y;
g.y = (y0 - y1) * 1024;
cnt += a.y - c.y;
} else if (c.y != a.y) {
d.y = 1;
f.y = a.y + 1 - y0;
g.y = (y1 - y0) * 1024;
cnt += c.y - a.y;
} else
f.y = g.y = 0;
if (c.z < a.z) {
d.z = -1;
f.z = z0 - a.z;
g.z = (z0 - z1) * 1024;
cnt += a.z - c.z;
} else if (c.z != a.z) {
d.z = 1;
f.z = a.z + 1 - z0;
g.z = (z1 - z0) * 1024;
cnt += c.z - a.z;
} else
f.z = g.z = 0;
ftol(f.x * g.z - f.z * g.x, &p.x);
ftol(g.x, &i.x);
ftol(f.y * g.z - f.z * g.y, &p.y);
ftol(g.y, &i.y);
ftol(f.y * g.x - f.x * g.y, &p.z);
ftol(g.z, &i.z);
if (cnt > 32)
cnt = 32;
while (cnt) {
if (((p.x | p.y) >= 0) && (a.z != c.z)) {
a.z += d.z;
p.x -= i.x;
p.y -= i.y;
} else if ((p.z >= 0) && (a.x != c.x)) {
a.x += d.x;
p.x += i.z;
p.z -= i.y;
} else {
a.y += d.y;
p.y += i.z;
p.z += i.x;
}
if (isvoxelsolidwrap(server, a.x, a.y, a.z))
return 0;
cnt--;
}
return 1;
}
long castRay(Server* server,
float x0,
float y0,
float z0,
float x1,
float y1,
float z1,
float length,
long* x,
long* y,
long* z)
{
x1 = x0 + x1 * length;
y1 = y0 + y1 * length;
z1 = z0 + z1 * length;
Vector3f f, g;
Vector3l a, c, d, p, i;
d.x = 0;
d.y = 0;
d.z = 0;
long cnt = 0;
ftol(x0 - .5f, &a.x);
ftol(y0 - .5f, &a.y);
ftol(z0 - .5f, &a.z);
ftol(x1 - .5f, &c.x);
ftol(y1 - .5f, &c.y);
ftol(z1 - .5f, &c.z);
if (c.x < a.x) {
d.x = -1;
f.x = x0 - a.x;
g.x = (x0 - x1) * 1024;
cnt += a.x - c.x;
} else if (c.x != a.x) {
d.x = 1;
f.x = a.x + 1 - x0;
g.x = (x1 - x0) * 1024;
cnt += c.x - a.x;
} else
f.x = g.x = 0;
if (c.y < a.y) {
d.y = -1;
f.y = y0 - a.y;
g.y = (y0 - y1) * 1024;
cnt += a.y - c.y;
} else if (c.y != a.y) {
d.y = 1;
f.y = a.y + 1 - y0;
g.y = (y1 - y0) * 1024;
cnt += c.y - a.y;
} else
f.y = g.y = 0;
if (c.z < a.z) {
d.z = -1;
f.z = z0 - a.z;
g.z = (z0 - z1) * 1024;
cnt += a.z - c.z;
} else if (c.z != a.z) {
d.z = 1;
f.z = a.z + 1 - z0;
g.z = (z1 - z0) * 1024;
cnt += c.z - a.z;
} else
f.z = g.z = 0;
ftol(f.x * g.z - f.z * g.x, &p.x);
ftol(g.x, &i.x);
ftol(f.y * g.z - f.z * g.y, &p.y);
ftol(g.y, &i.y);
ftol(f.y * g.x - f.x * g.y, &p.z);
ftol(g.z, &i.z);
if (cnt > length)
cnt = (long) length;
while (cnt) {
if (((p.x | p.y) >= 0) && (a.z != c.z)) {
a.z += d.z;
p.x -= i.x;
p.y -= i.y;
} else if ((p.z >= 0) && (a.x != c.x)) {
a.x += d.x;
p.x += i.z;
p.z -= i.y;
} else {
a.y += d.y;
p.y += i.z;
p.z += i.x;
}
if (isvoxelsolidwrap(server, a.x, a.y, a.z)) {
*x = a.x;
*y = a.y;
*z = a.z;
return 1;
}
cnt--;
}
return 0;
}
// original C code
static inline void repositionPlayer(Server* server, uint8 playerID, Vector3f* position)
{
float f; /* FIXME meaningful name */
server->player[playerID].movement.eyePos = server->player[playerID].movement.position = *position;
f = server->player[playerID].lastclimb - ftotclk; /* FIXME meaningful name */
if (f > -0.25f)
server->player[playerID].movement.eyePos.z += (f + 0.25f) / 0.25f;
}
static inline void setOrientationVectors(Vector3f* o, Vector3f* s, Vector3f* h)
{
float f = sqrtf(o->x * o->x + o->y * o->y);
s->x = -o->y / f;
s->y = o->x / f;
h->x = -o->z * s->y;
h->y = o->z * s->x;
h->z = o->x * s->y - o->y * s->x;
}
void reorientPlayer(Server* server, uint8 playerID, Vector3f* orientation)
{
server->player[playerID].movement.forwardOrientation = *orientation;
setOrientationVectors(orientation,
&server->player[playerID].movement.strafeOrientation,
&server->player[playerID].movement.heightOrientation);
}
int tryUncrouch(Server* server, uint8 playerID)
{
float x1 = server->player[playerID].movement.position.x + 0.45f;
float x2 = server->player[playerID].movement.position.x - 0.45f;
float y1 = server->player[playerID].movement.position.y + 0.45f;
float y2 = server->player[playerID].movement.position.y - 0.45f;
float z1 = server->player[playerID].movement.position.z + 2.25f;
float z2 = server->player[playerID].movement.position.z - 1.35f;
// first check if player can lower feet (in midair)
if (server->player[playerID].airborne && !(clipbox(server, x1, y1, z1) || clipbox(server, x1, y2, z1) ||
clipbox(server, x2, y1, z1) || clipbox(server, x2, y2, z1)))
return (1);
// then check if they can raise their head
else if (!(clipbox(server, x1, y1, z2) || clipbox(server, x1, y2, z2) || clipbox(server, x2, y1, z2) ||
clipbox(server, x2, y2, z2)))
{
server->player[playerID].movement.position.z -= 0.9f;
server->player[playerID].movement.eyePos.z -= 0.9f;
return (1);
}
return (0);
}
// player movement with autoclimb
void boxclipmove(Server* server, uint8 playerID)
{
float offset, m, f, nx, ny, nz, z;
long climb = 0;
f = fsynctics * 32.f;
nx = f * server->player[playerID].movement.velocity.x + server->player[playerID].movement.position.x;
ny = f * server->player[playerID].movement.velocity.y + server->player[playerID].movement.position.y;
if (server->player[playerID].crouching) {
offset = 0.45f;
m = 0.9f;
} else {
offset = 0.9f;
m = 1.35f;
}
nz = server->player[playerID].movement.position.z + offset;
if (server->player[playerID].movement.velocity.x < 0)
f = -0.45f;
else
f = 0.45f;
z = m;
while (z >= -1.36f && !clipbox(server, nx + f, server->player[playerID].movement.position.y - 0.45f, nz + z) &&
!clipbox(server, nx + f, server->player[playerID].movement.position.y + 0.45f, nz + z))
z -= 0.9f;
if (z < -1.36f)
server->player[playerID].movement.position.x = nx;
else if (!server->player[playerID].crouching && server->player[playerID].movement.forwardOrientation.z < 0.5f &&
!server->player[playerID].sprinting)
{
z = 0.35f;
while (z >= -2.36f && !clipbox(server, nx + f, server->player[playerID].movement.position.y - 0.45f, nz + z) &&
!clipbox(server, nx + f, server->player[playerID].movement.position.y + 0.45f, nz + z))
z -= 0.9f;
if (z < -2.36f) {
server->player[playerID].movement.position.x = nx;
climb = 1;
} else
server->player[playerID].movement.velocity.x = 0;
} else
server->player[playerID].movement.velocity.x = 0;
if (server->player[playerID].movement.velocity.y < 0)
f = -0.45f;
else
f = 0.45f;
z = m;
while (z >= -1.36f && !clipbox(server, server->player[playerID].movement.position.x - 0.45f, ny + f, nz + z) &&
!clipbox(server, server->player[playerID].movement.position.x + 0.45f, ny + f, nz + z))
z -= 0.9f;
if (z < -1.36f)
server->player[playerID].movement.position.y = ny;
else if (!server->player[playerID].crouching && server->player[playerID].movement.forwardOrientation.z < 0.5f &&
!server->player[playerID].sprinting && !climb)
{
z = 0.35f;
while (z >= -2.36f && !clipbox(server, server->player[playerID].movement.position.x - 0.45f, ny + f, nz + z) &&
!clipbox(server, server->player[playerID].movement.position.x + 0.45f, ny + f, nz + z))
z -= 0.9f;
if (z < -2.36f) {
server->player[playerID].movement.position.y = ny;
climb = 1;
} else
server->player[playerID].movement.velocity.y = 0;
} else if (!climb)
server->player[playerID].movement.velocity.y = 0;
if (climb) {
server->player[playerID].movement.velocity.x *= 0.5f;
server->player[playerID].movement.velocity.y *= 0.5f;
server->player[playerID].lastclimb = ftotclk;
nz--;
m = -1.35f;
} else {
if (server->player[playerID].movement.velocity.z < 0)
m = -m;
nz += server->player[playerID].movement.velocity.z * fsynctics * 32.f;
}
server->player[playerID].airborne = 1;
if (clipbox(server,
server->player[playerID].movement.position.x - 0.45f,
server->player[playerID].movement.position.y - 0.45f,
nz + m) ||
clipbox(server,
server->player[playerID].movement.position.x - 0.45f,
server->player[playerID].movement.position.y + 0.45f,
nz + m) ||
clipbox(server,
server->player[playerID].movement.position.x + 0.45f,
server->player[playerID].movement.position.y - 0.45f,
nz + m) ||
clipbox(server,
server->player[playerID].movement.position.x + 0.45f,
server->player[playerID].movement.position.y + 0.45f,
nz + m))
{
if (server->player[playerID].movement.velocity.z >= 0) {
server->player[playerID].wade = server->player[playerID].movement.position.z > 61;
server->player[playerID].airborne = 0;
}
server->player[playerID].movement.velocity.z = 0;
} else
server->player[playerID].movement.position.z = nz - offset;
repositionPlayer(server, playerID, &server->player[playerID].movement.position);
}
long movePlayer(Server* server, uint8 playerID)
{
float f, f2;
// move player and perform simple physics (gravity, momentum, friction)
if (server->player[playerID].jumping) {
server->player[playerID].jumping = 0;
server->player[playerID].movement.velocity.z = -0.36f;
}
f = fsynctics; // player acceleration scalar
if (server->player[playerID].airborne)
f *= 0.1f;
else if (server->player[playerID].crouching)
f *= 0.3f;
else if ((server->player[playerID].secondary_fire && server->player[playerID].item == 2) ||
server->player[playerID].sneaking) // Replace me later with ITEM_GUN
f *= 0.5f;
else if (server->player[playerID].sprinting)
f *= 1.3f;
if ((server->player[playerID].movForward || server->player[playerID].movBackwards) &&
(server->player[playerID].movLeft || server->player[playerID].movRight))
f *= SQRT; // if strafe + forward/backwards then limit diagonal velocity
if (server->player[playerID].movForward) {
server->player[playerID].movement.velocity.x += server->player[playerID].movement.forwardOrientation.x * f;
server->player[playerID].movement.velocity.y += server->player[playerID].movement.forwardOrientation.y * f;
} else if (server->player[playerID].movBackwards) {
server->player[playerID].movement.velocity.x -= server->player[playerID].movement.forwardOrientation.x * f;
server->player[playerID].movement.velocity.y -= server->player[playerID].movement.forwardOrientation.y * f;
}
if (server->player[playerID].movLeft) {
server->player[playerID].movement.velocity.x -= server->player[playerID].movement.strafeOrientation.x * f;
server->player[playerID].movement.velocity.y -= server->player[playerID].movement.strafeOrientation.y * f;
} else if (server->player[playerID].movRight) {
server->player[playerID].movement.velocity.x += server->player[playerID].movement.strafeOrientation.x * f;
server->player[playerID].movement.velocity.y += server->player[playerID].movement.strafeOrientation.y * f;
}
f = fsynctics + 1;
server->player[playerID].movement.velocity.z += fsynctics;
server->player[playerID].movement.velocity.z /= f; // air friction
if (server->player[playerID].wade)
f = fsynctics * 6.f + 1; // water friction
else if (!server->player[playerID].airborne)
f = fsynctics * 4.f + 1; // ground friction
server->player[playerID].movement.velocity.x /= f;
server->player[playerID].movement.velocity.y /= f;
f2 = server->player[playerID].movement.velocity.z;
boxclipmove(server, playerID);
// hit ground... check if hurt
if (!server->player[playerID].movement.velocity.z && (f2 > FALL_SLOW_DOWN)) {
// slow down on landing
server->player[playerID].movement.velocity.x *= 0.5f;
server->player[playerID].movement.velocity.y *= 0.5f;
// return fall damage
if (f2 > FALL_DAMAGE_VELOCITY) {
f2 -= FALL_DAMAGE_VELOCITY;
return ((long) (f2 * f2 * FALL_DAMAGE_SCALAR));
}
return (-1); // no fall damage but play fall sound
}
return (0); // no fall damage
}
int moveGrenade(Server* server, Grenade* grenade)
{
Vector3f fpos = grenade->position; // old position
// do velocity & gravity (friction is negligible)
float f = fsynctics * 32;
grenade->velocity.z += fsynctics;
grenade->position.x += grenade->velocity.x * f;
grenade->position.y += grenade->velocity.y * f;
grenade->position.z += grenade->velocity.z * f;
// do rotation
// FIX ME: Loses orientation after 45 degree bounce off wall
// if(g->v.x > 0.1f || g->v.x < -0.1f || g->v.y > 0.1f || g->v.y < -0.1f)
// {
// f *= -0.5;
// }
// make it bounce (accurate)
Vector3l lp;
lp.x = (long) floor(grenade->position.x);
lp.y = (long) floor(grenade->position.y);
lp.z = (long) floor(grenade->position.z);
if (!clipworld(server, lp.x, lp.y, lp.z)) {
return 0; // we didn't hit anything, no collision
} else { // hit a wall
static const float BOUNCE_SOUND_THRESHOLD = 1.1f;
int ret = 1;
if (fabsf(grenade->velocity.x) > BOUNCE_SOUND_THRESHOLD || fabsf(grenade->velocity.y) > BOUNCE_SOUND_THRESHOLD ||
fabsf(grenade->velocity.z) > BOUNCE_SOUND_THRESHOLD)
ret = 2; // play sound
Vector3l lp2;
lp2.x = (long) floor(fpos.x);
lp2.y = (long) floor(fpos.y);
lp2.z = (long) floor(fpos.z);
if (lp.z != lp2.z && ((lp.x == lp2.x && lp.y == lp2.y) || !clipworld(server, lp.x, lp.y, lp2.z)))
grenade->velocity.z = -grenade->velocity.z;
else if (lp.x != lp2.x && ((lp.y == lp2.y && lp.z == lp2.z) || !clipworld(server, lp2.x, lp.y, lp.z)))
grenade->velocity.x = -grenade->velocity.x;
else if (lp.y != lp2.y && ((lp.x == lp2.x && lp.z == lp2.z) || !clipworld(server, lp.x, lp2.y, lp.z)))
grenade->velocity.y = -grenade->velocity.y;
grenade->position = fpos; // set back to old position
grenade->velocity.x *= 0.36f;
grenade->velocity.y *= 0.36f;
grenade->velocity.z *= 0.36f;
return ret;
}
}
// C interface
void setPhysicsGlobals(float time, float dt)
{
ftotclk = time;
fsynctics = dt;
}