// 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" 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 || !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; vec 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)); };