271 lines
6.9 KiB
Go
271 lines
6.9 KiB
Go
package entity
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import (
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"math"
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"time"
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"edgaru089.ml/go/gl01/internal/util"
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"edgaru089.ml/go/gl01/internal/util/itype"
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"edgaru089.ml/go/gl01/internal/world"
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)
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func (e *Entity) worldHitbox(hitbox itype.Vec3d) itype.Boxd {
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return itype.Boxd{
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OffX: e.pos[0] - hitbox[0]/2,
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OffY: e.pos[1],
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OffZ: e.pos[2] - hitbox[2]/2,
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SizeX: hitbox[0],
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SizeY: hitbox[1],
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SizeZ: hitbox[2],
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}
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}
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// WorldHitbox returns the hitbox of the entity, in world coordinates.
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func (e *Entity) WorldHitbox() itype.Boxd {
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return e.worldHitbox(e.b.Hitbox(e.pos, e.ds))
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}
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// the distance between hitpoints, in blocks
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const HitpointMeshLen = 0.4
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func (e *Entity) boxHitpoints(points []itype.Vec3d, hitbox itype.Boxd) []itype.Vec3d {
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box := hitbox
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base := box.MinPoint()
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points = points[0:0]
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// add the bounding points first
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points = append(points,
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base,
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base.Add(itype.Vec3d{box.SizeX, 0, 0}),
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base.Add(itype.Vec3d{0, box.SizeY, 0}),
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base.Add(itype.Vec3d{0, 0, box.SizeZ}),
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base.Add(itype.Vec3d{box.SizeX, box.SizeY, 0}),
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base.Add(itype.Vec3d{0, box.SizeY, box.SizeZ}),
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base.Add(itype.Vec3d{box.SizeX, 0, box.SizeZ}),
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base.Add(itype.Vec3d{box.SizeX, box.SizeY, box.SizeZ}),
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)
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return points
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}
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// MoveEps is a small value used to indicate a tiny amount more than zero.
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const MoveEps = 1e-7
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// tells if the point is already stuck inside a block hitbox
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func pointStuck(point itype.Vec3d, w *world.World) bool {
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blockid := point.Floor()
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block := w.Block(blockid)
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return block.Id != 0 &&
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block.Behaviour.Appearance(
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point.Floor(),
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block.Aux,
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block.Dataset,
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w,
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).Hitbox.Offset(blockid.ToFloat64()).Contains(point)
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}
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// the move series functions should be called with e.hp already filled
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func (e *Entity) moveX(delta float64, hitbox itype.Boxd, w *world.World) {
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if math.Abs(delta) < MoveEps*10 {
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return
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}
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var hit bool = false
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var deltaMin float64 = 10000
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if delta > 1-MoveEps {
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delta = 1 - MoveEps
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}
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if delta < -1+MoveEps {
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delta = -1 + MoveEps
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}
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// X+ / X-
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for _, p := range e.hp {
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if pointStuck(p, w) {
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continue
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}
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dest := p.Addv(delta, 0, 0)
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blockid := dest.Floor()
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block := w.Block(blockid)
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var deltaDone float64
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if block.Id == 0 {
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deltaDone = delta
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} else { // block.Id!=0
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app := world.GetBlockAppearance(blockid, block.Id, block.Aux, block.Dataset, w)
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blockBox := app.Hitbox.Offset(blockid.ToFloat64())
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if !app.NotSolid && blockBox.Contains(dest) { // Hit!
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hit = true
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if delta > 0 { // moving X+, hit on the X- face
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deltaDone = blockBox.OffX - (e.pos[0] + hitbox.SizeX/2) - MoveEps
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//log.Print("Hit X+: On Block ", blockid, ", delta=", delta, ", coord=", e.pos, ", p=", p, ", dest=", dest, ", deltaDone=", deltaDone)
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} else { // moving X-, hit on the X+ face
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deltaDone = blockBox.OffX + blockBox.SizeX - (e.pos[0] - hitbox.SizeX/2) + MoveEps
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//log.Print("Hit X-: On Block ", blockid, ", delta=", delta, ", coord=", e.pos, ", p=", p, ", dest=", dest, ", deltaDone=", deltaDone)
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}
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} else {
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deltaDone = delta
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}
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}
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deltaMin = util.AbsMind(deltaMin, deltaDone)
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}
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if hit {
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e.speed[0] = 0
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}
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e.pos[0] += deltaMin
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}
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func (e *Entity) moveY(delta float64, hitbox itype.Boxd, w *world.World) {
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if math.Abs(delta) < MoveEps*10 {
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return
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}
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var hit bool = false
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var deltaMin float64 = 10000
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if delta > 1-MoveEps {
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delta = 1 - MoveEps
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}
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if delta < -1+MoveEps {
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delta = -1 + MoveEps
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}
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// Y+ / Y-
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for _, p := range e.hp {
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if pointStuck(p, w) {
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continue
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}
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dest := p.Addv(0, delta, 0)
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blockid := dest.Floor()
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block := w.Block(blockid)
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var deltaDone float64
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if block.Id == 0 {
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deltaDone = delta
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} else { // block.Id!=0
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app := world.GetBlockAppearance(blockid, block.Id, block.Aux, block.Dataset, w)
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blockBox := app.Hitbox.Offset(blockid.ToFloat64())
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if !app.NotSolid && blockBox.Contains(dest) { // Hit!
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hit = true
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if delta > 0 { // moving Y+, hit on the Y- face
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deltaDone = blockBox.OffY - (e.pos[1] + hitbox.SizeY) - MoveEps
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//log.Print("Hit Y+: On Block ", blockid, ", delta=", delta, ", coord=", e.pos, ", p=", p, ", dest=", dest,", deltaDone=",deltaDone)
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} else { // moving Y-, hit on the Y+ face (on the ground)
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deltaDone = blockBox.OffY + blockBox.SizeY - e.pos[1] + MoveEps
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//log.Print("Hit Y-: On Block ", blockid, ", delta=", delta, ", coord=", e.pos, ", p=", p, ", dest=", dest,", deltaDone=",deltaDone)
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/*if !e.onGround {
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log.Print("onGround = true")
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}*/
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e.onGround = true
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}
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} else {
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deltaDone = delta
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}
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}
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deltaMin = util.AbsMind(deltaMin, deltaDone)
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}
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if hit {
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e.speed[1] = 0
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}
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if math.Abs(deltaMin) > MoveEps*10 {
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/*if e.onGround {
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log.Print("onGround = false")
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}*/
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e.onGround = false
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}
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e.pos[1] += deltaMin
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}
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func (e *Entity) moveZ(delta float64, hitbox itype.Boxd, w *world.World) {
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if math.Abs(delta) < MoveEps*10 {
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return
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}
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var hit bool = false
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var deltaMin float64 = 10000
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if delta > 1-MoveEps {
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delta = 1 - MoveEps
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}
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if delta < -1+MoveEps {
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delta = -1 + MoveEps
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}
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// Z+ / Z-
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for _, p := range e.hp {
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if pointStuck(p, w) {
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continue
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}
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dest := p.Addv(0, 0, delta)
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blockid := dest.Floor()
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block := w.Block(blockid)
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var deltaDone float64
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if block.Id == 0 {
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deltaDone = delta
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} else { // block.Id!=0
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app := world.GetBlockAppearance(blockid, block.Id, block.Aux, block.Dataset, w)
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blockBox := app.Hitbox.Offset(blockid.ToFloat64())
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if !app.NotSolid && blockBox.Contains(dest) { // Hit!
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hit = true
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if delta > 0 { // moving Z+, hit on the Z- face
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deltaDone = util.Maxd(blockBox.OffZ-(e.pos[2]+hitbox.SizeZ/2)-MoveEps, 0)
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//log.Print("Hit Z+: On Block ", blockid, ", delta=", delta, ", coord=", e.pos, ", p=", p, ", dest=", dest, ", deltaDone=", deltaDone)
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} else { // moving Z-, hit on the Z+ face
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deltaDone = util.Mind(blockBox.OffZ+blockBox.SizeZ-(e.pos[2]-hitbox.SizeZ/2)+MoveEps, 0)
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//log.Print("Hit Z-: On Block ", blockid, ", delta=", delta, ", coord=", e.pos, ", p=", p, ", dest=", dest, ", deltaDone=", deltaDone)
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}
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} else {
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deltaDone = delta
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}
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}
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deltaMin = util.AbsMind(deltaMin, deltaDone)
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}
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if hit {
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e.speed[2] = 0
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}
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e.pos[2] += deltaMin
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}
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const gravity float64 = 26
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const deaclc float64 = 28
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func (e *Entity) Update(world *world.World, deltaTime time.Duration) {
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hitbox := e.b.Hitbox(e.pos, e.ds)
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box := e.worldHitbox(hitbox)
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e.hp = e.hp[0:0]
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e.hp = e.boxHitpoints(e.hp, box)
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e.moveX(e.speed[0]*deltaTime.Seconds(), box, world)
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e.moveY(e.speed[1]*deltaTime.Seconds(), box, world)
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e.moveZ(e.speed[2]*deltaTime.Seconds(), box, world)
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speed := math.Sqrt(e.speed[0]*e.speed[0] + e.speed[2]*e.speed[2])
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if speed > MoveEps {
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decrease := deaclc * deltaTime.Seconds()
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if !e.onGround {
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decrease /= 10
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}
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factor := util.Maxd(util.Mind(speed-decrease, 9), 0) / speed
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e.speed[0] *= factor
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e.speed[2] *= factor
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}
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e.speed[1] -= gravity * deltaTime.Seconds()
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e.b.Update(e.pos, e.ds, world, deltaTime)
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}
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