Added basic physics for walls, still highly broken.

This commit is contained in:
Andrew Lalis 2022-07-10 12:49:51 +02:00
parent eb40c3df79
commit 55628434a9
6 changed files with 136 additions and 86 deletions

View File

@ -14,6 +14,9 @@ public final class WorldIO {
var chunks = world.getChunkMap().values(); var chunks = world.getChunkMap().values();
try (var os = Files.newOutputStream(path)) { try (var os = Files.newOutputStream(path)) {
var out = new DataOutputStream(os); var out = new DataOutputStream(os);
for (var v : world.getPalette().toArray()) {
out.writeFloat(v);
}
out.writeInt(chunks.size()); out.writeInt(chunks.size());
for (var chunk : chunks) { for (var chunk : chunks) {
out.writeInt(chunk.getPosition().x); out.writeInt(chunk.getPosition().x);
@ -28,6 +31,11 @@ public final class WorldIO {
World world = new World(); World world = new World();
try (var is = Files.newInputStream(path)) { try (var is = Files.newInputStream(path)) {
var in = new DataInputStream(is); var in = new DataInputStream(is);
ColorPalette palette = new ColorPalette();
for (int i = 0; i < ColorPalette.MAX_COLORS; i++) {
palette.setColor((byte) (i + 1), in.readFloat(), in.readFloat(), in.readFloat());
}
world.setPalette(palette);
int chunkCount = in.readInt(); int chunkCount = in.readInt();
for (int i = 0; i < chunkCount; i++) { for (int i = 0; i < chunkCount; i++) {
Chunk chunk = new Chunk( Chunk chunk = new Chunk(

View File

@ -121,6 +121,12 @@ public final class Worlds {
world.setBlockAt(15, 1, 20, (byte) 1); world.setBlockAt(15, 1, 20, (byte) 1);
world.setBlockAt(15, 1, 21, (byte) 1); world.setBlockAt(15, 1, 21, (byte) 1);
world.setBlockAt(15, 1, 22, (byte) 1); world.setBlockAt(15, 1, 22, (byte) 1);
// Add a small floor area.
for (int x = 17; x < 26; x++) {
for (int z = 17; z < 26; z++) {
world.setBlockAt(x, 3, z, (byte) 1);
}
}
return world; return world;
} }

View File

@ -78,7 +78,7 @@ public class ClientCommunicationHandler {
socket.setSoTimeout(1000); socket.setSoTimeout(1000);
boolean connectionEstablished = false; boolean connectionEstablished = false;
int attempts = 0; int attempts = 0;
while (!connectionEstablished && attempts < 100) { while (!connectionEstablished && attempts < 10) {
try { try {
Message msg = Net.read(in); Message msg = Net.read(in);
if (msg instanceof ConnectRequestMessage connectMsg) { if (msg instanceof ConnectRequestMessage connectMsg) {

View File

@ -1,6 +1,7 @@
package nl.andrewl.aos2_server; package nl.andrewl.aos2_server;
import nl.andrewl.aos_core.model.World; import nl.andrewl.aos_core.model.World;
import nl.andrewl.aos_core.model.WorldIO;
import nl.andrewl.aos_core.model.Worlds; import nl.andrewl.aos_core.model.Worlds;
import nl.andrewl.aos_core.net.UdpReceiver; import nl.andrewl.aos_core.net.UdpReceiver;
import nl.andrewl.aos_core.net.udp.ClientInputState; import nl.andrewl.aos_core.net.udp.ClientInputState;
@ -13,6 +14,7 @@ import org.slf4j.LoggerFactory;
import java.io.IOException; import java.io.IOException;
import java.net.*; import java.net.*;
import java.nio.file.Path;
import java.util.concurrent.ForkJoinPool; import java.util.concurrent.ForkJoinPool;
public class Server implements Runnable { public class Server implements Runnable {
@ -34,6 +36,8 @@ public class Server implements Runnable {
this.playerManager = new PlayerManager(); this.playerManager = new PlayerManager();
this.worldUpdater = new WorldUpdater(this, 20); this.worldUpdater = new WorldUpdater(this, 20);
this.world = Worlds.testingWorld(); this.world = Worlds.testingWorld();
WorldIO.write(world, Path.of("worlds", "testingWorld"));
// this.world = WorldIO.read(Path.of("worlds", "testingWorld"));
} }
@Override @Override

View File

@ -54,7 +54,10 @@ public class ServerPlayer extends Player {
if (isGrounded(world)) { if (isGrounded(world)) {
tickHorizontalVelocity(); tickHorizontalVelocity();
if (lastInputState.jumping()) velocity.y = JUMP_SPEED; if (lastInputState.jumping()) {
velocity.y = JUMP_SPEED;
updated = true;
}
} else { } else {
velocity.y -= GRAVITY * dt; velocity.y -= GRAVITY * dt;
updated = true; updated = true;
@ -64,7 +67,7 @@ public class ServerPlayer extends Player {
if (velocity.lengthSquared() > 0) { if (velocity.lengthSquared() > 0) {
Vector3f movement = new Vector3f(velocity).mul(dt); Vector3f movement = new Vector3f(velocity).mul(dt);
// Check for collisions if we try to move according to what the player wants. // Check for collisions if we try to move according to what the player wants.
checkBlockCollisions(dt, movement, world); checkBlockCollisions(movement, world);
position.add(movement); position.add(movement);
updated = true; updated = true;
} }
@ -85,7 +88,6 @@ public class ServerPlayer extends Player {
acceleration.normalize(); acceleration.normalize();
acceleration.rotateAxis(orientation.x, 0, 1, 0); acceleration.rotateAxis(orientation.x, 0, 1, 0);
acceleration.mul(MOVEMENT_ACCELERATION); acceleration.mul(MOVEMENT_ACCELERATION);
System.out.println(acceleration);
horizontalVelocity.add(acceleration); horizontalVelocity.add(acceleration);
final float maxSpeed; final float maxSpeed;
if (lastInputState.crouching()) { if (lastInputState.crouching()) {
@ -119,17 +121,24 @@ public class ServerPlayer extends Player {
// Player must be flat on the top of a block. // Player must be flat on the top of a block.
if (Math.floor(position.y) != position.y) return false; if (Math.floor(position.y) != position.y) return false;
// Check to see if there's a block under any of the spaces the player is over. // Check to see if there's a block under any of the spaces the player is over.
return getHorizontalSpaceOccupied().stream() return getHorizontalSpaceOccupied(position).stream()
.anyMatch(point -> world.getBlockAt(point.x, position.y - 0.1f, point.y) != 0); .anyMatch(point -> world.getBlockAt(point.x, position.y - 0.1f, point.y) != 0);
} }
private List<Vector2i> getHorizontalSpaceOccupied() { /**
* Gets the list of all spaces occupied by a player's position, in the
* horizontal XZ plane. This can be between 1 and 4 spaces, depending on
* if the player's position is overlapping with a few blocks.
* @param pos The position.
* @return The list of 2d positions occupied.
*/
private List<Vector2i> getHorizontalSpaceOccupied(Vector3f pos) {
// Get the list of 2d x,z coordinates that we overlap with. // Get the list of 2d x,z coordinates that we overlap with.
List<Vector2i> points = new ArrayList<>(4); // Due to the size of radius, there can only be a max of 4 blocks. List<Vector2i> points = new ArrayList<>(4); // Due to the size of radius, there can only be a max of 4 blocks.
int minX = (int) Math.floor(position.x - RADIUS); int minX = (int) Math.floor(pos.x - RADIUS);
int minZ = (int) Math.floor(position.z - RADIUS); int minZ = (int) Math.floor(pos.z - RADIUS);
int maxX = (int) Math.floor(position.x + RADIUS); int maxX = (int) Math.floor(pos.x + RADIUS);
int maxZ = (int) Math.floor(position.z + RADIUS); int maxZ = (int) Math.floor(pos.z + RADIUS);
for (int x = minX; x <= maxX; x++) { for (int x = minX; x <= maxX; x++) {
for (int z = minZ; z <= maxZ; z++) { for (int z = minZ; z <= maxZ; z++) {
points.add(new Vector2i(x, z)); points.add(new Vector2i(x, z));
@ -138,88 +147,111 @@ public class ServerPlayer extends Player {
return points; return points;
} }
private void checkBlockCollisions(float dt, Vector3f movement, World world) { private void checkBlockCollisions(Vector3f movement, World world) {
final Vector3f nextTickPosition = new Vector3f(position).add(movement); final Vector3f nextTickPosition = new Vector3f(position).add(movement);
List<Vector2i> horizontalSpaces = getHorizontalSpaceOccupied(); // System.out.printf("Pos:\t\t%.3f, %.3f, %.3f%nmov:\t\t%.3f, %.3f, %.3f%nNexttick:\t%.3f, %.3f, %.3f%n",
int minXNextTick = (int) Math.floor(nextTickPosition.x() - RADIUS); // position.x, position.y, position.z,
int minZNextTick = (int) Math.floor(nextTickPosition.z() - RADIUS); // movement.x, movement.y, movement.z,
int maxXNextTick = (int) Math.floor(nextTickPosition.x() + RADIUS); // nextTickPosition.x, nextTickPosition.y, nextTickPosition.z
int maxZNextTick = (int) Math.floor(nextTickPosition.z() + RADIUS); // );
checkWallCollision(world, nextTickPosition, movement);
checkCeilingCollision(world, nextTickPosition, movement);
checkFloorCollision(world, nextTickPosition, movement);
}
// Check if the player is about to hit a wall. private void checkFloorCollision(World world, Vector3f nextTickPosition, Vector3f movement) {
// -Z // If the player is moving up or not falling out of their current y level, no point in checking.
if (nextTickPosition.z < position.z && world.getBlockAt(nextTickPosition) != 0) { if (velocity.y >= 0 || Math.floor(position.y) == Math.floor(nextTickPosition.y)) return;
Vector3f normal = new Vector3f(0, 0, 1); float dropHeight = Math.abs(movement.y);
movement.sub(normal.mul(movement.dot(normal))); int steps = (int) Math.ceil(dropHeight);
// System.out.printf(" dropHeight=%.3f, steps=%d%n", dropHeight, steps);
// Get a vector describing how much we move for each 1 unit Y decreases.
Vector3f stepSize = new Vector3f(movement).div(dropHeight);
Vector3f potentialPosition = new Vector3f(position);
for (int i = 0; i < steps; i++) {
potentialPosition.add(stepSize);
// System.out.printf(" Checking: %.3f, %.3f, %.3f%n", potentialPosition.x, potentialPosition.y, potentialPosition.z);
if (getHorizontalSpaceOccupied(potentialPosition).stream()
.anyMatch(p -> world.getBlockAt(p.x, potentialPosition.y, p.y) != 0)) {
// System.out.println(" Occupied!");
position.y = Math.ceil(potentialPosition.y);
velocity.y = 0;
movement.y = 0;
updated = true;
return; // Exit before doing any extra work.
}
} }
// if (world.getBlockAt(nextTickPosition.x(), nextTickPosition.y() + 1, minZNextTick) != 0) { }
// System.out.println("wall -z");
// position.z = ((float) minZNextTick) + RADIUS + 0.001f;
// velocity.z = 0;
// updated = true;
// }
// +Z
// if (
// world.getBlockAt(nextTickPosition.x(), nextTickPosition.y(), maxZNextTick) != 0 &&
// world.getBlockAt(nextTickPosition.x(), nextTickPosition.y() + 1, maxZNextTick) != 0
// ) {
// System.out.println("wall +z");
// position.z = ((float) maxZNextTick) - RADIUS - 0.001f;
// velocity.z = 0;
// updated = true;
// }
// // -X
// if (
// world.getBlockAt(minXNextTick, nextTickPosition.y(), nextTickPosition.z()) != 0 &&
// world.getBlockAt(minXNextTick, nextTickPosition.y() + 1, nextTickPosition.z()) != 0
// ) {
// System.out.println("wall -x");
// position.x = ((float) minXNextTick) + RADIUS + 0.001f;
// velocity.x = 0;
// updated = true;
// }
// // +X
// if (
// world.getBlockAt(maxXNextTick, nextTickPosition.y(), nextTickPosition.z()) != 0 &&
// world.getBlockAt(maxXNextTick, nextTickPosition.y() + 1, nextTickPosition.z()) != 0
// ) {
// System.out.println("wall +x");
// position.x = ((float) maxXNextTick) - RADIUS - 0.001f;
// velocity.x = 0;
// updated = true;
// }
// Check if the player is going to hit a ceiling on the next tick, and cancel velocity and set position. private void checkCeilingCollision(World world, Vector3f nextTickPosition, Vector3f movement) {
final float nextTickHeadY = nextTickPosition.y() + (lastInputState.crouching() ? HEIGHT_CROUCH : HEIGHT); // If the player is moving down, or not moving out of their current y level, no point in checking.
boolean playerWillHitCeiling = horizontalSpaces.stream() if (velocity.y <= 0 || Math.floor(position.y) == Math.floor(nextTickPosition.y)) return;
.anyMatch(point -> world.getBlockAt(point.x, nextTickHeadY, point.y) != 0); float riseHeight = Math.abs(movement.y);
if (playerWillHitCeiling) { int steps = (int) Math.ceil(riseHeight);
position.y = Math.floor(nextTickPosition.y()); Vector3f stepSize = new Vector3f(movement).div(riseHeight);
if (velocity.y > 0) velocity.y = 0; Vector3f potentialPosition = new Vector3f(position);
updated = true; float playerHeight = lastInputState.crouching() ? HEIGHT_CROUCH : HEIGHT;
for (int i = 0; i < steps; i++) {
potentialPosition.add(stepSize);
if (getHorizontalSpaceOccupied(potentialPosition).stream()
.anyMatch(p -> world.getBlockAt(p.x, potentialPosition.y + playerHeight, p.y) != 0)) {
position.y = Math.floor(potentialPosition.y);
velocity.y = 0;
movement.y = 0;
updated = true;
return; // Exit before doing any extra work.
}
} }
}
// If the player is in the ground, or will be on the next tick, then move them up to the first valid space. private void checkWallCollision(World world, Vector3f nextTickPosition, Vector3f movement) {
boolean playerFootInBlock = horizontalSpaces.stream() // If the player isn't moving horizontally, no point in checking.
.anyMatch(point -> world.getBlockAt(point.x, position.y, point.y) != 0 || if (velocity.x == 0 && velocity.z == 0) return;
world.getBlockAt(point.x, nextTickPosition.y(), point.y) != 0); Vector3f potentialPosition = new Vector3f(position);
if (playerFootInBlock) { Vector3f stepSize = new Vector3f(movement).normalize(); // Step by 1 meter each time. This will guarantee we check everything, no matter what.
int nextY = (int) Math.floor(nextTickPosition.y()); int steps = (int) Math.ceil(movement.length());
while (true) { for (int i = 0; i < steps; i++) {
int finalNextY = nextY; potentialPosition.add(stepSize);
boolean isOpen = horizontalSpaces.stream() float x = potentialPosition.x;
.allMatch(point -> { float y = potentialPosition.y + 1f;
return world.getBlockAt(point.x, finalNextY, point.y) == 0; float z = potentialPosition.z;
});
if (isOpen) { float borderMinZ = z - RADIUS;
// Move the player to that spot, and cancel out their velocity. float borderMaxZ = z + RADIUS;
position.y = nextY; float borderMinX = x - RADIUS;
velocity.y = 0; float borderMaxX = x + RADIUS;
movement.y = 0; // Cancel out y movement for this tick.
updated = true; // -Z
break; if (world.getBlockAt(x, y, borderMinZ) != 0) {
} System.out.println("-z");
nextY++; position.z = Math.ceil(borderMinZ) + RADIUS;
velocity.z = 0;
movement.z = 0;
updated = true;
}
// +Z
if (world.getBlockAt(x, y, borderMaxZ) != 0) {
System.out.println("+z");
position.z = Math.floor(borderMaxZ) - RADIUS;
velocity.z = 0;
movement.z = 0;
updated = true;
}
// -X
if (world.getBlockAt(borderMinX, y, z) != 0) {
System.out.println("-x");
position.x = Math.ceil(borderMinX) + RADIUS;
velocity.x = 0;
movement.z = 0;
updated = true;
}
// +X
if (world.getBlockAt(borderMaxX, y, z) != 0) {
System.out.println("+x");
position.x = Math.floor(borderMaxX) - RADIUS;
velocity.x = 0;
movement.x = 0;
updated = true;
} }
} }
} }

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worlds/testingWorld Normal file

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