Improved Player Physics

This commit is contained in:
MirceaKitsune 2013-02-08 22:54:01 +02:00 committed by darkrose
parent 86b906d015
commit df3c925b3c
10 changed files with 295 additions and 109 deletions

@ -245,6 +245,21 @@
# Files that are not present would be fetched the usual way
#remote_media =
# Physics stuff
#movement_acceleration_default = 2
#movement_acceleration_air = 0.5
#movement_acceleration_fast = 4
#movement_speed_walk = 4
#movement_speed_crouch = 1.35
#movement_speed_fast = 20
#movement_speed_climb = 2
#movement_speed_jump = 6.5
#movement_speed_descend = 6
#movement_liquid_fluidity = 1
#movement_liquid_fluidity_smooth = 0.5
#movement_liquid_sink = 10
#movement_gravity = 9.81
# Mapgen stuff
#mg_name = v6
#water_level = 1

@ -1514,6 +1514,26 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
}
}
}
else if(command == TOCLIENT_MOVEMENT)
{
std::string datastring((char*)&data[2], datasize-2);
std::istringstream is(datastring, std::ios_base::binary);
Player *player = m_env.getLocalPlayer();
assert(player != NULL);
player->movement_acceleration_default = readF1000(is) * BS;
player->movement_acceleration_air = readF1000(is) * BS;
player->movement_acceleration_fast = readF1000(is) * BS;
player->movement_speed_walk = readF1000(is) * BS;
player->movement_speed_crouch = readF1000(is) * BS;
player->movement_speed_fast = readF1000(is) * BS;
player->movement_speed_climb = readF1000(is) * BS;
player->movement_speed_jump = readF1000(is) * BS;
player->movement_liquid_fluidity = readF1000(is) * BS;
player->movement_liquid_fluidity_smooth = readF1000(is) * BS;
player->movement_liquid_sink = readF1000(is) * BS;
player->movement_gravity = readF1000(is) * BS;
}
else if(command == TOCLIENT_HP)
{
std::string datastring((char*)&data[2], datasize-2);

@ -364,6 +364,23 @@ enum ToClientCommand
u16 len
u8[len] formname
*/
TOCLIENT_MOVEMENT = 0x45,
/*
u16 command
f1000 movement_acceleration_default
f1000 movement_acceleration_air
f1000 movement_acceleration_fast
f1000 movement_speed_walk
f1000 movement_speed_crouch
f1000 movement_speed_fast
f1000 movement_speed_climb
f1000 movement_speed_jump
f1000 movement_liquid_fluidity
f1000 movement_liquid_fluidity_smooth
f1000 movement_liquid_sink
f1000 movement_gravity
*/
};
enum ToServerCommand

@ -173,6 +173,20 @@ void set_default_settings(Settings *settings)
settings->setDefault("congestion_control_min_rate", "10");
settings->setDefault("remote_media", "");
// physics stuff
settings->setDefault("movement_acceleration_default", "2");
settings->setDefault("movement_acceleration_air", "0.5");
settings->setDefault("movement_acceleration_fast", "8");
settings->setDefault("movement_speed_walk", "4");
settings->setDefault("movement_speed_crouch", "1.35");
settings->setDefault("movement_speed_fast", "20");
settings->setDefault("movement_speed_climb", "2");
settings->setDefault("movement_speed_jump", "6.5");
settings->setDefault("movement_liquid_fluidity", "1");
settings->setDefault("movement_liquid_fluidity_smooth", "0.5");
settings->setDefault("movement_liquid_sink", "10");
settings->setDefault("movement_gravity", "9.81");
//mapgen related things
settings->setDefault("mg_name", "v6");
settings->setDefault("water_level", "1");

@ -2065,20 +2065,37 @@ void ClientEnvironment::step(float dtime)
{
// Gravity
v3f speed = lplayer->getSpeed();
if(lplayer->swimming_up == false)
speed.Y -= 9.81 * BS * dtime_part * 2;
if(lplayer->in_liquid == false)
speed.Y -= lplayer->movement_gravity * dtime_part * 2;
// Water resistance
if(lplayer->in_water_stable || lplayer->in_water)
// Liquid floating / sinking
if(lplayer->in_liquid && !lplayer->swimming_vertical)
speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;
// Liquid resistance
if(lplayer->in_liquid_stable || lplayer->in_liquid)
{
f32 max_down = 2.0*BS;
if(speed.Y < -max_down) speed.Y = -max_down;
// How much the node's viscosity blocks movement, ranges between 0 and 1
// Should match the scale at which viscosity increase affects other liquid attributes
const f32 viscosity_factor = 0.3;
f32 max = 2.5*BS;
if(speed.getLength() > max)
{
speed = speed / speed.getLength() * max;
}
v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
f32 dl = d_wanted.getLength();
if(dl > lplayer->movement_liquid_fluidity_smooth)
dl = lplayer->movement_liquid_fluidity_smooth;
dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);
v3f d = d_wanted.normalize() * dl;
speed += d;
#if 0 // old code
if(speed.X > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.X -= lplayer->movement_liquid_fluidity_smooth;
if(speed.X < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.X += lplayer->movement_liquid_fluidity_smooth;
if(speed.Y > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.Y -= lplayer->movement_liquid_fluidity_smooth;
if(speed.Y < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.Y += lplayer->movement_liquid_fluidity_smooth;
if(speed.Z > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.Z -= lplayer->movement_liquid_fluidity_smooth;
if(speed.Z < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.Z += lplayer->movement_liquid_fluidity_smooth;
#endif
}
lplayer->setSpeed(speed);

@ -90,37 +90,39 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
*/
/*
Check if player is in water (the oscillating value)
Check if player is in liquid (the oscillating value)
*/
try{
// If in water, the threshold of coming out is at higher y
if(in_water)
// If in liquid, the threshold of coming out is at higher y
if(in_liquid)
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
in_liquid = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
liquid_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity;
}
// If not in water, the threshold of going in is at lower y
// If not in liquid, the threshold of going in is at lower y
else
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
in_liquid = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
liquid_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity;
}
}
catch(InvalidPositionException &e)
{
in_water = false;
in_liquid = false;
}
/*
Check if player is in water (the stable value)
Check if player is in liquid (the stable value)
*/
try{
v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
in_liquid_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
}
catch(InvalidPositionException &e)
{
in_water_stable = false;
in_liquid_stable = false;
}
/*
@ -159,7 +161,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
If sneaking, keep in range from the last walked node and don't
fall off from it
*/
if(control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")))
if(control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid)
{
f32 maxd = 0.5*BS + sneak_max;
v3f lwn_f = intToFloat(m_sneak_node, BS);
@ -315,7 +317,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
}
if(bouncy_jump && control.jump){
m_speed.Y += 6.5*BS;
m_speed.Y += movement_speed_jump*BS;
touching_ground = false;
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
m_gamedef->event()->put(e);
@ -348,7 +350,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
*/
const ContentFeatures &f = nodemgr->get(map.getNodeNoEx(getStandingNodePos()));
// Determine if jumping is possible
m_can_jump = touching_ground;
m_can_jump = touching_ground && !in_liquid;
if(itemgroup_get(f.groups, "disable_jump"))
m_can_jump = false;
}
@ -361,11 +363,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
void LocalPlayer::applyControl(float dtime)
{
// Clear stuff
swimming_up = false;
// Random constants
f32 walk_acceleration = 4.0 * BS;
f32 walkspeed_max = 4.0 * BS;
swimming_vertical = false;
setPitch(control.pitch);
setYaw(control.yaw);
@ -380,22 +378,17 @@ void LocalPlayer::applyControl(float dtime)
v3f move_direction = v3f(0,0,1);
move_direction.rotateXZBy(getYaw());
v3f speed = v3f(0,0,0);
v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
v3f speedV = v3f(0,0,0); // Vertical (Y)
bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");
bool free_move = fly_allowed && g_settings->getBool("free_move");
bool fast_move = fast_allowed && g_settings->getBool("fast_move");
bool fast_or_aux1_descends = (fast_move && control.aux1) || (fast_move && g_settings->getBool("aux1_descends"));
bool continuous_forward = g_settings->getBool("continuous_forward");
if(free_move || is_climbing)
{
v3f speed = getSpeed();
speed.Y = 0;
setSpeed(speed);
}
// Whether superspeed mode is used or not
bool superspeed = false;
@ -415,18 +408,21 @@ void LocalPlayer::applyControl(float dtime)
if(free_move)
{
// In free movement mode, aux1 descends
v3f speed = getSpeed();
if(fast_move)
speed.Y = -20*BS;
speedV.Y = -movement_speed_fast;
else
speed.Y = -walkspeed_max;
setSpeed(speed);
speedV.Y = -movement_speed_walk;
}
else if(in_liquid || in_liquid_stable)
{
// Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
speedV.Y = -movement_speed_fast;
swimming_vertical = true;
}
else if(is_climbing)
{
v3f speed = getSpeed();
speed.Y = -3*BS;
setSpeed(speed);
// Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
speedV.Y = -movement_speed_fast;
}
else
{
@ -456,66 +452,69 @@ void LocalPlayer::applyControl(float dtime)
if(free_move)
{
// In free movement mode, sneak descends
v3f speed = getSpeed();
if(fast_move && (control.aux1 ||
g_settings->getBool("always_fly_fast")))
speed.Y = -20*BS;
if(fast_move && (control.aux1 || g_settings->getBool("always_fly_fast")))
speedV.Y = -movement_speed_fast;
else
speed.Y = -walkspeed_max;
setSpeed(speed);
speedV.Y = -movement_speed_walk;
}
else if(in_liquid || in_liquid_stable)
{
if(fast_or_aux1_descends)
// Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
speedV.Y = -movement_speed_fast;
else
speedV.Y = -movement_speed_walk;
swimming_vertical = true;
}
else if(is_climbing)
{
v3f speed = getSpeed();
speed.Y = -3*BS;
setSpeed(speed);
if(fast_or_aux1_descends)
// Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
speedV.Y = -movement_speed_fast;
else
speedV.Y = -movement_speed_climb;
}
}
}
if(continuous_forward)
speed += move_direction;
speedH += move_direction;
if(control.up)
{
if(continuous_forward)
superspeed = true;
else
speed += move_direction;
speedH += move_direction;
}
if(control.down)
{
speed -= move_direction;
speedH -= move_direction;
}
if(control.left)
{
speed += move_direction.crossProduct(v3f(0,1,0));
speedH += move_direction.crossProduct(v3f(0,1,0));
}
if(control.right)
{
speed += move_direction.crossProduct(v3f(0,-1,0));
speedH += move_direction.crossProduct(v3f(0,-1,0));
}
if(control.jump)
{
if(free_move)
{
v3f speed = getSpeed();
if(g_settings->getBool("aux1_descends") ||
g_settings->getBool("always_fly_fast"))
if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast"))
{
if(fast_move)
speed.Y = 20*BS;
speedV.Y = movement_speed_fast;
else
speed.Y = walkspeed_max;
speedV.Y = movement_speed_walk;
} else {
if(fast_move && control.aux1)
speed.Y = 20*BS;
speedV.Y = movement_speed_fast;
else
speed.Y = walkspeed_max;
speedV.Y = movement_speed_walk;
}
setSpeed(speed);
}
else if(m_can_jump)
{
@ -524,49 +523,66 @@ void LocalPlayer::applyControl(float dtime)
raising the height at which the jump speed is kept
at its starting value
*/
v3f speed = getSpeed();
if(speed.Y >= -0.5*BS)
v3f speedJ = getSpeed();
if(speedJ.Y >= -0.5 * BS)
{
speed.Y = 6.5*BS;
setSpeed(speed);
speedJ.Y = movement_speed_jump;
setSpeed(speedJ);
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
m_gamedef->event()->put(e);
}
}
// Use the oscillating value for getting out of water
// (so that the player doesn't fly on the surface)
else if(in_water)
else if(in_liquid)
{
v3f speed = getSpeed();
speed.Y = 1.5*BS;
setSpeed(speed);
swimming_up = true;
if(fast_or_aux1_descends)
// Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
speedV.Y = movement_speed_fast;
else
speedV.Y = movement_speed_walk;
swimming_vertical = true;
}
else if(is_climbing)
{
v3f speed = getSpeed();
speed.Y = 3*BS;
setSpeed(speed);
if(fast_or_aux1_descends)
// Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
speedV.Y = movement_speed_fast;
else
speedV.Y = movement_speed_climb;
}
}
// The speed of the player (Y is ignored)
if(superspeed)
speed = speed.normalize() * walkspeed_max * 5.0;
else if(control.sneak && !free_move)
speed = speed.normalize() * walkspeed_max / 3.0;
if(superspeed || (is_climbing && fast_or_aux1_descends) || ((in_liquid || in_liquid_stable) && fast_or_aux1_descends))
speedH = speedH.normalize() * movement_speed_fast;
else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
speedH = speedH.normalize() * movement_speed_crouch;
else
speed = speed.normalize() * walkspeed_max;
speedH = speedH.normalize() * movement_speed_walk;
f32 inc = walk_acceleration * BS * dtime;
// Faster acceleration if fast and free movement
if(free_move && fast_move && superspeed)
inc = walk_acceleration * BS * dtime * 10;
// Acceleration increase
f32 incH = 0; // Horizontal (X, Z)
f32 incV = 0; // Vertical (Y)
if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump))
{
// Jumping and falling
if(superspeed || (fast_move && control.aux1))
incH = movement_acceleration_fast * BS * dtime;
else
incH = movement_acceleration_air * BS * dtime;
incV = 0; // No vertical acceleration in air
}
else if(superspeed || (fast_move && control.aux1))
incH = incV = movement_acceleration_fast * BS * dtime;
else if ((in_liquid || in_liquid_stable) && fast_or_aux1_descends)
// Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
incH = incV = movement_acceleration_fast * BS * dtime;
else
incH = incV = movement_acceleration_default * BS * dtime;
// Accelerate to target speed with maximum increment
accelerate(speed, inc);
accelerateHorizontal(speedH, incH);
accelerateVertical(speedV, incV);
}
v3s16 LocalPlayer::getStandingNodePos()

@ -27,10 +27,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
Player::Player(IGameDef *gamedef):
touching_ground(false),
in_water(false),
in_water_stable(false),
in_liquid(false),
in_liquid_stable(false),
liquid_viscosity(0),
is_climbing(false),
swimming_up(false),
swimming_vertical(false),
camera_barely_in_ceiling(false),
inventory(gamedef->idef()),
hp(PLAYER_MAX_HP),
@ -56,19 +57,35 @@ Player::Player(IGameDef *gamedef):
"list[current_player;main;0,3.5;8,4;]"
"list[current_player;craft;3,0;3,3;]"
"list[current_player;craftpreview;7,1;1,1;]";
// Initialize movement settings at default values, so movement can work if the server fails to send them
movement_acceleration_default = 2 * BS;
movement_acceleration_air = 0.5 * BS;
movement_acceleration_fast = 8 * BS;
movement_speed_walk = 4 * BS;
movement_speed_crouch = 1.35 * BS;
movement_speed_fast = 20 * BS;
movement_speed_climb = 2 * BS;
movement_speed_jump = 6.5 * BS;
movement_liquid_fluidity = 1 * BS;
movement_liquid_fluidity_smooth = 0.5 * BS;
movement_liquid_sink = 10 * BS;
movement_gravity = 9.81 * BS;
}
Player::~Player()
{
}
// Y direction is ignored
void Player::accelerate(v3f target_speed, f32 max_increase)
// Horizontal acceleration (X and Z), Y direction is ignored
void Player::accelerateHorizontal(v3f target_speed, f32 max_increase)
{
if(max_increase == 0)
return;
v3f d_wanted = target_speed - m_speed;
d_wanted.Y = 0;
f32 dl_wanted = d_wanted.getLength();
f32 dl = dl_wanted;
f32 dl = d_wanted.getLength();
if(dl > max_increase)
dl = max_increase;
@ -76,7 +93,6 @@ void Player::accelerate(v3f target_speed, f32 max_increase)
m_speed.X += d.X;
m_speed.Z += d.Z;
//m_speed += d;
#if 0 // old code
if(m_speed.X < target_speed.X - max_increase)
@ -99,6 +115,32 @@ void Player::accelerate(v3f target_speed, f32 max_increase)
#endif
}
// Vertical acceleration (Y), X and Z directions are ignored
void Player::accelerateVertical(v3f target_speed, f32 max_increase)
{
if(max_increase == 0)
return;
f32 d_wanted = target_speed.Y - m_speed.Y;
if(d_wanted > max_increase)
d_wanted = max_increase;
else if(d_wanted < -max_increase)
d_wanted = -max_increase;
m_speed.Y += d_wanted;
#if 0 // old code
if(m_speed.Y < target_speed.Y - max_increase)
m_speed.Y += max_increase;
else if(m_speed.Y > target_speed.Y + max_increase)
m_speed.Y -= max_increase;
else if(m_speed.Y < target_speed.Y)
m_speed.Y = target_speed.Y;
else if(m_speed.Y > target_speed.Y)
m_speed.Y = target_speed.Y;
#endif
}
v3s16 Player::getLightPosition() const
{
return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);

@ -108,8 +108,8 @@ public:
m_speed = speed;
}
// Y direction is ignored
void accelerate(v3f target_speed, f32 max_increase);
void accelerateHorizontal(v3f target_speed, f32 max_increase);
void accelerateVertical(v3f target_speed, f32 max_increase);
v3f getPosition()
{
@ -196,17 +196,32 @@ public:
bool touching_ground;
// This oscillates so that the player jumps a bit above the surface
bool in_water;
bool in_liquid;
// This is more stable and defines the maximum speed of the player
bool in_water_stable;
bool in_liquid_stable;
// Gets the viscosity of water to calculate friction
u8 liquid_viscosity;
bool is_climbing;
bool swimming_up;
bool swimming_vertical;
bool camera_barely_in_ceiling;
u8 light;
Inventory inventory;
f32 movement_acceleration_default;
f32 movement_acceleration_air;
f32 movement_acceleration_fast;
f32 movement_speed_walk;
f32 movement_speed_crouch;
f32 movement_speed_fast;
f32 movement_speed_climb;
f32 movement_speed_jump;
f32 movement_liquid_fluidity;
f32 movement_liquid_fluidity_smooth;
f32 movement_liquid_sink;
f32 movement_gravity;
u16 hp;
float hurt_tilt_timer;

@ -2344,6 +2344,9 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
infostream<<"Server: Sending content to "
<<getPlayerName(peer_id)<<std::endl;
// Send player movement settings
SendMovement(m_con, peer_id);
// Send item definitions
SendItemDef(m_con, peer_id, m_itemdef);
@ -3534,6 +3537,32 @@ void Server::deletingPeer(con::Peer *peer, bool timeout)
Static send methods
*/
void Server::SendMovement(con::Connection &con, u16 peer_id)
{
DSTACK(__FUNCTION_NAME);
std::ostringstream os(std::ios_base::binary);
writeU16(os, TOCLIENT_MOVEMENT);
writeF1000(os, g_settings->getFloat("movement_acceleration_default"));
writeF1000(os, g_settings->getFloat("movement_acceleration_air"));
writeF1000(os, g_settings->getFloat("movement_acceleration_fast"));
writeF1000(os, g_settings->getFloat("movement_speed_walk"));
writeF1000(os, g_settings->getFloat("movement_speed_crouch"));
writeF1000(os, g_settings->getFloat("movement_speed_fast"));
writeF1000(os, g_settings->getFloat("movement_speed_climb"));
writeF1000(os, g_settings->getFloat("movement_speed_jump"));
writeF1000(os, g_settings->getFloat("movement_liquid_fluidity"));
writeF1000(os, g_settings->getFloat("movement_liquid_fluidity_smooth"));
writeF1000(os, g_settings->getFloat("movement_liquid_sink"));
writeF1000(os, g_settings->getFloat("movement_gravity"));
// Make data buffer
std::string s = os.str();
SharedBuffer<u8> data((u8*)s.c_str(), s.size());
// Send as reliable
con.Send(peer_id, 0, data, true);
}
void Server::SendHP(con::Connection &con, u16 peer_id, u8 hp)
{
DSTACK(__FUNCTION_NAME);

@ -602,6 +602,7 @@ private:
Static send methods
*/
static void SendMovement(con::Connection &con, u16 peer_id);
static void SendHP(con::Connection &con, u16 peer_id, u8 hp);
static void SendAccessDenied(con::Connection &con, u16 peer_id,
const std::wstring &reason);