mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
somehow fixed but now jumping while walking against wall changes jump behav
This commit is contained in:
@@ -802,20 +802,13 @@ open class ActorWithBody : Actor {
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val stepBox = sixteenStep[step]
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debug2("stepbox[$step]=$stepBox; feet?=${vectorSum.y > PHYS_EPSILON_DIST}")
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val downDown = if (this is ActorHumanoid) this.isDownDown else false
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val goingDown = (vectorSum.y > PHYS_EPSILON_DIST) || (vectorSum.y >= 0.0 && !isWalled(stepBox, if (gravitation.y >= 0.0) COLLIDING_BOTTOM else COLLIDING_TOP))
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/*forEachOccupyingTilePos(stepBox) {
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val tileCoord = LandUtil.resolveBlockAddr(world!!, it)
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val tile = world!!.getTileFromTerrain(tileCoord.first, tileCoord.second) ?: Block.STONE
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debug2("stepbox[$step]=$stepBox; goingDown=$goingDown, downDown=$downDown")
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if (shouldICollideWithThis(tile) || (it.isFeetTile(stepBox) && shouldICollideWithThisFeet(tile))) {
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collidingStep = step
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}
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}*/
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// trying to use same function as the others, in an effort to eliminate the "contradiction" mentioned below
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if (isColliding(stepBox, vectorSum.y > PHYS_EPSILON_DIST)) {
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// not registering collision sometimes?
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// careful when using feet mode, as it will only look for collision on feet tiles!
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if (isColliding(stepBox, goingDown && !downDown)) {
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collidingStep = step
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}
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@@ -826,24 +819,13 @@ open class ActorWithBody : Actor {
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var bounceY = false
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var zeroX = false
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var zeroY = false
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// collision NOT detected
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if (collidingStep == null) {
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debug1("== Collision step: no collision")
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hitbox.translate(vectorSum)
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// grounded = false
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}
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// collision detected
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else {
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debug1("== Collision step: $collidingStep / $ccdSteps")
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debug1("CCD hitbox: ${sixteenStep[collidingStep]}")
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val newHitbox = hitbox.reassign(sixteenStep[collidingStep])
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var staircaseStatus = 0
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var stairHeightLeft = 0.0
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var stairHeightRight = 0.0
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val selfCollisionStatus = intArrayOf(1,2,4,8).fold(0) { acc, state ->
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val newHitbox = if (collidingStep == null) null else hitbox.clone().reassign(sixteenStep[collidingStep])
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var staircaseStatus = 0
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var stairHeightLeft = 0.0
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var stairHeightRight = 0.0
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val selfCollisionStatus = if (newHitbox == null) 0 else
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intArrayOf(1,2,4,8).fold(0) { acc, state ->
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// also update staircaseStatus while we're iterating
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if (state and 5 != 0) {
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isWalledStairs(newHitbox, state).let {
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@@ -857,6 +839,19 @@ open class ActorWithBody : Actor {
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acc or (state * isWalledStairs(newHitbox, state).first.coerceAtMost(1))
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}
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// collision NOT detected
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if (collidingStep == null) {
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debug1("== Collision step: no collision")
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hitbox.translate(vectorSum)
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// grounded = false
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}
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// collision detected
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else {
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debug1("== Collision step: $collidingStep / $ccdSteps")
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debug1("CCD hitbox: ${sixteenStep[collidingStep]}")
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val newHitbox = newHitbox!!
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// superseded by isWalledStairs-related codes
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//if (isWalled(newHitbox, COLLIDING_LEFT)) selfCollisionStatus += COLL_LEFTSIDE // 1
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//if (isWalled(newHitbox, COLLIDING_BOTTOM)) selfCollisionStatus += COLL_BOTTOMSIDE // 2
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@@ -868,9 +863,9 @@ open class ActorWithBody : Actor {
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debug1("collision: $selfCollisionStatus\tstaircasing: $staircaseStatus")
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when (selfCollisionStatus) {
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0 -> {
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/*0 -> {
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debug1("Contradiction -- collision detected by CCD, but isWalled() says otherwise")
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}
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}*/
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5 -> {
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zeroX = true
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}
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@@ -896,177 +891,207 @@ open class ActorWithBody : Actor {
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}
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// fire Collision Event with one/two/three-side collision
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// for the ease of writing, this jumptable is separated from above.
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when (selfCollisionStatus) {
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// TODO compose CollisionInfo and fire collided()
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if (selfCollisionStatus == 0) {
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debug1("== selfCollisionStatus was zero, behaving as if (collidingStep = null)")
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hitbox.translate(vectorSum)
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}
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else {
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// fire Collision Event with one/two/three-side collision
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// for the ease of writing, this jumptable is separated from above.
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when (selfCollisionStatus) {
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// TODO compose CollisionInfo and fire collided()
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}
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// two-side collision
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if (selfCollisionStatus in listOf(3, 6, 9, 12)) {
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debug1("twoside collision $selfCollisionStatus")
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// two-side collision
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if (selfCollisionStatus in listOf(3, 6, 9, 12)) {
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debug1("twoside collision $selfCollisionStatus")
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// !! this code is based on Dyn4j Vector's coord system; V(1,0) -> 0, V(0,1) -> pi, V(0,-1) -> -pi !! //
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// !! this code is based on Dyn4j Vector's coord system; V(1,0) -> 0, V(0,1) -> pi, V(0,-1) -> -pi !! //
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// we can use selfCollisionStatus to tell which of those four side we care
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// we can use selfCollisionStatus to tell which of those four side we care
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// points to the EDGE of the tile in world dimension (don't use this directly to get tilewise coord!!)
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val offendingTileWorldX = if (selfCollisionStatus in listOf(6, 12))
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newHitbox.endX.div(TILE_SIZE).floorToDouble() * TILE_SIZE - PHYS_EPSILON_DIST
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else
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newHitbox.startX.div(TILE_SIZE).ceilToDouble() * TILE_SIZE
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// points to the EDGE of the tile in world dimension (don't use this directly to get tilewise coord!!)
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val offendingTileWorldX = if (selfCollisionStatus in listOf(6, 12))
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newHitbox.endX.div(TILE_SIZE).floorToDouble() * TILE_SIZE - PHYS_EPSILON_DIST
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else
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newHitbox.startX.div(TILE_SIZE).ceilToDouble() * TILE_SIZE
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// points to the EDGE of the tile in world dimension (don't use this directly to get tilewise coord!!)
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val offendingTileWorldY = if (selfCollisionStatus in listOf(3, 6))
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newHitbox.endY.div(TILE_SIZE).floorToDouble() * TILE_SIZE - PHYS_EPSILON_DIST
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else
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newHitbox.startY.div(TILE_SIZE).ceilToDouble() * TILE_SIZE
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// points to the EDGE of the tile in world dimension (don't use this directly to get tilewise coord!!)
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val offendingTileWorldY = if (selfCollisionStatus in listOf(3, 6))
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newHitbox.endY.div(TILE_SIZE).floorToDouble() * TILE_SIZE - PHYS_EPSILON_DIST
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else
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newHitbox.startY.div(TILE_SIZE).ceilToDouble() * TILE_SIZE
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val offendingHitboxPointX = if (selfCollisionStatus in listOf(6, 12))
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newHitbox.endX
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else
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newHitbox.startX
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val offendingHitboxPointX = if (selfCollisionStatus in listOf(6, 12))
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newHitbox.endX
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else
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newHitbox.startX
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val offendingHitboxPointY = if (selfCollisionStatus in listOf(3, 6))
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newHitbox.endY
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else
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newHitbox.startY
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val offendingHitboxPointY = if (selfCollisionStatus in listOf(3, 6))
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newHitbox.endY
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else
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newHitbox.startY
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val angleOfIncidence =
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val angleOfIncidence =
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if (selfCollisionStatus in listOf(3, 9))
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vectorSum.direction.toPositiveRad()
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else
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vectorSum.direction
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val angleThreshold =
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val angleThreshold =
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if (selfCollisionStatus in listOf(3, 9))
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(Vector2(offendingHitboxPointX, offendingHitboxPointY) -
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Vector2(offendingTileWorldX, offendingTileWorldY)).direction.toPositiveRad()
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Vector2(offendingTileWorldX, offendingTileWorldY)).direction.toPositiveRad()
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else
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(Vector2(offendingHitboxPointX, offendingHitboxPointY) -
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Vector2(offendingTileWorldX, offendingTileWorldY)).direction
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Vector2(offendingTileWorldX, offendingTileWorldY)).direction
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debug1("incidentAngle: ${Math.toDegrees(angleOfIncidence)}°, threshold: ${Math.toDegrees(angleThreshold)}°")
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debug1(
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"incidentAngle: ${Math.toDegrees(angleOfIncidence)}°, threshold: ${
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Math.toDegrees(
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angleThreshold
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)
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}°"
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)
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debug1("offendingTileWorldY=$offendingTileWorldY, offendingHitboxPointY=$offendingHitboxPointY")
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debug1("offendingTileWorldY=$offendingTileWorldY, offendingHitboxPointY=$offendingHitboxPointY")
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val displacementAbs = Vector2(
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val displacementAbs = Vector2(
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(offendingTileWorldX - offendingHitboxPointX).abs(),
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(offendingTileWorldY - offendingHitboxPointY).abs()
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)
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)
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// FIXME jump-thru-ceil bug on 1px-wide (the edge), case-9 collision (does not occur on case-12 coll.)
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// FIXME jump-thru-ceil bug on 1px-wide (the edge), case-9 collision (does not occur on case-12 coll.)
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val displacementUnitVector =
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val displacementUnitVector =
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if (angleOfIncidence == angleThreshold)
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-vectorSum.signum
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else {
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when (selfCollisionStatus) {
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3 -> if (angleOfIncidence > angleThreshold) Vector2(1.0, 0.0) else Vector2(0.0, -1.0)
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6 -> if (angleOfIncidence > angleThreshold) Vector2(0.0, -1.0) else Vector2(-1.0, 0.0)
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9 -> if (angleOfIncidence > angleThreshold) Vector2(0.0, 1.0) else Vector2(1.0, 0.0)
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12 -> if (angleOfIncidence > angleThreshold) Vector2(-1.0, 0.0) else Vector2(0.0, 1.0)
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3 -> if (angleOfIncidence > angleThreshold) Vector2(1.0, 0.0)
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else Vector2(
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0.0,
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-1.0
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)
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6 -> if (angleOfIncidence > angleThreshold) Vector2(0.0, -1.0)
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else Vector2(
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-1.0,
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0.0
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)
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9 -> if (angleOfIncidence > angleThreshold) Vector2(0.0, 1.0) else Vector2(1.0, 0.0)
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12 -> if (angleOfIncidence > angleThreshold) Vector2(-1.0, 0.0)
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else Vector2(
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0.0,
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1.0
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)
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else -> throw InternalError("Blame hardware or universe")
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}
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}
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val finalDisplacement =
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val finalDisplacement =
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// if (angleOfIncidence == angleThreshold)
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// displacementUnitVector
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// else
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Vector2(
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displacementAbs.x * displacementUnitVector.x,
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displacementAbs.y * displacementUnitVector.y
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)
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Vector2(
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displacementAbs.x * displacementUnitVector.x,
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displacementAbs.y * displacementUnitVector.y
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)
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debug1("displacementAbs=$displacementAbs")
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debug1("displacementUnitVector=$displacementUnitVector")
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debug1("finalDisplacement=$finalDisplacement")
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debug1("displacementAbs=$displacementAbs")
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debug1("displacementUnitVector=$displacementUnitVector")
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debug1("finalDisplacement=$finalDisplacement")
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// adjust finalDisplacement for honest-to-god staircasing
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if (physProp.useStairs && vectorSum.y <= 0.0 && staircaseStatus in listOf(1, 4) && selfCollisionStatus in (if (gravitation.y >= 0.0) listOf(3,6) else listOf(9, 12))) {
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// remove Y displacement
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// let original X velocity to pass-thru instead of snapping to tiles coded above
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// pass-thru values are held by the vectorSum
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// adjust finalDisplacement for honest-to-god staircasing
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if (physProp.useStairs && vectorSum.y <= 0.0 && staircaseStatus in listOf(1, 4) &&
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selfCollisionStatus in (if (gravitation.y >= 0.0) listOf(3, 6) else listOf(9, 12))
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) {
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// remove Y displacement
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// let original X velocity to pass-thru instead of snapping to tiles coded above
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// pass-thru values are held by the vectorSum
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debug1("staircasing: $staircaseStatus for $selfCollisionStatus")
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debug1("staircasing: $staircaseStatus for $selfCollisionStatus")
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val stairHeight = if (staircaseStatus == COLLIDING_LEFT) stairHeightLeft else stairHeightRight
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finalDisplacement.y = -stairHeight
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finalDisplacement.x = vectorSum.x
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val stairHeight =
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if (staircaseStatus == COLLIDING_LEFT) stairHeightLeft else stairHeightRight
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finalDisplacement.y = -stairHeight
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finalDisplacement.x = vectorSum.x
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bounceX = false
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bounceY = false
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bounceX = false
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bounceY = false
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// this will slow down the player, but its main purpose is to hide a bug
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// that when player happens to be "walled" (which zeroes the x velo) they can keep
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// move left/right as long as "buried depth" <= stairheight
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// so we also zero the same exact value here for perfect hiding
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if (controllerV != null) {
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val stairRatio = stairHeight / hitbox.height
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stairPenaltyVector = Math.pow(1.0 - (stairRatio), 90 * stairRatio).times(10).coerceIn(0.00005, 1.0)
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controllerV!!.x = 0.0
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stairPenaltyCounter = 0
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stairPenaltyMax = Math.pow(stairRatio, 2.4).times(166).roundToInt().coerceAtMost(64)
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// this will slow down the player, but its main purpose is to hide a bug
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// that when player happens to be "walled" (which zeroes the x velo) they can keep
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// move left/right as long as "buried depth" <= stairheight
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// so we also zero the same exact value here for perfect hiding
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if (controllerV != null) {
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val stairRatio = stairHeight / hitbox.height
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stairPenaltyVector =
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Math.pow(1.0 - (stairRatio), 90 * stairRatio).times(10).coerceIn(0.00005, 1.0)
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controllerV!!.x = 0.0
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stairPenaltyCounter = 0
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stairPenaltyMax = Math.pow(stairRatio, 2.4).times(166).roundToInt().coerceAtMost(64)
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}
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}
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else {
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bounceX = angleOfIncidence == angleThreshold || displacementUnitVector.x != 0.0
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bounceY = angleOfIncidence == angleThreshold || displacementUnitVector.y != 0.0
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}
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newHitbox.translate(finalDisplacement)
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debug1("displacement: $finalDisplacement")
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// TODO: translate other axis proportionally to the incident vector
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}
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else {
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bounceX = angleOfIncidence == angleThreshold || displacementUnitVector.x != 0.0
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bounceY = angleOfIncidence == angleThreshold || displacementUnitVector.y != 0.0
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// bounce X/Y
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if (bounceX) {
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externalV.x *= elasticity
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controllerV?.let { controllerV!!.x *= elasticity }
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}
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if (bounceY) {
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externalV.y *= elasticity
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controllerV?.let { controllerV!!.y *= elasticity }
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}
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if (zeroX) {
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externalV.x = 0.0
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controllerV?.let { controllerV!!.x = 0.0 }
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}
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if (zeroY) {
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externalV.y = 0.0
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controllerV?.let { controllerV!!.y = 0.0 }
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}
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newHitbox.translate(finalDisplacement)
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hitbox.reassign(newHitbox)
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debug1("resulting hitbox: $newHitbox")
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debug1("displacement: $finalDisplacement")
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// slam-into-whatever damage (such dirty; much hack; wow)
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// vvvv hack (supposed to be 1.0) vvv 50% hack
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val collisionDamage = mass * (vectorSum.magnitude / (10.0 / Terrarum.PHYS_TIME_FRAME).sqr()) / fallDamageDampening.sqr() * GAME_TO_SI_ACC
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// kg * m / s^2 (mass * acceleration), acceleration -> (vectorMagn / (0.01)^2).gameToSI()
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if (collisionDamage != 0.0) debug1("Collision damage: $collisionDamage N")
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// FIXME instead of 0.5mv^2, we can model after "change of velocity (aka accel)", just as in real-life; big change of accel on given unit time is what kills
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// TODO: translate other axis proportionally to the incident vector
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// grounded = true
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// another platform-related hacks
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if (this is ActorHumanoid) downDownVirtually = false
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}
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// bounce X/Y
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if (bounceX) {
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externalV.x *= elasticity
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controllerV?.let { controllerV!!.x *= elasticity }
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}
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if (bounceY) {
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externalV.y *= elasticity
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controllerV?.let { controllerV!!.y *= elasticity }
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}
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if (zeroX) {
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externalV.x = 0.0
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controllerV?.let { controllerV!!.x = 0.0 }
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}
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if (zeroY) {
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externalV.y = 0.0
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controllerV?.let { controllerV!!.y = 0.0 }
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}
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hitbox.reassign(newHitbox)
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debug1("resulting hitbox: $newHitbox")
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// slam-into-whatever damage (such dirty; much hack; wow)
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// vvvv hack (supposed to be 1.0) vvv 50% hack
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val collisionDamage = mass * (vectorSum.magnitude / (10.0 / Terrarum.PHYS_TIME_FRAME).sqr()) / fallDamageDampening.sqr() * GAME_TO_SI_ACC
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// kg * m / s^2 (mass * acceleration), acceleration -> (vectorMagn / (0.01)^2).gameToSI()
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if (collisionDamage != 0.0) debug1("Collision damage: $collisionDamage N")
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// FIXME instead of 0.5mv^2, we can model after "change of velocity (aka accel)", just as in real-life; big change of accel on given unit time is what kills
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// grounded = true
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// another platform-related hacks
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if (this is ActorHumanoid) downDownVirtually = false
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}// end of collision not detected
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@@ -1129,7 +1154,7 @@ open class ActorWithBody : Actor {
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||||
/**
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||||
* @see /work_files/hitbox_collision_detection_compensation.jpg
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||||
*/
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||||
private fun isColliding(hitbox: Hitbox, feet: Boolean = false): Boolean {
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||||
private fun isColliding(hitbox: Hitbox, usePlatformDetection: Boolean = false): Boolean {
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||||
if (isNoCollideWorld) return false
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||||
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||||
// detectors are inside of the bounding box
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||||
@@ -1145,7 +1170,8 @@ open class ActorWithBody : Actor {
|
||||
val tyStart = y1/*.plus(HALF_PIXEL)*/.floorToInt()
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||||
val tyEnd = y2/*.plus(HALF_PIXEL)*/.floorToInt()
|
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|
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return isCollidingInternalStairs(txStart, if (feet) tyEnd else tyStart, txEnd, tyEnd, feet).first > 0
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||||
// return isCollidingInternalStairs(txStart, if (feet) tyEnd else tyStart, txEnd, tyEnd, feet).first > 0
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||||
return isCollidingInternalStairs(txStart, tyStart, txEnd, tyEnd, usePlatformDetection).first > 0
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1327,7 +1353,7 @@ open class ActorWithBody : Actor {
|
||||
var stairHeight = 0
|
||||
var hitFloor = false
|
||||
|
||||
if (ys.last != ys.first && feet) throw InternalError("Feet mode collision but pyStart != pyEnd ($pyStart .. $pyEnd)")
|
||||
// if (ys.last != ys.first && feet) throw InternalError("Feet mode collision but pyStart != pyEnd ($pyStart .. $pyEnd)")
|
||||
|
||||
for (y in ys) {
|
||||
|
||||
|
||||
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Block a user