1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
|
/*
(c) 2010 Perttu Ahola <celeron55@gmail.com>
*/
#include "player.h"
#include "map.h"
#include "connection.h"
#include "constants.h"
Player::Player():
touching_ground(false),
inventory(PLAYER_INVENTORY_SIZE),
peer_id(PEER_ID_NEW),
m_speed(0,0,0),
m_position(0,0,0)
{
updateName("<not set>");
}
Player::~Player()
{
}
void Player::move(f32 dtime, Map &map)
{
v3f position = getPosition();
v3f oldpos = position;
v3s16 oldpos_i = floatToInt(oldpos);
/*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
<<oldpos_i.Z<<")"<<std::endl;*/
position += m_speed * dtime;
// Skip collision detection if player is non-local
if(isLocal() == false)
{
setPosition(position);
return;
}
/*
Collision detection
*/
v3s16 pos_i = floatToInt(position);
// The frame length is limited to the player going 0.1*BS per call
f32 d = (float)BS * 0.15;
#define PLAYER_RADIUS (BS*0.3)
#define PLAYER_HEIGHT (BS*1.7)
core::aabbox3d<f32> playerbox(
position.X - PLAYER_RADIUS,
position.Y - 0.0,
position.Z - PLAYER_RADIUS,
position.X + PLAYER_RADIUS,
position.Y + PLAYER_HEIGHT,
position.Z + PLAYER_RADIUS
);
core::aabbox3d<f32> playerbox_old(
oldpos.X - PLAYER_RADIUS,
oldpos.Y - 0.0,
oldpos.Z - PLAYER_RADIUS,
oldpos.X + PLAYER_RADIUS,
oldpos.Y + PLAYER_HEIGHT,
oldpos.Z + PLAYER_RADIUS
);
//hilightboxes.push_back(playerbox);
touching_ground = false;
/*std::cout<<"Checking collisions for ("
<<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
<<") -> ("
<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
<<"):"<<std::endl;*/
for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++){
for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++){
for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++){
//std::cout<<"with ("<<x<<","<<y<<","<<z<<"): ";
try{
if(map.getNode(v3s16(x,y,z)).d == MATERIAL_AIR){
//std::cout<<"air."<<std::endl;
continue;
}
}
catch(InvalidPositionException &e)
{
// Doing nothing here will block the player from
// walking over map borders
}
core::aabbox3d<f32> nodebox = Map::getNodeBox(
v3s16(x,y,z));
// See if the player is touching ground
if(
fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
&& nodebox.MaxEdge.X-d > playerbox.MinEdge.X
&& nodebox.MinEdge.X+d < playerbox.MaxEdge.X
&& nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
&& nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
){
touching_ground = true;
}
if(playerbox.intersectsWithBox(nodebox))
{
v3f dirs[3] = {
v3f(0,0,1), // back
v3f(0,1,0), // top
v3f(1,0,0), // right
};
for(u16 i=0; i<3; i++)
{
f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
bool main_edge_collides =
((nodemax > playermin && nodemax <= playermin_old + d
&& m_speed.dotProduct(dirs[i]) < 0)
||
(nodemin < playermax && nodemin >= playermax_old - d
&& m_speed.dotProduct(dirs[i]) > 0));
bool other_edges_collide = true;
for(u16 j=0; j<3; j++)
{
if(j == i)
continue;
f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
if(!(nodemax - d > playermin && nodemin + d < playermax))
{
other_edges_collide = false;
break;
}
}
if(main_edge_collides && other_edges_collide)
{
m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
position -= position.dotProduct(dirs[i]) * dirs[i];
position += oldpos.dotProduct(dirs[i]) * dirs[i];
}
}
} // if(playerbox.intersectsWithBox(nodebox))
} // for x
} // for z
} // for y
setPosition(position);
}
// Y direction is ignored
void Player::accelerate(v3f target_speed, f32 max_increase)
{
if(m_speed.X < target_speed.X - max_increase)
m_speed.X += max_increase;
else if(m_speed.X > target_speed.X + max_increase)
m_speed.X -= max_increase;
else if(m_speed.X < target_speed.X)
m_speed.X = target_speed.X;
else if(m_speed.X > target_speed.X)
m_speed.X = target_speed.X;
if(m_speed.Z < target_speed.Z - max_increase)
m_speed.Z += max_increase;
else if(m_speed.Z > target_speed.Z + max_increase)
m_speed.Z -= max_increase;
else if(m_speed.Z < target_speed.Z)
m_speed.Z = target_speed.Z;
else if(m_speed.Z > target_speed.Z)
m_speed.Z = target_speed.Z;
}
/*
RemotePlayer
*/
RemotePlayer::RemotePlayer(
scene::ISceneNode* parent,
IrrlichtDevice *device,
s32 id):
scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
m_text(NULL)
{
m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
if(parent != NULL && device != NULL)
{
// ISceneNode stores a member called SceneManager
scene::ISceneManager* mgr = SceneManager;
video::IVideoDriver* driver = mgr->getVideoDriver();
gui::IGUIEnvironment* gui = device->getGUIEnvironment();
// Add a text node for showing the name
wchar_t wname[1] = {0};
m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
wname, video::SColor(255,255,255,255), this);
m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
// Attach a simple mesh to the player for showing an image
scene::SMesh *mesh = new scene::SMesh();
{ // Front
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
};
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
buf->getMaterial().setTexture(0, driver->getTexture("../data/player.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
//buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
}
{ // Back
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
video::S3DVertex vertices[4] =
{
video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
};
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
buf->getMaterial().setTexture(0, driver->getTexture("../data/player_back.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
}
scene::IMeshSceneNode *node = mgr->addMeshSceneNode(mesh, this);
mesh->drop();
node->setPosition(v3f(0,0,0));
}
}
RemotePlayer::~RemotePlayer()
{
if(SceneManager != NULL)
ISceneNode::remove();
}
void RemotePlayer::updateName(const char *name)
{
Player::updateName(name);
if(m_text != NULL)
{
wchar_t wname[PLAYERNAME_SIZE];
mbstowcs(wname, m_name, strlen(m_name)+1);
m_text->setText(wname);
}
}
/*
LocalPlayer
*/
LocalPlayer::LocalPlayer()
{
}
LocalPlayer::~LocalPlayer()
{
}
void LocalPlayer::applyControl(float dtime)
{
// Random constants
#define WALK_ACCELERATION (4.0 * BS)
#define WALKSPEED_MAX (4.0 * BS)
f32 walk_acceleration = WALK_ACCELERATION;
f32 walkspeed_max = WALKSPEED_MAX;
setPitch(control.pitch);
setYaw(control.yaw);
v3f move_direction = v3f(0,0,1);
move_direction.rotateXZBy(getYaw());
v3f speed = v3f(0,0,0);
// Superspeed mode
bool superspeed = false;
if(control.superspeed)
{
speed += move_direction;
superspeed = true;
}
if(control.up)
{
speed += move_direction;
}
if(control.down)
{
speed -= move_direction;
}
if(control.left)
{
speed += move_direction.crossProduct(v3f(0,1,0));
}
if(control.right)
{
speed += move_direction.crossProduct(v3f(0,-1,0));
}
if(control.jump)
{
if(touching_ground){
v3f speed = getSpeed();
speed.Y = 6.5*BS;
setSpeed(speed);
}
}
// The speed of the player (Y is ignored)
if(superspeed)
speed = speed.normalize() * walkspeed_max * 5;
else
speed = speed.normalize() * walkspeed_max;
f32 inc = walk_acceleration * BS * dtime;
// Accelerate to target speed with maximum increment
accelerate(speed, inc);
}
|