Only do physics and collision calculations on the clients side, and only for their own entity.

This commit is contained in:
Jocke
2016-03-03 11:39:00 +01:00
parent 85ba5552e9
commit cb7beae28c
2 changed files with 87 additions and 90 deletions
+84 -82
View File
@@ -17,105 +17,107 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
EntityAABB& boxA = *boundingBox; EntityAABB& boxA = *boundingBox;
bool everHitTheGround = false; bool everHitTheGround = false;
auto prevPosIt = m_PrevPositions.find(entity); if (entity == LocalPlayer) {
if (prevPosIt != m_PrevPositions.end()) { auto prevPosIt = m_PrevPositions.find(entity);
glm::vec3 size = boxA.Size(); if (prevPosIt != m_PrevPositions.end()) {
float diameter = std::min(size.x, size.z); glm::vec3 size = boxA.Size();
glm::vec3 prevOrigin = prevPosIt->second; float diameter = std::min(size.x, size.z);
glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin; glm::vec3 prevOrigin = prevPosIt->second;
float rayLength = glm::length(toCurrentPos) + 0.5f*diameter; glm::vec3 toCurrentPos = boxA.Origin() - prevOrigin;
//If the entity has moved farther than the size of its box, we need to handle it specially. float rayLength = glm::length(toCurrentPos) + 0.5f*diameter;
if (rayLength > diameter) { //If the entity has moved farther than the size of its box, we need to handle it specially.
Ray ray(prevOrigin, toCurrentPos); if (rayLength > diameter) {
m_OctreeResult.clear(); Ray ray(prevOrigin, toCurrentPos);
m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult); m_OctreeResult.clear();
for (auto& boxB : m_OctreeResult) { m_Octree->ObjectsPossiblyHitByRay(ray, m_OctreeResult);
if (boxA.Entity == boxB.Entity) { for (auto& boxB : m_OctreeResult) {
continue; if (boxA.Entity == boxB.Entity) {
}
bool hit;
float dist;
if (boxB.Entity.HasComponent("Model")) {
RawModel* model;
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
try {
model = ResourceManager::Load<RawModel, true>(res);
} catch (const std::exception&) {
continue; continue;
} }
float u, v; bool hit;
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v); float dist;
} else { if (boxB.Entity.HasComponent("Model")) {
hit = Collision::RayVsAABB(ray, boxB, dist); RawModel* model;
} std::string res = (std::string)boxB.Entity["Model"]["Resource"];
if (hit && dist < rayLength) { try {
//Set the entity to where it was colliding, minus the maximum box size. model = ResourceManager::Load<RawModel, true>(res);
//TODO: Perhaps this should be done slightly more properly. } catch (const std::exception&) {
glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction(); continue;
glm::vec3 resolve = newOriginPos - boxA.Origin(); }
(glm::vec3&)cTransform["Position"] += resolve; float u, v;
boxA = *Collision::EntityAbsoluteAABB(entity); hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, Transform::ModelMatrix(boxB.Entity), dist, u, v);
if (resolve.y > 0) { } else {
everHitTheGround = true; hit = Collision::RayVsAABB(ray, boxB, dist);
(bool)cPhysics["IsOnGround"] = true; }
((glm::vec3&)cPhysics["Velocity"]).y = 0.f; if (hit && dist < rayLength) {
//Set the entity to where it was colliding, minus the maximum box size.
//TODO: Perhaps this should be done slightly more properly.
glm::vec3 newOriginPos = ray.Origin() + (dist - 0.707107f*diameter) * ray.Direction();
glm::vec3 resolve = newOriginPos - boxA.Origin();
(glm::vec3&)cTransform["Position"] += resolve;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolve.y > 0) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
}
break;
} }
break;
} }
} }
} }
}
// Collide against octree items // Collide against octree items
m_OctreeResult.clear(); m_OctreeResult.clear();
m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult); m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult);
for (auto& boxB : m_OctreeResult) { for (auto& boxB : m_OctreeResult) {
glm::vec3 resolutionVector; glm::vec3 resolutionVector;
if (boxA.Entity == boxB.Entity) { if (boxA.Entity == boxB.Entity) {
continue;
}
if (boxB.Entity.HasComponent("Model") && Collision::AABBVsAABB(boxA, boxB)) {
//Here we know boxB is a entity with Collideable, AABB, and Model.
RawModel* model;
try {
model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
} catch (const std::exception&) {
continue; continue;
} }
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity); if (boxB.Entity.HasComponent("Model") && Collision::AABBVsAABB(boxA, boxB)) {
//Here we know boxB is a entity with Collideable, AABB, and Model.
RawModel* model;
try {
model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
} catch (const std::exception&) {
continue;
}
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"]; glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
bool isOnGround = (bool)cPhysics["IsOnGround"]; glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"]; bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) { bool isOnGround = (bool)cPhysics["IsOnGround"];
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector. float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector; if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
cPhysics["Velocity"] = inOutVelocity;
if (isOnGround) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
}
}
} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
//Enter here if boxB has no Model.
(glm::vec3&)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity); boxA = *Collision::EntityAbsoluteAABB(entity);
cPhysics["Velocity"] = inOutVelocity; if (resolutionVector.y > 0) {
if (isOnGround) {
everHitTheGround = true; everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true; (bool)cPhysics["IsOnGround"] = true;
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
} }
} }
} else if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
//Enter here if boxB has no Model.
(glm::vec3&)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
if (resolutionVector.y > 0) {
everHitTheGround = true;
(bool)cPhysics["IsOnGround"] = true;
((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
}
} }
}
//This should apply air friction and such, iff zero models were hit. //This should apply air friction and such, iff zero models were hit.
if (!everHitTheGround) { if (!everHitTheGround) {
(bool)cPhysics["IsOnGround"] = false; (bool)cPhysics["IsOnGround"] = false;
} }
m_PrevPositions[entity] = boxA.Origin(); m_PrevPositions[entity] = boxA.Origin();
}
} }
+3 -8
View File
@@ -18,14 +18,9 @@ PlayerMovementSystem::~PlayerMovementSystem()
void PlayerMovementSystem::Update(double dt) void PlayerMovementSystem::Update(double dt)
{ {
updateMovementControllers(dt); updateMovementControllers(dt);
if (IsServer) { // Only do physics calculations on client and only for themselves.
for (auto& kv : m_PlayerInputControllers) { if (!IsServer && LocalPlayer.Valid()) {
updateVelocity(kv.first, dt); updateVelocity(LocalPlayer, dt);
}
} else {
if (LocalPlayer.Valid()) {
updateVelocity(LocalPlayer, dt);
}
} }
} }