use of org.joml.Vector3dc in project Valkyrien-Warfare-Revamped by ValkyrienWarfare.
the class WorldPhysicsCollider method handleActualCollision.
// Takes the collision data along all axes generated prior, and creates the
// ideal value that is to be followed
private boolean handleActualCollision(BlockPos inWorldPos, BlockPos inLocalPos, IBlockState inWorldState, IBlockState inLocalState) {
final ShipTransform parentTransform = parent.getShipTransformationManager().getCurrentPhysicsTransform();
final boolean isXUpSolid = isBlockInWorldSolidFast(inWorldPos.getX() + 1, inWorldPos.getY(), inWorldPos.getZ());
final boolean isXDownSolid = isBlockInWorldSolidFast(inWorldPos.getX() - 1, inWorldPos.getY(), inWorldPos.getZ());
final boolean isYUpSolid = isBlockInWorldSolidFast(inWorldPos.getX(), inWorldPos.getY() + 1, inWorldPos.getZ());
final boolean isYDownSolid = isBlockInWorldSolidFast(inWorldPos.getX(), inWorldPos.getY() - 1, inWorldPos.getZ());
final boolean isZUpSolid = isBlockInWorldSolidFast(inWorldPos.getX(), inWorldPos.getY(), inWorldPos.getZ() + 1);
final boolean isZDownSolid = isBlockInWorldSolidFast(inWorldPos.getX(), inWorldPos.getY(), inWorldPos.getZ() - 1);
if (isXUpSolid && isXDownSolid && isYUpSolid && isYDownSolid && isZUpSolid && isZDownSolid) {
// Interior block, skip
return false;
}
for (int i = 0; i < 8; i++) {
final int xAxis = combinationsOfOnes[i * 3];
final int yAxis = combinationsOfOnes[i * 3 + 1];
final int zAxis = combinationsOfOnes[i * 3 + 2];
// Position of the World's block in global
final Vector3dc shipBlockInLocal = temp0.set(inLocalPos.getX() + .5 + xAxis * SPHERE_RADIUS, inLocalPos.getY() + .5 + yAxis * SPHERE_RADIUS, inLocalPos.getZ() + .5 + zAxis * SPHERE_RADIUS);
// Position of the World's block in local
final Vector3dc shipBlockInGlobal = parentTransform.transformPositionNew(temp1.set(shipBlockInLocal), TransformType.SUBSPACE_TO_GLOBAL);
double xUpOffset = .5 - (shipBlockInGlobal.x() - (inWorldPos.getX() + .5)) + SPHERE_RADIUS;
double xDownOffset = .5 - ((inWorldPos.getX() + .5) - shipBlockInGlobal.x()) + SPHERE_RADIUS;
double yUpOffset = .5 - (shipBlockInGlobal.y() - (inWorldPos.getY() + .5)) + SPHERE_RADIUS;
double yDownOffset = .5 - ((inWorldPos.getY() + .5) - shipBlockInGlobal.y()) + SPHERE_RADIUS;
double zUpOffset = .5 - (shipBlockInGlobal.z() - (inWorldPos.getZ() + .5)) + SPHERE_RADIUS;
double zDownOffset = .5 - ((inWorldPos.getZ() + .5) - shipBlockInGlobal.z()) + SPHERE_RADIUS;
if (isXUpSolid) {
xUpOffset = 1;
}
if (isXDownSolid) {
xDownOffset = 1;
}
if (isYUpSolid) {
yUpOffset = 1;
}
if (isYDownSolid) {
yDownOffset = 1;
}
if (isZUpSolid) {
zUpOffset = 1;
}
if (isZDownSolid) {
zDownOffset = 1;
}
if (xUpOffset > 0 && xDownOffset > 0 && yUpOffset > 0 && yDownOffset > 0 && zUpOffset > 0 && zDownOffset > 0) {
// Intersection
final Vector3dc axis;
final Vector3dc response;
// If X and Z collision have less magnitude than this, then we only consider the Y axis.
final double THRESHOLD = .1;
if (Math.abs(xUpOffset) < THRESHOLD && Math.abs(xDownOffset) < THRESHOLD && Math.abs(zUpOffset) < THRESHOLD && Math.abs(zDownOffset) < THRESHOLD && (!isYUpSolid || !isYDownSolid)) {
// Ignore other axes just use Y
if (yUpOffset < yDownOffset) {
// yUpOffset is minimum
axis = temp2.set(0, -1, 0);
response = axis.mul(yUpOffset, temp3);
} else {
// yDownOffset is minimum
axis = temp2.set(0, 1, 0);
response = axis.mul(yDownOffset, temp3);
}
} else {
// Use the minimum overlapping axis
if (xUpOffset < xDownOffset && xUpOffset < yUpOffset && xUpOffset < yDownOffset && xUpOffset < zUpOffset && xUpOffset < zDownOffset) {
// xUpOffset is minimum
axis = temp2.set(-1, 0, 0);
response = axis.mul(xUpOffset, temp3);
} else if (xDownOffset < yUpOffset && xDownOffset < yDownOffset && xDownOffset < zUpOffset && xDownOffset < zDownOffset) {
// xDownOffset is minimum
axis = temp2.set(1, 0, 0);
response = axis.mul(xDownOffset, temp3);
} else if (yUpOffset < yDownOffset && yUpOffset < zUpOffset && yUpOffset < zDownOffset) {
// yUpOffset is minimum
axis = temp2.set(0, -1, 0);
response = axis.mul(yUpOffset, temp3);
} else if (yDownOffset < zUpOffset && yDownOffset < zDownOffset) {
// yDownOffset is minimum
axis = temp2.set(0, 1, 0);
response = axis.mul(yDownOffset, temp3);
} else if (zUpOffset < zDownOffset) {
// zUpOffset is minimum
axis = temp2.set(0, 0, -1);
response = axis.mul(zUpOffset, temp3);
} else {
// zDownOffset is minimum
axis = temp2.set(0, 0, 1);
response = axis.mul(zDownOffset, temp3);
}
}
handleCollision(shipBlockInGlobal, axis, response, 1);
}
}
return false;
}
use of org.joml.Vector3dc in project Valkyrien-Warfare-Revamped by ValkyrienWarfare.
the class MixinClientWorld method preGetCombinedLight.
@SideOnly(Side.CLIENT)
@Inject(method = "getCombinedLight(Lnet/minecraft/util/math/BlockPos;I)I", at = @At("HEAD"), cancellable = true)
private void preGetCombinedLight(BlockPos pos, int lightValue, CallbackInfoReturnable<Integer> callbackInfoReturnable) {
final World world = thisAsWorld;
try {
int i = world.getLightFromNeighborsFor(EnumSkyBlock.SKY, pos);
int j = world.getLightFromNeighborsFor(EnumSkyBlock.BLOCK, pos);
AxisAlignedBB lightBB = new AxisAlignedBB(pos.getX() - 2, pos.getY() - 2, pos.getZ() - 2, pos.getX() + 2, pos.getY() + 2, pos.getZ() + 2);
final List<PhysicsObject> physicsObjectList = ValkyrienUtils.getPhysObjWorld(world).getAllLoadedThreadSafe().stream().filter((physicsObject -> lightBB.intersects(physicsObject.getShipBB()))).collect(Collectors.toList());
final BlockPos.MutableBlockPos mutableBlockPos = new BlockPos.MutableBlockPos();
for (final PhysicsObject physicsObject : physicsObjectList) {
final Vector3dc posInLocal = physicsObject.getShipTransformationManager().getRenderTransform().transformPositionNew(JOML.convertTo3d(pos).add(.5, .5, .5), TransformType.GLOBAL_TO_SUBSPACE);
final int minX = (int) Math.floor(posInLocal.x());
final int minY = (int) Math.floor(posInLocal.y());
final int minZ = (int) Math.floor(posInLocal.z());
int shipSkyLight = 0;
for (int x = minX; x <= minX + 1; x++) {
for (int y = minY; y <= minY + 1; y++) {
for (int z = minZ; z <= minZ + 1; z++) {
mutableBlockPos.setPos(x, y, z);
final IBlockState blockState = world.getBlockState(mutableBlockPos);
// Ignore the light of full blocks
if (blockState.isFullBlock()) {
continue;
}
final int localBlockLight = world.getLightFromNeighborsFor(EnumSkyBlock.BLOCK, mutableBlockPos);
final int localSkyLight = world.getLightFromNeighborsFor(EnumSkyBlock.SKY, mutableBlockPos);
j = Math.max(j, localBlockLight);
shipSkyLight = Math.max(shipSkyLight, localSkyLight);
}
}
}
if (i > shipSkyLight) {
i = shipSkyLight;
}
}
if (j < lightValue) {
j = lightValue;
}
callbackInfoReturnable.setReturnValue(i << 20 | j << 4);
} catch (Exception e) {
System.err.println("Something just went wrong here, getting default light value instead!");
e.printStackTrace();
}
}
use of org.joml.Vector3dc in project Valkyrien-Warfare-Revamped by ValkyrienWarfare.
the class EntityCollisionInjector method alterEntityMovement.
// Returns false if game should use default collision
@Nullable
public static IntermediateMovementVariableStorage alterEntityMovement(Entity entity, MoverType type, double dx, double dy, double dz) {
final double origDx = dx;
final double origDy = dy;
final double origDz = dz;
final double origPosX = entity.posX;
final double origPosY = entity.posY;
final double origPosZ = entity.posZ;
boolean isLiving = entity instanceof EntityLivingBase;
Vec3d velocity = new Vec3d(dx, dy, dz);
Polygon playerBeforeMove = new Polygon(entity.getEntityBoundingBox());
List<Polygon> colPolys = getCollidingPolygonsAndDoBlockCols(entity, velocity);
PhysicsObject worldBelow = null;
IDraggable draggable = EntityDraggable.getDraggableFromEntity(entity);
final EntityShipMovementData lastTickEntityShipMovementData = draggable.getEntityShipMovementData();
Vector3d total = new Vector3d();
// Used to reset the player position after collision processing, effectively
// using the player to integrate their velocity
double posOffestX = 0;
double posOffestY = 0;
double posOffestZ = 0;
// True IFF the player is on a ladder
boolean isPlayerOnLadder = false;
// region Ladder movement
if (entity instanceof EntityLivingBase) {
final EntityLivingBase base = (EntityLivingBase) entity;
final List<PhysicsObject> collidingShips = ((IHasShipManager) entity.getEntityWorld()).getManager().getPhysObjectsInAABB(base.getEntityBoundingBox());
final Iterable<Triple<PhysicsObject, BlockPos, IBlockState>> ladderCollisions = getLadderCollisions(base, collidingShips);
// For now, just ignore the y component. I may or may not use it later.
final float forward = ((EntityLivingBase) entity).moveForward;
final float strafe = ((EntityLivingBase) entity).moveStrafing;
final double f1 = Math.sin(Math.toRadians(entity.rotationYaw));
final double f2 = Math.cos(Math.toRadians(entity.rotationYaw));
final double intendedXVel = strafe * f2 - forward * f1;
final double intendedYVel = 0;
final double intendedZVel = forward * f2 + strafe * f1;
final Vector3dc originalVelocityDirection = new Vector3d(intendedXVel, intendedYVel, intendedZVel).normalize();
final World world = entity.world;
final Polygon playerPolygon = new Polygon(base.getEntityBoundingBox());
for (final Triple<PhysicsObject, BlockPos, IBlockState> ladderCollision : ladderCollisions) {
final IBlockState ladderState = ladderCollision.getRight();
EnumFacing ladderFacing = null;
// For now, we only support a few blocks
if (ladderState.getPropertyKeys().contains(BlockHorizontal.FACING)) {
ladderFacing = ladderState.getValue(BlockHorizontal.FACING);
}
// We need the EnumFacing of the ladder for the code to work. If we couldn't find it then just give up :/
if (ladderFacing != null) {
final Vector3d ladderNormal = JOML.convertDouble(ladderFacing.getDirectionVec());
final ShipTransform shipTransform = ladderCollision.getLeft().getShipTransform();
// Grow the ladder BB by a small margin (makes the ladder experience better imo)
final AxisAlignedBB ladderBB = ladderCollision.getRight().getBoundingBox(world, ladderCollision.getMiddle()).offset(ladderCollision.getMiddle()).grow(.4);
final Polygon ladderPoly = new Polygon(ladderBB, shipTransform.getSubspaceToGlobal());
// Determine if the player is actually colliding with the ladder
final PhysPolygonCollider collider = new PhysPolygonCollider(playerPolygon, ladderPoly, ladderCollision.getLeft().getShipTransformationManager().normals);
collider.processData();
shipTransform.transformDirection(ladderNormal, TransformType.SUBSPACE_TO_GLOBAL);
// Don't use "floor ladders"
final boolean isLadderFacingDown = ladderNormal.y > .8;
if (isLadderFacingDown) {
continue;
}
// If the ladder is facing up, then let the player use them like monkey bars
final boolean isLadderFacingUp = ladderNormal.y < -.8;
// Whether or not the player is actually colliding with a ladder, since it is close to one we give the player ladder movement.
dx = MathHelper.clamp(dx, -.15, .15);
dz = MathHelper.clamp(dz, -.15, .15);
base.fallDistance = 0;
if (!isLadderFacingUp) {
// Use ladders like normal
if (dy < -.15) {
dy = -.15;
}
final boolean isPlayerGoingTowardsLadder = originalVelocityDirection.dot(ladderNormal) < -.1;
final boolean isPlayerSneakingOnLadder = base.isSneaking() && base instanceof EntityPlayer;
if (isPlayerSneakingOnLadder && dy < 0) {
dy = 0;
}
if (!collider.seperated && isPlayerGoingTowardsLadder) {
dy = .2;
}
} else {
// Use ladders like monkey bars
dy = .2;
}
worldBelow = ladderCollision.getLeft();
isPlayerOnLadder = true;
break;
}
}
}
// endregion
final Vector3dc velVec = new Vector3d(dx, dy, dz);
for (Polygon poly : colPolys) {
if (poly instanceof ShipPolygon) {
ShipPolygon shipPoly = (ShipPolygon) poly;
try {
EntityPolygonCollider fast = new EntityPolygonCollider(playerBeforeMove, shipPoly, shipPoly.normals, velVec.add(total, new Vector3d()));
if (!fast.arePolygonsSeparated()) {
// fastCollisions.add(fast);
worldBelow = shipPoly.shipFrom;
Vector3d response = fast.getCollisions()[fast.getMinDistanceIndex()].getResponse();
// TODO: Add more potential yResponses
double stepSquared = entity.stepHeight * entity.stepHeight;
// Do not do stair stepping if the player is on a ladder.
boolean isStep = isLiving && entity.onGround && !isPlayerOnLadder;
if (response.y >= 0 && VSMath.canStandOnNormal(fast.getCollisionAxes()[fast.getMinDistanceIndex()])) {
Vector3d slowButStopped = new Vector3d(0, -fast.getCollisions()[fast.getMinDistanceIndex()].getCollisionPenetrationDistance() / fast.getCollisionAxes()[fast.getMinDistanceIndex()].y(), 0);
response = slowButStopped;
}
if (isStep) {
EntityLivingBase living = (EntityLivingBase) entity;
if (Math.abs(living.moveForward) > .01 || Math.abs(living.moveStrafing) > .01) {
for (int i = 3; i < 6; i++) {
Vector3d tempResponse = fast.getCollisions()[i].getResponse();
if (tempResponse.y > 0 && VSMath.canStandOnNormal(fast.getCollisions()[i].getCollisionNormal()) && tempResponse.lengthSquared() < stepSquared) {
if (tempResponse.lengthSquared() < .1) {
// Too small to be a real step, let it through
response = tempResponse;
} else {
// System.out.println("Try Stepping!");
AxisAlignedBB axisalignedbb = entity.getEntityBoundingBox().offset(tempResponse.x, tempResponse.y, tempResponse.z);
// Don't allow the player to step if the step will put them in another polygon.
boolean collidesWithAnything = false;
{
final AxisAlignedBB newEntityBBShrunk = axisalignedbb.shrink(.15);
final Polygon newEntityBBShrunkPolygon = new Polygon(newEntityBBShrunk);
for (Polygon potentialStepCollision : colPolys) {
if (potentialStepCollision == poly) {
// Don't run this on ourself
continue;
}
if (potentialStepCollision.getEnclosedAABB().intersects(newEntityBBShrunk)) {
// Finer check
ShipPolygon potentialStepCollisionShipPoly = (ShipPolygon) potentialStepCollision;
final EntityPolygonCollider checkIfStepCollidesWithBlock = new EntityPolygonCollider(newEntityBBShrunkPolygon, potentialStepCollisionShipPoly, potentialStepCollisionShipPoly.normals, new Vector3d());
checkIfStepCollidesWithBlock.processData();
if (!checkIfStepCollidesWithBlock.arePolygonsSeparated()) {
collidesWithAnything = true;
break;
}
}
}
}
if (!collidesWithAnything) {
entity.setEntityBoundingBox(axisalignedbb);
// I think this correct, but it may create more problems than it solves
response.zero();
entity.resetPositionToBB();
}
}
}
}
}
}
// total.add(response);
if (Math.abs(response.x) > .01D) {
total.x += response.x;
}
if (Math.abs(response.y) > .01D) {
total.y += response.y;
}
if (Math.abs(response.z) > .01D) {
total.z += response.z;
}
entity.posX += response.x;
entity.posY += response.y;
entity.posZ += response.z;
posOffestX += response.x;
posOffestY += response.y;
posOffestZ += response.z;
AxisAlignedBB axisalignedbb = entity.getEntityBoundingBox().offset(response.x, response.y, response.z);
entity.setEntityBoundingBox(axisalignedbb);
entity.resetPositionToBB();
}
} catch (Exception e) {
// Do nothing
}
}
}
AxisAlignedBB axisalignedbb = entity.getEntityBoundingBox().offset(-posOffestX, -posOffestY, -posOffestZ);
entity.setEntityBoundingBox(axisalignedbb);
entity.resetPositionToBB();
// We are on the ship that we are riding
if (entity.ridingEntity instanceof EntityMountable) {
final EntityMountable entityMountable = (EntityMountable) entity.ridingEntity;
if (entityMountable.getReferencePosOptional().isPresent()) {
final Optional<PhysicsObject> physicsObjectOptional = ValkyrienUtils.getPhysoManagingBlock(entity.world, entityMountable.getReferencePosOptional().get());
if (physicsObjectOptional.isPresent()) {
worldBelow = physicsObjectOptional.get();
}
}
}
if (worldBelow == null) {
return null;
}
dx += total.x;
dy += total.y;
dz += total.z;
boolean alreadyOnGround = entity.onGround && (dy == origDy) && origDy < 0;
Vector3d original = new Vector3d(origDx, origDy, origDz);
Vector3d newMov = new Vector3d(dx - origDx, dy - origDy, dz - origDz);
entity.collidedHorizontally = original.dot(newMov) < 0;
entity.collidedVertically = isDifSignificant(dy, origDy);
entity.onGround = entity.collidedVertically && origDy < 0 || alreadyOnGround;
entity.collided = entity.collidedHorizontally || entity.collidedVertically;
// entity.resetPositionToBB();
double motionYBefore = entity.motionY;
float oldFallDistance = entity.fallDistance;
Vector3d dxyz = new Vector3d(dx, dy, dz);
;
Vector3d origDxyz = new Vector3d(origDx, origDy, origDz);
Vector3d origPosXyz = new Vector3d(origPosX, origPosY, origPosZ);
return new IntermediateMovementVariableStorage(dxyz, origDxyz, origPosXyz, alreadyOnGround, motionYBefore, oldFallDistance, worldBelow.getShipData());
}
use of org.joml.Vector3dc in project Valkyrien-Warfare-Revamped by ValkyrienWarfare.
the class ShipTransformationManager method createCollisionNormals.
private static Vector3dc[] createCollisionNormals(ShipTransform transform) {
// We edit a local array instead of normals to avoid data races.
final Vector3dc[] newNormals = new Vector3dc[15];
// Used to generate Normals for the Axis Aligned World
final Vector3dc[] alignedNorms = Polygon.generateAxisAlignedNorms();
final Vector3dc[] rotatedNorms = generateRotationNormals(transform);
for (int i = 0; i < 6; i++) {
Vector3dc currentNorm;
if (i < 3) {
currentNorm = alignedNorms[i];
} else {
currentNorm = rotatedNorms[i - 3];
}
newNormals[i] = currentNorm;
}
int cont = 6;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
Vector3d norm = newNormals[i].cross(newNormals[j + 3], new Vector3d());
norm.normalize();
newNormals[cont] = norm;
cont++;
}
}
for (int i = 0; i < newNormals.length; i++) {
if (newNormals[i].lengthSquared() < .01) {
newNormals[i] = new Vector3d(0.0D, 1.0D, 0.0D);
}
}
newNormals[0] = new Vector3d(1, 0, 0);
newNormals[1] = new Vector3d(0, 1, 0);
newNormals[2] = new Vector3d(0, 0, 1);
return newNormals;
}
use of org.joml.Vector3dc in project Valkyrien-Warfare-Revamped by ValkyrienWarfare.
the class ShipPilot method getTorqueInGlobal.
public Vector3dc getTorqueInGlobal(PhysicsCalculations physicsCalculations) {
final PhysicsObject physicsObject = physicsCalculations.getParent();
final ShipTransform shipTransform = physicsObject.getShipTransformationManager().getCurrentPhysicsTransform();
final Vector3dc idealAngularVelocity = shipTransform.transformDirectionNew(new Vector3d(targetAngularVelocity), TransformType.SUBSPACE_TO_GLOBAL);
final Vector3dc currentAngularVelocity = physicsCalculations.getAngularVelocity();
final Vector3dc velocityDifference = idealAngularVelocity.sub(currentAngularVelocity, new Vector3d());
final Vector3d resultingTorque = physicsCalculations.getPhysMOITensor().transform(velocityDifference, new Vector3d());
resultingTorque.mul(physicsCalculations.getPhysicsTimeDeltaPerPhysTick());
resultingTorque.mul(ANGULAR_EMA_FILTER_CONSTANT);
// Only effect y axis
resultingTorque.x = 0;
resultingTorque.z = 0;
// Add a stabilization torque
final Vector3dc shipUp = shipTransform.transformDirectionNew(new Vector3d(0, 1, 0), TransformType.SUBSPACE_TO_GLOBAL);
final Vector3dc idealUp = new Vector3d(0, 1, 0);
final double angleBetween = shipUp.angle(idealUp);
if (angleBetween > .01) {
final Vector3dc stabilizationRotationAxisNormalized = shipUp.cross(idealUp, new Vector3d()).normalize();
final Vector3d stabilizationTorque = physicsCalculations.getPhysMOITensor().transform(stabilizationRotationAxisNormalized.mul(angleBetween, new Vector3d()));
stabilizationTorque.mul(physicsCalculations.getPhysicsTimeDeltaPerPhysTick());
stabilizationTorque.mul(STABILIZATION_TORQUE_CONSTANT);
resultingTorque.add(stabilizationTorque);
}
return resultingTorque;
}
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