-
Notifications
You must be signed in to change notification settings - Fork 81
/
Copy pathentity.py
162 lines (107 loc) · 3.79 KB
/
entity.py
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
import math
import collider
FLYING_ACCEL = (0, 0, 0)
GRAVITY_ACCEL = (0, -32, 0)
# these values all come (losely) from Minecraft, but are multiplied by 20 (since Minecraft runs at 20 TPS)
FRICTION = (20, 20, 20)
DRAG_FLY = (5, 5, 5)
DRAG_JUMP = (1.8, 0, 1.8)
DRAG_FALL = (1.8, 0.4, 1.8)
class Entity:
def __init__(self, world):
self.world = world
# physical variables
self.jump_height = 1.25
self.flying = False
self.position = [0, 80, 0]
self.rotation = [-math.tau / 4, 0]
self.velocity = [0, 0, 0]
self.accel = [0, 0, 0]
# collision variables
self.width = 0.6
self.height = 1.8
self.collider = collider.Collider()
self.grounded = False
def update_collider(self):
x, y, z = self.position
self.collider.x1 = x - self.width / 2
self.collider.x2 = x + self.width / 2
self.collider.y1 = y
self.collider.y2 = y + self.height
self.collider.z1 = z - self.width / 2
self.collider.z2 = z + self.width / 2
def teleport(self, pos):
self.position = list(pos)
self.velocity = [0, 0, 0] # to prevent collisions
def jump(self, height=None):
# obviously, we can't initiate a jump while in mid-air
if not self.grounded:
return
if height is None:
height = self.jump_height
self.velocity[1] = math.sqrt(-2 * GRAVITY_ACCEL[1] * height)
@property
def friction(self):
if self.flying:
return DRAG_FLY
elif self.grounded:
return FRICTION
elif self.velocity[1] > 0:
return DRAG_JUMP
return DRAG_FALL
def update(self, delta_time):
# apply input acceleration, and adjust for friction/drag
self.velocity = [v + a * f * delta_time for v, a, f in zip(self.velocity, self.accel, self.friction)]
self.accel = [0, 0, 0]
# compute collisions
self.update_collider()
self.grounded = False
for _ in range(3):
adjusted_velocity = [v * delta_time for v in self.velocity]
vx, vy, vz = adjusted_velocity
# find all the blocks we could potentially be colliding with
# this step is known as "broad-phasing"
step_x = 1 if vx > 0 else -1
step_y = 1 if vy > 0 else -1
step_z = 1 if vz > 0 else -1
steps_xz = int(self.width / 2)
steps_y = int(self.height)
x, y, z = map(int, self.position)
cx, cy, cz = [int(x + v) for x, v in zip(self.position, adjusted_velocity)]
potential_collisions = []
for i in range(x - step_x * (steps_xz + 1), cx + step_x * (steps_xz + 2), step_x):
for j in range(y - step_y * (steps_y + 2), cy + step_y * (steps_y + 3), step_y):
for k in range(z - step_z * (steps_xz + 1), cz + step_z * (steps_xz + 2), step_z):
pos = (i, j, k)
num = self.world.get_block_number(pos)
if not num:
continue
for _collider in self.world.block_types[num].colliders:
entry_time, normal = self.collider.collide(_collider + pos, adjusted_velocity)
if normal is None:
continue
potential_collisions.append((entry_time, normal))
# get first collision
if not potential_collisions:
break
entry_time, normal = min(potential_collisions, key=lambda x: x[0])
entry_time -= 0.001
if normal[0]:
self.velocity[0] = 0
self.position[0] += vx * entry_time
if normal[1]:
self.velocity[1] = 0
self.position[1] += vy * entry_time
if normal[2]:
self.velocity[2] = 0
self.position[2] += vz * entry_time
if normal[1] == 1:
self.grounded = True
self.position = [x + v * delta_time for x, v in zip(self.position, self.velocity)]
# apply gravity acceleration
gravity = FLYING_ACCEL if self.flying else GRAVITY_ACCEL
self.velocity = [v + a * delta_time for v, a in zip(self.velocity, gravity)]
# apply friction/drag
self.velocity = [v - min(v * f * delta_time, v, key=abs) for v, f in zip(self.velocity, self.friction)]
# make sure we can rely on the entity's collider outside of this function
self.update_collider()