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https://github.com/genxium/DelayNoMore
synced 2024-12-25 19:28:55 +00:00
Drafted backend collision with pushback calculations.
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parent
bc8989a0e6
commit
150e30db2a
@ -5,9 +5,9 @@ import (
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"fmt"
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"github.com/golang/protobuf/proto"
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"github.com/gorilla/websocket"
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"github.com/kvartborg/vector"
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"github.com/solarlune/resolv"
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"go.uber.org/zap"
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"math"
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"math/rand"
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. "server/common"
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"server/common/utils"
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@ -1151,19 +1151,35 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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continue
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}
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baseChange := player.Speed * pR.RollbackEstimatedDt * decodedInputSpeedFactor
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dx := baseChange * float64(decodedInput[0])
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dy := baseChange * float64(decodedInput[1])
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oldDx, oldDy := baseChange * float64(decodedInput[0]), baseChange * float64(decodedInput[1])
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dx, dy := oldDx, oldDy
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
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if collision := playerCollider.Check(dx, dy, "Barrier"); collision != nil {
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changeWithCollision := collision.ContactWithObject(collision.Objects[0])
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Logger.Info(fmt.Sprintf("Collided: roomId=%v, playerId=%v, orig dx=%v, orig dy=%v, proposed new dx =%v, proposed new dy=%v", pR.Id, player.Id, dx, dy, changeWithCollision.X(), changeWithCollision.Y()))
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// FIXME: Use a mechanism equivalent to that of the frontend!
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// dx = changeWithCollision.X()
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// dy = changeWithCollision.Y()
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dx = 0
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dy = 0
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if collision := playerCollider.Check(oldDx, oldDy, "Barrier"); collision != nil {
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playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
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barrierShape := collision.Objects[0].Shape.(*resolv.ConvexPolygon)
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origX, origY := playerShape.Position()
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playerShape.SetPosition(origX+oldDx, origY+oldDy)
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if colliding := IsPolygonPairColliding(playerShape, barrierShape, nil); colliding {
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Logger.Info(fmt.Sprintf("Collided: playerShape=%v, oldDx=%v, oldDy=%v", playerShape, oldDx, oldDy))
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overlapResult := &SatResult{
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Overlap: 0,
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OverlapX: 0,
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OverlapY: 0,
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AContainedInB: true,
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BContainedInA: true,
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Axis: vector.Vector{0, 0},
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}
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e := vector.Vector{oldDx, oldDy}.Unit()
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if separatableAlongMovement := IsPolygonPairSeparatedByDir(playerShape, barrierShape, e, overlapResult); !separatableAlongMovement {
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pushbackX, pushbackY := overlapResult.Overlap*overlapResult.OverlapX, overlapResult.Overlap*overlapResult.OverlapY
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Logger.Info(fmt.Sprintf("Collided: playerShape=%v, oldDx=%v, oldDy=%v, toCheckBarrier=%v, pushbackX=%v, pushbackY=%v", playerShape, oldDx, oldDy, barrierShape, pushbackX, pushbackY))
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dx, dy = oldDx-pushbackX, oldDy-pushbackY
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}
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}
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playerShape.SetPosition(origX, origY)
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}
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playerCollider.X += dx
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playerCollider.Y += dy
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@ -1203,9 +1219,7 @@ func (pR *Room) refreshColliders() {
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minStep := int(3) // the approx minimum distance a player can move per frame
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space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
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for _, player := range pR.Players {
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playerCollider := resolv.NewObject(player.X-playerColliderRadius+spaceOffsetX, player.Y-playerColliderRadius+spaceOffsetY, playerColliderRadius*2, playerColliderRadius*2)
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playerColliderShape := resolv.NewCircle(+playerColliderRadius, +playerColliderRadius, playerColliderRadius)
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playerCollider.SetShape(playerColliderShape)
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playerCollider := GenerateRectCollider(player.X, player.Y, playerColliderRadius*2, playerColliderRadius*2, spaceOffsetX, spaceOffsetY, "Player")
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space.Add(playerCollider)
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// Keep track of the collider in "pR.CollisionSysMap"
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joinIndex := player.JoinIndex
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@ -1215,31 +1229,8 @@ func (pR *Room) refreshColliders() {
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}
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for _, barrier := range pR.Barriers {
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var w float64 = 0
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var h float64 = 0
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for i, pi := range barrier.Boundary.Points {
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for j, pj := range barrier.Boundary.Points {
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if i == j {
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continue
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}
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if math.Abs(pj.X-pi.X) > w {
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w = math.Abs(pj.X - pi.X)
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}
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if math.Abs(pj.Y-pi.Y) > h {
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h = math.Abs(pj.Y - pi.Y)
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}
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}
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}
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barrierColliderShape := resolv.NewConvexPolygon()
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for _, p := range barrier.Boundary.Points {
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barrierColliderShape.AddPoints(p.X, p.Y)
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}
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barrierCollider := resolv.NewObject(barrier.Boundary.Anchor.X+spaceOffsetX, barrier.Boundary.Anchor.Y+spaceOffsetY, w, h, "Barrier")
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barrierCollider.SetShape(barrierColliderShape)
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boundaryUnaligned := barrier.Boundary
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barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, spaceOffsetX, spaceOffsetY, "Barrier")
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space.Add(barrierCollider)
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}
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}
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@ -56,10 +56,8 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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moveToCollide := true
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if moveToCollide {
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toTestPlayerCollider := playerColliders[0]
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oldDx := 135.0
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oldDy := 135.0
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dx := oldDx
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dy := oldDy
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oldDx, oldDy := 135.0, 135.0
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dx, dy := oldDx, oldDy
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if collision := toTestPlayerCollider.Check(oldDx, oldDy, "Barrier"); collision != nil {
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playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)
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barrierShape := collision.Objects[0].Shape.(*resolv.ConvexPolygon)
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@ -440,7 +440,7 @@
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"array": [
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0,
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0,
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209.73151519075364,
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342.9460598986377,
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0,
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0,
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0,
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@ -740,9 +740,13 @@ cc.Class({
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newPlayerNode.setPosition(cc.v2(x, y));
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newPlayerNode.getComponent("SelfPlayer").mapNode = self.node;
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const currentSelfColliderCircle = newPlayerNode.getComponent(cc.CircleCollider);
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const r = currentSelfColliderCircle.radius, d = 2*r;
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// The collision box of an individual player is a polygon instead of a circle, because the backend collision engine doesn't handle circle alignment well.
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const x0 = x-r, y0 = y-r;
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let pts = [[0, 0], [d, 0], [d, d], [0, d]];
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const newPlayerColliderLatest = self.latestCollisionSys.createCircle(x, y, currentSelfColliderCircle.radius);
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const newPlayerColliderChaser = self.chaserCollisionSys.createCircle(x, y, currentSelfColliderCircle.radius);
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const newPlayerColliderLatest = self.latestCollisionSys.createPolygon(x0, y0, pts);
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const newPlayerColliderChaser = self.chaserCollisionSys.createPolygon(x0, y0, pts);
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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self.latestCollisionSysMap.set(collisionPlayerIndex, newPlayerColliderLatest);
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self.chaserCollisionSysMap.set(collisionPlayerIndex, newPlayerColliderChaser);
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@ -952,10 +956,12 @@ cc.Class({
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const joinIndex = playerRichInfo.joinIndex;
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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const playerCollider = collisionSysMap.get(collisionPlayerIndex);
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const currentSelfColliderCircle = playerRichInfo.node.getComponent(cc.CircleCollider);
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const r = currentSelfColliderCircle.radius;
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rdf.players[playerRichInfo.id] = {
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id: playerRichInfo.id,
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x: playerCollider.x,
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y: playerCollider.y,
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x: playerCollider.x + r, // [WARNING] the (x, y) of "playerCollider" is offset to the anchor (i.e. first point of all points) of the polygon shape
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y: playerCollider.y + r,
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dir: self.ctrl.decodeDirection(null == inputFrameAppliedOnPrevRenderFrame ? 0 : inputFrameAppliedOnPrevRenderFrame.inputList[joinIndex - 1]),
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speed: (null == speedRefRenderFrame ? playerRichInfo.speed : speedRefRenderFrame.players[playerRichInfo.id].speed),
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joinIndex: joinIndex
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@ -1025,8 +1031,11 @@ cc.Class({
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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const playerCollider = collisionSysMap.get(collisionPlayerIndex);
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const player = latestRdf.players[playerId];
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playerCollider.x = player.x;
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playerCollider.y = player.y;
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const currentSelfColliderCircle = playerRichInfo.node.getComponent(cc.CircleCollider);
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const r = currentSelfColliderCircle.radius;
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playerCollider.x = player.x - r;
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playerCollider.y = player.y - r;
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});
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/*
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