Minecraft-Console-Client/MinecraftClient/Physics/PlayerPhysics.cs

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using System;
using MinecraftClient.Mapping;
namespace MinecraftClient.Physics
{
/// <summary>
/// Core physics tick engine for the player, faithfully replicating vanilla 1.21.11 physics.
/// Mirrors the combined logic of Entity.move(), LivingEntity.aiStep()/travel()/travelInAir(),
/// Player.travel(), and LocalPlayer.aiStep().
/// </summary>
public class PlayerPhysics
{
// --- State ---
public Vec3d Position;
public Vec3d DeltaMovement;
public float Yaw;
public float Pitch;
public bool OnGround;
public bool HorizontalCollision;
public bool VerticalCollision;
public bool VerticalCollisionBelow;
public double FallDistance;
public Vec3d StuckSpeedMultiplier = Vec3d.Zero;
// Movement input
public float Xxa; // strafe
public float Zza; // forward
public float Yya; // vertical (creative fly)
public bool Jumping;
// Movement mode flags
public bool Sprinting;
public bool Sneaking;
public bool CreativeFlying;
public bool InWater;
public bool InLava;
public bool OnClimbable;
public bool HasSlowFalling;
public bool HasLevitation;
public int LevitationAmplifier;
// Player dimensions
public double PlayerWidth = PhysicsConsts.PlayerWidth;
public double PlayerHeight = PhysicsConsts.PlayerHeight;
// Anti-jump-spam
private int noJumpDelay;
// Tick counter for position packet timing
public int TickCount;
// Movement speed attribute (base = 0.1 for players)
public float MovementSpeed = 0.1f;
/// <summary>
/// Get the player's bounding box at current position
/// </summary>
public Aabb GetBoundingBox()
{
return Aabb.OfSize(Position.X, Position.Y, Position.Z, PlayerWidth, PlayerHeight);
}
/// <summary>
/// Run one physics tick. Call at 20 TPS.
/// </summary>
public void Tick(World world)
{
TickCount++;
// Velocity threshold zeroing (LivingEntity.aiStep)
ZeroTinyVelocity();
// Jump handling
HandleJumping(world);
// Build travel input
Vec3d travelInput = new(Xxa, Yya, Zza);
// Travel (dispatches to air/water/lava/fly)
Travel(world, travelInput);
if (noJumpDelay > 0)
noJumpDelay--;
}
/// <summary>
/// Apply the movement input from MovementInput to xxa/zza.
/// Call before Tick() each frame.
/// </summary>
public void ApplyInput(MovementInput input)
{
var (rawXxa, rawZza) = input.GetMoveVector();
// Scale by INPUT_FRICTION (0.98) — this matches LocalPlayer.modifyInput
rawXxa *= PhysicsConsts.InputFriction;
rawZza *= PhysicsConsts.InputFriction;
// Sneak slowdown
if (input.Sneak)
{
rawXxa *= 0.3f;
rawZza *= 0.3f;
}
Xxa = rawXxa;
Zza = rawZza;
Yya = 0;
Jumping = input.Jump;
Sneaking = input.Sneak;
Sprinting = input.Sprint;
// Creative/spectator fly vertical
if (CreativeFlying)
{
if (input.Jump)
Yya += (float)(PhysicsConsts.DefaultFlySpeed * PhysicsConsts.FlyVerticalBoostScale);
if (input.Sneak)
Yya -= (float)(PhysicsConsts.DefaultFlySpeed * PhysicsConsts.FlyVerticalBoostScale);
}
}
private void ZeroTinyVelocity()
{
double dx = DeltaMovement.X;
double dy = DeltaMovement.Y;
double dz = DeltaMovement.Z;
// Player-specific: zero horizontal if combined length < 0.003
if (dx * dx + dz * dz < PhysicsConsts.PlayerHorizontalVelocityThresholdSqr)
{
dx = 0;
dz = 0;
}
if (Math.Abs(dy) < PhysicsConsts.VerticalVelocityThreshold)
dy = 0;
DeltaMovement = new Vec3d(dx, dy, dz);
}
private void HandleJumping(World world)
{
if (!Jumping) { noJumpDelay = 0; return; }
if (InWater || InLava)
{
// Jump in fluid: add upward impulse
DeltaMovement = DeltaMovement.Add(0, PhysicsConsts.WaterFloatImpulse, 0);
}
else if (OnGround && noJumpDelay == 0)
{
JumpFromGround();
noJumpDelay = 10;
}
}
private void JumpFromGround()
{
float jumpPower = PhysicsConsts.BaseJumpPower;
if (jumpPower <= 1.0E-5f) return;
DeltaMovement = new Vec3d(
DeltaMovement.X,
Math.Max(jumpPower, DeltaMovement.Y),
DeltaMovement.Z);
if (Sprinting)
{
float yawRad = Yaw * (MathF.PI / 180.0f);
DeltaMovement = DeltaMovement.Add(
-MathF.Sin(yawRad) * PhysicsConsts.SprintJumpHorizontalBoost,
0,
MathF.Cos(yawRad) * PhysicsConsts.SprintJumpHorizontalBoost);
}
}
private void Travel(World world, Vec3d input)
{
if (InWater && !CreativeFlying)
{
TravelInWater(world, input);
}
else if (InLava && !CreativeFlying)
{
TravelInLava(world, input);
}
else
{
TravelInAir(world, input);
}
}
/// <summary>
/// Ground/air travel — LivingEntity.travelInAir(Vec3)
/// </summary>
private void TravelInAir(World world, Vec3d input)
{
// Get block friction at feet
float blockFriction = OnGround ? GetBlockFriction(world) : 1.0f;
float f = blockFriction * PhysicsConsts.FrictionMultiplier;
// Apply input → velocity (handleRelativeFrictionAndCalculateMovement)
float speed = GetFrictionInfluencedSpeed(blockFriction);
MoveRelative(speed, input);
// Handle climbable
HandleOnClimbable();
// Execute collision
Move(world, DeltaMovement);
Vec3d postMoveVel = DeltaMovement;
double vy = postMoveVel.Y;
// Climbing wall bump
if ((HorizontalCollision || Jumping) && OnClimbable)
{
vy = PhysicsConsts.ClimbWallBump;
}
// Apply gravity
if (HasLevitation)
{
vy += (0.05 * (LevitationAmplifier + 1) - vy) * 0.2;
}
else
{
vy -= GetEffectiveGravity();
}
// Apply drag/friction
if (CreativeFlying)
{
// Player.travel override: creative fly preserves horizontal from parent, damps Y
DeltaMovement = new Vec3d(postMoveVel.X * f, vy * PhysicsConsts.FlyVerticalDamping, postMoveVel.Z * f);
}
else
{
DeltaMovement = new Vec3d(postMoveVel.X * f, vy * PhysicsConsts.DragY, postMoveVel.Z * f);
}
// Block speed factor (soul sand, honey, etc.)
ApplyBlockSpeedFactor(world);
}
/// <summary>
/// Water travel — LivingEntity.travelInWater(Vec3, ...)
/// </summary>
private void TravelInWater(World world, Vec3d input)
{
float slowDown = Sprinting ? PhysicsConsts.WaterSprintSlowDown : PhysicsConsts.WaterSlowDown;
float speed = PhysicsConsts.WaterBaseSpeed;
MoveRelative(speed, input);
Move(world, DeltaMovement);
Vec3d vel = DeltaMovement;
// Climbing bump in water
if (HorizontalCollision && OnClimbable)
vel = new Vec3d(vel.X, PhysicsConsts.ClimbWallBump, vel.Z);
vel = vel.Multiply(slowDown, PhysicsConsts.WaterYDamping, slowDown);
// Gravity adjustment in water
double gravity = GetEffectiveGravity();
if (gravity != 0.0)
{
double adjustedY = vel.Y;
bool falling = vel.Y <= 0.0;
if (falling && Math.Abs(vel.Y - 0.005) >= PhysicsConsts.VerticalVelocityThreshold)
{
adjustedY -= gravity / 16.0;
}
if (!OnGround)
adjustedY -= gravity / 16.0;
vel = new Vec3d(vel.X, adjustedY, vel.Z);
}
DeltaMovement = vel;
}
/// <summary>
/// Lava travel — LivingEntity.travelInLava(Vec3, ...)
/// </summary>
private void TravelInLava(World world, Vec3d input)
{
MoveRelative(PhysicsConsts.LavaSpeed, input);
Move(world, DeltaMovement);
double gravity = GetEffectiveGravity();
Vec3d vel = DeltaMovement;
vel = vel.Multiply(PhysicsConsts.LavaHorizontalDamping, PhysicsConsts.LavaVerticalDamping, PhysicsConsts.LavaHorizontalDamping);
if (gravity != 0.0)
{
vel = vel.Add(0, -gravity / 4.0, 0);
}
DeltaMovement = vel;
}
/// <summary>
/// Add input vector rotated by yaw to deltaMovement.
/// Equivalent to Entity.moveRelative(float, Vec3) + getInputVector().
/// </summary>
private void MoveRelative(float speed, Vec3d input)
{
Vec3d rotated = GetInputVector(input, speed, Yaw);
DeltaMovement = DeltaMovement.Add(rotated);
}
/// <summary>
/// Rotate input by yaw and scale by speed. Equivalent to Entity.getInputVector().
/// </summary>
private static Vec3d GetInputVector(Vec3d input, float speed, float yaw)
{
double lenSqr = input.LengthSqr();
if (lenSqr < 1.0E-7)
return Vec3d.Zero;
Vec3d scaled = (lenSqr > 1.0 ? input.Normalize() : input).Scale(speed);
float sinYaw = MathF.Sin(yaw * (MathF.PI / 180.0f));
float cosYaw = MathF.Cos(yaw * (MathF.PI / 180.0f));
return new Vec3d(
scaled.X * cosYaw - scaled.Z * sinYaw,
scaled.Y,
scaled.Z * cosYaw + scaled.X * sinYaw);
}
/// <summary>
/// Execute movement with collision detection.
/// Equivalent to Entity.move(MoverType.SELF, delta).
/// </summary>
private void Move(World world, Vec3d movement)
{
if (StuckSpeedMultiplier.LengthSqr() > 1.0E-7)
{
movement = movement.Multiply(StuckSpeedMultiplier);
StuckSpeedMultiplier = Vec3d.Zero;
DeltaMovement = Vec3d.Zero;
}
// Sneak edge back-off
if (Sneaking && OnGround)
movement = MaybeBackOffFromEdge(world, movement);
Aabb box = GetBoundingBox();
Vec3d resolved = CollisionDetector.Collide(world, box, movement, OnGround, PhysicsConsts.StepHeight);
double resolvedLenSqr = resolved.LengthSqr();
if (resolvedLenSqr > 1.0E-7 || movement.LengthSqr() - resolvedLenSqr < 1.0E-7)
{
// Fall distance reset via trace (simplified: reset on hitting ground)
if (FallDistance != 0.0 && resolvedLenSqr >= 1.0)
{
// Simplified: just check vertical collision
}
Position = Position.Add(resolved);
}
// Collision flags
bool blockedX = !MthEqual(movement.X, resolved.X);
bool blockedZ = !MthEqual(movement.Z, resolved.Z);
HorizontalCollision = blockedX || blockedZ;
VerticalCollision = movement.Y != resolved.Y;
VerticalCollisionBelow = VerticalCollision && movement.Y < 0.0;
OnGround = VerticalCollisionBelow;
// Fall distance tracking
if (OnGround)
FallDistance = 0;
else if (resolved.Y < 0)
FallDistance -= resolved.Y;
// Zero velocity on blocked axes
if (HorizontalCollision)
{
DeltaMovement = new Vec3d(
blockedX ? 0 : DeltaMovement.X,
DeltaMovement.Y,
blockedZ ? 0 : DeltaMovement.Z);
}
if (VerticalCollision)
{
// Slime block bounce would go here; for now just zero Y
DeltaMovement = new Vec3d(DeltaMovement.X, 0, DeltaMovement.Z);
}
}
/// <summary>
/// Sneak edge detection: prevent walking off edges while sneaking.
/// Equivalent to Player.maybeBackOffFromEdge(Vec3, MoverType).
/// </summary>
private Vec3d MaybeBackOffFromEdge(World world, Vec3d movement)
{
if (movement.Y > 0) return movement;
double step = 0.05;
double dx = movement.X;
double dz = movement.Z;
Aabb box = GetBoundingBox();
while (dx != 0.0 && CollisionDetector.CollectBlockColliders(world,
box.Move(dx, -1.0, 0)).Count == 0)
{
dx = dx < step && dx >= -step ? 0.0 : (dx > 0.0 ? dx - step : dx + step);
}
while (dz != 0.0 && CollisionDetector.CollectBlockColliders(world,
box.Move(0, -1.0, dz)).Count == 0)
{
dz = dz < step && dz >= -step ? 0.0 : (dz > 0.0 ? dz - step : dz + step);
}
while (dx != 0.0 && dz != 0.0 && CollisionDetector.CollectBlockColliders(world,
box.Move(dx, -1.0, dz)).Count == 0)
{
dx = dx < step && dx >= -step ? 0.0 : (dx > 0.0 ? dx - step : dx + step);
dz = dz < step && dz >= -step ? 0.0 : (dz > 0.0 ? dz - step : dz + step);
}
return new Vec3d(dx, movement.Y, dz);
}
/// <summary>
/// Clamp velocity for climbable blocks.
/// Equivalent to LivingEntity.handleOnClimbable(Vec3).
/// </summary>
private void HandleOnClimbable()
{
if (!OnClimbable) return;
FallDistance = 0;
double vx = Math.Clamp(DeltaMovement.X, -PhysicsConsts.ClimbMaxSpeed, PhysicsConsts.ClimbMaxSpeed);
double vz = Math.Clamp(DeltaMovement.Z, -PhysicsConsts.ClimbMaxSpeed, PhysicsConsts.ClimbMaxSpeed);
double vy = Math.Max(DeltaMovement.Y, -PhysicsConsts.ClimbMaxSpeed);
// Sneaking on ladder prevents sliding down
if (vy < 0.0 && Sneaking)
vy = 0.0;
DeltaMovement = new Vec3d(vx, vy, vz);
}
/// <summary>
/// Get effective gravity considering slow falling effect.
/// </summary>
private double GetEffectiveGravity()
{
double gravity = PhysicsConsts.DefaultGravity;
if (HasSlowFalling && DeltaMovement.Y <= 0.0)
return Math.Min(gravity, PhysicsConsts.SlowFallingCap);
return gravity;
}
/// <summary>
/// Get speed based on friction: ground uses attribute speed * 0.216/(f^3), air uses 0.02.
/// Equivalent to LivingEntity.getFrictionInfluencedSpeed(float).
/// </summary>
private float GetFrictionInfluencedSpeed(float friction)
{
if (OnGround)
{
return MovementSpeed * (PhysicsConsts.GroundAccelerationFactor / (friction * friction * friction));
}
else
{
return CreativeFlying ? MovementSpeed * 0.1f : PhysicsConsts.AirAcceleration;
}
}
/// <summary>
/// Get the friction of the block below the player's feet.
/// </summary>
private float GetBlockFriction(World world)
{
Location belowFeet = new(Position.X, Position.Y - 0.5000010, Position.Z);
Material mat = world.GetBlock(belowFeet).Type;
return GetMaterialFriction(mat);
}
/// <summary>
/// Apply block speed factor (soul sand, honey, etc.)
/// Equivalent to Entity.getBlockSpeedFactor().
/// </summary>
private void ApplyBlockSpeedFactor(World world)
{
Location atFeet = new(Position.X, Position.Y, Position.Z);
Material mat = world.GetBlock(atFeet).Type;
float factor = GetMaterialSpeedFactor(mat);
if (factor == 1.0f)
{
Location belowFeet = new(Position.X, Position.Y - 0.5000010, Position.Z);
mat = world.GetBlock(belowFeet).Type;
factor = GetMaterialSpeedFactor(mat);
}
if (factor != 1.0f)
{
DeltaMovement = DeltaMovement.Multiply(factor, 1.0, factor);
}
}
/// <summary>
/// Get friction value for a material. Default 0.6, special blocks differ.
/// </summary>
public static float GetMaterialFriction(Material mat)
{
return mat switch
{
Material.Ice or Material.PackedIce => PhysicsConsts.IceFriction,
Material.BlueIce => PhysicsConsts.BlueIceFriction,
Material.SlimeBlock => PhysicsConsts.SlimeBlockFriction,
Material.FrostedIce => PhysicsConsts.IceFriction,
_ => PhysicsConsts.DefaultBlockFriction
};
}
/// <summary>
/// Get speed factor for a material.
/// </summary>
public static float GetMaterialSpeedFactor(Material mat)
{
return mat switch
{
Material.SoulSand or Material.SoulSoil => PhysicsConsts.SoulSandSpeedFactor,
Material.HoneyBlock => PhysicsConsts.HoneySpeedFactor,
_ => PhysicsConsts.DefaultSpeedFactor
};
}
/// <summary>
/// Update environmental state flags (in water, in lava, on climbable, etc.)
/// Call before each Tick().
/// </summary>
public void UpdateEnvironment(World world)
{
Location feetLoc = new(Position.X, Position.Y, Position.Z);
Location headLoc = new(Position.X, Position.Y + PlayerHeight * 0.5, Position.Z);
Material feetBlock = world.GetBlock(feetLoc).Type;
Material headBlock = world.GetBlock(headLoc).Type;
InWater = feetBlock == Material.Water || headBlock == Material.Water
|| feetBlock == Material.BubbleColumn;
InLava = feetBlock == Material.Lava || headBlock == Material.Lava;
OnClimbable = feetBlock.CanBeClimbedOn();
}
/// <summary>
/// Set position from server teleport / initial spawn.
/// </summary>
public void SetPosition(double x, double y, double z)
{
Position = new Vec3d(x, y, z);
}
/// <summary>
/// Set position and reset velocity (for teleports).
/// </summary>
public void Teleport(double x, double y, double z)
{
Position = new Vec3d(x, y, z);
DeltaMovement = Vec3d.Zero;
FallDistance = 0;
}
private static bool MthEqual(double a, double b)
{
return Math.Abs(a - b) < 1.0E-5;
}
}
}