Re-implement collision in a less resource-intensive way that I should have used on from the beginning (ad fix some logical mistakes)

master
orwell96 2016-08-27 01:46:29 +02:00
parent c72d4770b8
commit b89419b129
1 changed files with 30 additions and 43 deletions

View File

@ -170,32 +170,45 @@ function advtrains.train_step(id, train, dtime)
if train.tarvelocity<0 then train.tarvelocity=0 end
end
--move
if not train.velocity then
train.velocity=0
end
train.index=train.index and train.index+((train.velocity/(train.path_dist[math.floor(train.index)] or 1))*dtime) or 0
--check for collisions by finding objects
--front
local search_radius=4
local posfront=path[math.floor(train.index+1)]
if posfront then
local objrefs=minetest.get_objects_inside_radius(posfront, search_radius)
for _,v in pairs(objrefs) do
local le=v:get_luaentity()
if le and le.is_wagon and le.initialized and le.train_id~=id then
advtrains.try_connect_trains_and_check_collision(id, le.train_id)
--coupling
local couple_outward=1
local posfront=advtrains.get_real_index_position(path, train.index+couple_outward)
local posback=advtrains.get_real_index_position(path, train_end_index-couple_outward)
for _,pos in ipairs({posfront, posback}) do
if pos then
local objrefs=minetest.get_objects_inside_radius(pos, search_radius)
for _,v in pairs(objrefs) do
local le=v:get_luaentity()
if le and le.is_wagon and le.initialized and le.train_id~=id then
advtrains.try_connect_trains(id, le.train_id)
end
end
end
end
local posback=path[math.floor(train_end_index-1)]
if posback then
local objrefs=minetest.get_objects_inside_radius(posback, search_radius)
--new train collisions (only search in the direction of the driving train)
local coll_search_radius=2
local coll_grace=0
local collpos
if train.velocity>0 then
collpos=advtrains.get_real_index_position(path, train.index-coll_grace)
elseif train.velocity<0 then
collpos=advtrains.get_real_index_position(path, train_end_index+coll_grace)
end
if collpos then
local objrefs=minetest.get_objects_inside_radius(collpos, coll_search_radius)
for _,v in pairs(objrefs) do
local le=v:get_luaentity()
if le and le.is_wagon and le.initialized and le.train_id~=id then
advtrains.try_connect_trains_and_check_collision(id, le.train_id)
train.recently_collided_with_env=true
train.velocity=-0.5*train.velocity
train.tarvelocity=0
end
end
end
@ -278,6 +291,9 @@ function advtrains.train_step(id, train, dtime)
train.velocity=train.velocity+(applydiff*math.sign(train.tarvelocity-train.velocity))
end
--move
train.index=train.index and train.index+((train.velocity/(train.path_dist[math.floor(train.index)] or 1))*dtime) or 0
end
--the 'leader' concept has been overthrown, we won't rely on MT's "buggy object management"
@ -296,7 +312,6 @@ trains={
path_inv_level
last_pos |
last_dir | for pathpredicting.
no_connect_for_movements (index way counter for when not to connect again) TODO implement
}
}
--a wagon itself has the following properties:
@ -540,7 +555,7 @@ end
--->backpos's will match
--4. R<->F F<->R flip one of these trains and take it as new parent
--->frontpos's will match
function advtrains.try_connect_trains_and_check_collision(id1, id2)
function advtrains.try_connect_trains(id1, id2)
local train1=advtrains.trains[id1]
local train2=advtrains.trains[id2]
if not train1 or not train2 then return end
@ -570,34 +585,6 @@ function advtrains.try_connect_trains_and_check_collision(id1, id2)
advtrains.spawn_couple_if_neccessary(frontpos1, frontpos2, id1, id2, false, false)
end
end
--check if one train invaded another's critical path area...
if not train1.recently_collided_with_env and not train2.recently_collided_with_env then
--try to find one of these inside the other train's path
--iterated start and end numbers are decimal values, since lua should count i up by one each iteration, this should be no problem.
--0.5: some grace interval, since else the couple entity does not appear
for i=(advtrains.get_train_end_index(train2)+0.5),train2.index-0.5 do
local testpos=advtrains.get_real_index_position(train2.path,i)
if vector.distance(testpos, backpos1) < 0.5 then
--local v2_sign = math.sign(i - ((train2.index-0.5) - ( (train2.index-0.5)-(advtrains.get_train_end_index(train2)+0.5) / 2 )))
--TODO physics
train1.velocity=1
train2.velocity=advtrains.trains_facing(train1, train2) and 1 or -1
train1.recently_collided_with_env=true
train2.recently_collided_with_env=true
return
end
if vector.distance(testpos, frontpos1) < 0.5 then
--local v2_sign = math.sign(i - ((train2.index-0.5) - ( (train2.index-0.5)-(advtrains.get_train_end_index(train2)+0.5) / 2 )))
train1.velocity=-1
train2.velocity=advtrains.trains_facing(train1, train2) and -1 or 1
train1.recently_collided_with_env=true
train2.recently_collided_with_env=true
return
end
end
end
end
--true when trains are facing each other. needed on colliding.
-- check done by iterating paths and checking their direction