Player physics: Ensure larger dtime simulation steps (#10563)
parent
a701d24a00
commit
2dff3dd03f
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@ -183,84 +183,61 @@ void ClientEnvironment::step(float dtime)
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if(dtime > 0.5)
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if(dtime > 0.5)
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dtime = 0.5;
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dtime = 0.5;
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f32 dtime_downcount = dtime;
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/*
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/*
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Stuff that has a maximum time increment
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Stuff that has a maximum time increment
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*/
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*/
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u32 loopcount = 0;
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u32 steps = ceil(dtime / dtime_max_increment);
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do
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f32 dtime_part = dtime / steps;
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{
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for (; steps > 0; --steps) {
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loopcount++;
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/*
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Local player handling
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*/
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f32 dtime_part;
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// Control local player
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if(dtime_downcount > dtime_max_increment)
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lplayer->applyControl(dtime_part, this);
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{
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dtime_part = dtime_max_increment;
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// Apply physics
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dtime_downcount -= dtime_part;
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if (!free_move && !is_climbing) {
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}
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// Gravity
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else
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v3f speed = lplayer->getSpeed();
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{
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if (!lplayer->in_liquid)
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dtime_part = dtime_downcount;
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speed.Y -= lplayer->movement_gravity *
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/*
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lplayer->physics_override_gravity * dtime_part * 2.0f;
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Setting this to 0 (no -=dtime_part) disables an infinite loop
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when dtime_part is so small that dtime_downcount -= dtime_part
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// Liquid floating / sinking
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does nothing
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if (lplayer->in_liquid && !lplayer->swimming_vertical &&
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*/
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!lplayer->swimming_pitch)
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dtime_downcount = 0;
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speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f;
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// Liquid resistance
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if (lplayer->in_liquid_stable || lplayer->in_liquid) {
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// How much the node's viscosity blocks movement, ranges
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// between 0 and 1. Should match the scale at which viscosity
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// increase affects other liquid attributes.
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static const f32 viscosity_factor = 0.3f;
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v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
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f32 dl = d_wanted.getLength();
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if (dl > lplayer->movement_liquid_fluidity_smooth)
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dl = lplayer->movement_liquid_fluidity_smooth;
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dl *= (lplayer->liquid_viscosity * viscosity_factor) +
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(1 - viscosity_factor);
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v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f);
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speed += d;
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}
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lplayer->setSpeed(speed);
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}
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}
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/*
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/*
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Handle local player
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Move the lplayer.
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This also does collision detection.
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*/
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*/
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lplayer->move(dtime_part, this, position_max_increment,
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{
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&player_collisions);
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// Control local player
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}
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lplayer->applyControl(dtime_part, this);
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// Apply physics
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if (!free_move && !is_climbing) {
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// Gravity
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v3f speed = lplayer->getSpeed();
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if (!lplayer->in_liquid)
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speed.Y -= lplayer->movement_gravity *
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lplayer->physics_override_gravity * dtime_part * 2.0f;
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// Liquid floating / sinking
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if (lplayer->in_liquid && !lplayer->swimming_vertical &&
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!lplayer->swimming_pitch)
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speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f;
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// Liquid resistance
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if (lplayer->in_liquid_stable || lplayer->in_liquid) {
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// How much the node's viscosity blocks movement, ranges
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// between 0 and 1. Should match the scale at which viscosity
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// increase affects other liquid attributes.
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static const f32 viscosity_factor = 0.3f;
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v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
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f32 dl = d_wanted.getLength();
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if (dl > lplayer->movement_liquid_fluidity_smooth)
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dl = lplayer->movement_liquid_fluidity_smooth;
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dl *= (lplayer->liquid_viscosity * viscosity_factor) +
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(1 - viscosity_factor);
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v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f);
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speed += d;
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}
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lplayer->setSpeed(speed);
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}
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/*
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Move the lplayer.
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This also does collision detection.
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*/
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lplayer->move(dtime_part, this, position_max_increment,
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&player_collisions);
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}
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} while (dtime_downcount > 0.001);
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bool player_immortal = lplayer->getCAO() && lplayer->getCAO()->isImmortal();
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bool player_immortal = lplayer->getCAO() && lplayer->getCAO()->isImmortal();
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