Fix jumping at node edge
parent
a44393e43a
commit
60dc01dc25
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@ -248,8 +248,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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bool any_position_valid = false;
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bool any_position_valid = false;
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// The order is important here, must be y first
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for(s16 y = max_y; y >= min_y; y--)
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for(s16 x = min_x; x <= max_x; x++)
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for(s16 x = min_x; x <= max_x; x++)
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for(s16 y = min_y; y <= max_y; y++)
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for(s16 z = min_z; z <= max_z; z++)
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for(s16 z = min_z; z <= max_z; z++)
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{
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{
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v3s16 p(x,y,z);
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v3s16 p(x,y,z);
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@ -404,15 +405,17 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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Go through every nodebox, find nearest collision
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Go through every nodebox, find nearest collision
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*/
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*/
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for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
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for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
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// Ignore if already stepped up this nodebox.
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if(is_step_up[boxindex])
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continue;
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// Find nearest collision of the two boxes (raytracing-like)
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// Find nearest collision of the two boxes (raytracing-like)
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f32 dtime_tmp;
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f32 dtime_tmp;
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int collided = axisAlignedCollision(
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int collided = axisAlignedCollision(
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cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp);
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cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp);
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// Ignore if already stepped up this nodebox.
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if (is_step_up[boxindex]) {
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pos_f->Y += (cboxes[boxindex].MaxEdge.Y - movingbox.MinEdge.Y);
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continue;
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}
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if (collided == -1 || dtime_tmp >= nearest_dtime)
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if (collided == -1 || dtime_tmp >= nearest_dtime)
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continue;
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continue;
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@ -462,10 +465,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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is_collision = false;
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is_collision = false;
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CollisionInfo info;
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CollisionInfo info;
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if (is_object[nearest_boxindex])
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if (is_object[nearest_boxindex]) {
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info.type = COLLISION_OBJECT;
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info.type = COLLISION_OBJECT;
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else
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result.standing_on_object = true;
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} else {
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info.type = COLLISION_NODE;
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info.type = COLLISION_NODE;
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}
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info.node_p = node_positions[nearest_boxindex];
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info.node_p = node_positions[nearest_boxindex];
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info.bouncy = bouncy;
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info.bouncy = bouncy;
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@ -483,12 +488,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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speed_f->X = 0;
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speed_f->X = 0;
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result.collides = true;
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result.collides = true;
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result.collides_xz = true;
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result.collides_xz = true;
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}
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} else if(nearest_collided == 1) { // Y
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else if(nearest_collided == 1) { // Y
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if (fabs(speed_f->Y) > BS * 3) {
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if (fabs(speed_f->Y) > BS * 3)
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speed_f->Y *= bounce;
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speed_f->Y *= bounce;
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else
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} else {
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speed_f->Y = 0;
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speed_f->Y = 0;
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result.touching_ground = true;
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}
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result.collides = true;
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result.collides = true;
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} else if(nearest_collided == 2) { // Z
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} else if(nearest_collided == 2) { // Z
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if (fabs(speed_f->Z) > BS * 3)
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if (fabs(speed_f->Z) > BS * 3)
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@ -509,43 +515,5 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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}
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}
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}
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}
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/*
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Final touches: Check if standing on ground, step up stairs.
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*/
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aabb3f box = box_0;
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box.MinEdge += *pos_f;
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box.MaxEdge += *pos_f;
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for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
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const aabb3f& cbox = cboxes[boxindex];
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/*
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See if the object is touching ground.
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Object touches ground if object's minimum Y is near node's
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maximum Y and object's X-Z-area overlaps with the node's
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X-Z-area.
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Use 0.15*BS so that it is easier to get on a node.
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*/
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if (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X &&
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cbox.MaxEdge.Z - d > box.MinEdge.Z &&
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cbox.MinEdge.Z + d < box.MaxEdge.Z) {
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if (is_step_up[boxindex]) {
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pos_f->Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
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box = box_0;
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box.MinEdge += *pos_f;
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box.MaxEdge += *pos_f;
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}
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if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
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result.touching_ground = true;
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if (is_object[boxindex])
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result.standing_on_object = true;
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if (is_unloaded[boxindex])
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result.standing_on_unloaded = true;
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}
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}
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}
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return result;
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return result;
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}
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}
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