Moved physics to the cEntity class from the derivative classes (cMonster, cPickup). Added physics override to cPlayer to disable physics calculations. Fixed bug with pitch calculations on mobs.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1400 0a769ca7-a7f5-676a-18bf-c427514a06d6master
parent
c97851adc6
commit
de03dd6460
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@ -9,6 +9,9 @@
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#include "Matrix4f.h"
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#include "ReferenceManager.h"
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#include "ClientHandle.h"
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#include "Tracer.h"
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#include "Chunk.h"
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#include "Simulator/FluidSimulator.h"
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@ -33,6 +36,8 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z)
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, m_bDirtyOrientation(true)
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, m_bDirtyPosition(true)
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, m_bDirtySpeed(true)
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, m_bOnGround( false )
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, m_Gravity( -9.81f )
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, m_IsInitialized(false)
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, m_LastPosX( 0.0 )
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, m_LastPosY( 0.0 )
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@ -44,6 +49,7 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z)
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, m_World(NULL)
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, m_FireDamageInterval(0.f)
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, m_BurnPeriod(0.f)
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, m_WaterSpeed( 0.0 , 0.0 , 0.0 )
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{
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cCSLock Lock(m_CSCount);
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m_EntityCount++;
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@ -201,6 +207,160 @@ void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
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void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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{
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//TODO Add collision detection with entities.
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a_Dt /= 1000;
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Vector3d NextPos = Vector3d(GetPosX(),GetPosY(),GetPosZ());
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Vector3d NextSpeed = Vector3d(GetSpeedX(),GetSpeedY(),GetSpeedZ());
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int BlockX = (int) floor(NextPos.x);
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int BlockY = (int) floor(NextPos.y);
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int BlockZ = (int) floor(NextPos.z);
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//Make sure we got the correct chunk and a valid one. No one ever knows...
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cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ);
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if (NextChunk != NULL)
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{
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int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width);
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int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width);
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BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
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if( BlockIn == E_BLOCK_AIR || IsBlockWater(BlockIn) || BlockIn == E_BLOCK_FIRE || IsBlockLava(BlockIn) ) // If not in ground itself or in water or in fire or in lava
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{
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if( m_bOnGround ) // check if it's still on the ground
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{
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BLOCKTYPE BlockBelow = NextChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
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if(BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow) || BlockBelow == E_BLOCK_FIRE || IsBlockLava(BlockBelow)) //Check if block below is air or water.
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{
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m_bOnGround = false;
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}
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}
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}
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else
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{
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//Push out entity.
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m_bOnGround = true;
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NextPos.y += 0.2;
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LOGD("Entity #%d (%s) is inside a block at {%d,%d,%d}",
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m_UniqueID, GetClass(), BlockX, BlockY, BlockZ);
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}
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if (!m_bOnGround)
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{
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float fallspeed;
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if (!IsBlockWater(BlockIn))
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{
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fallspeed = m_Gravity * a_Dt;
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}
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else
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{
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fallspeed = -3.0f * a_Dt; //Fall slower in water.
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}
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NextSpeed.y += fallspeed;
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}
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else
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{
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//Friction
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if (NextSpeed.SqrLength() > 0.0004f)
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{
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NextSpeed.x *= 0.7f/(1+a_Dt);
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if ( fabs(NextSpeed.x) < 0.05 ) NextSpeed.x = 0;
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NextSpeed.z *= 0.7f/(1+a_Dt);
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if ( fabs(NextSpeed.z) < 0.05 ) NextSpeed.z = 0;
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}
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}
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//Get water direction
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Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);
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m_WaterSpeed *= 0.9f; //Reduce speed each tick
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switch(WaterDir)
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{
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case X_PLUS:
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m_WaterSpeed.x = 1.f;
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m_bOnGround = false;
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break;
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case X_MINUS:
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m_WaterSpeed.x = -1.f;
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m_bOnGround = false;
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break;
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case Z_PLUS:
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m_WaterSpeed.z = 1.f;
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m_bOnGround = false;
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break;
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case Z_MINUS:
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m_WaterSpeed.z = -1.f;
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m_bOnGround = false;
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break;
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default:
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break;
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}
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if (fabs(m_WaterSpeed.x) < 0.05)
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{
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m_WaterSpeed.x = 0;
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}
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if (fabs(m_WaterSpeed.z) < 0.05)
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{
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m_WaterSpeed.z = 0;
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}
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NextSpeed += m_WaterSpeed;
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if( NextSpeed.SqrLength() > 0.f )
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{
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cTracer Tracer( GetWorld() );
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int Ret = Tracer.Trace( NextPos, NextSpeed, 2 );
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if( Ret ) // Oh noez! we hit something
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{
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// Set to hit position
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if( (Tracer.RealHit - NextPos).SqrLength() <= ( NextSpeed * a_Dt ).SqrLength() )
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{
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if( Ret == 1 )
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{
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if( Tracer.HitNormal.x != 0.f ) NextSpeed.x = 0.f;
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if( Tracer.HitNormal.y != 0.f ) NextSpeed.y = 0.f;
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if( Tracer.HitNormal.z != 0.f ) NextSpeed.z = 0.f;
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if( Tracer.HitNormal.y > 0 ) // means on ground
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{
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m_bOnGround = true;
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}
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}
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NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z);
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NextPos.x += Tracer.HitNormal.x * 0.5f;
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NextPos.z += Tracer.HitNormal.z * 0.5f;
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}
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else
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NextPos += (NextSpeed * a_Dt);
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}
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else
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{ // We didn't hit anything, so move =]
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NextPos += (NextSpeed * a_Dt);
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}
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}
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BlockX = (int) floor(NextPos.x);
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BlockZ = (int) floor(NextPos.z);
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NextChunk = NextChunk->GetNeighborChunk(BlockX,BlockZ);
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//See if we can commit our changes. If not, we will discard them.
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if (NextChunk != NULL)
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{
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if (NextPos.x != GetPosX()) SetPosX(NextPos.x);
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if (NextPos.y != GetPosY()) SetPosY(NextPos.y);
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if (NextPos.z != GetPosZ()) SetPosZ(NextPos.z);
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if (NextSpeed.x != GetSpeedX()) SetSpeedX(NextSpeed.x);
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if (NextSpeed.y != GetSpeedY()) SetSpeedY(NextSpeed.y);
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if (NextSpeed.z != GetSpeedZ()) SetSpeedZ(NextSpeed.z);
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}
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}
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}
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void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
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{
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//We need to keep updating the clients when there is movement or if there was a change in speed and after 2 ticks
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@ -159,7 +159,7 @@ public:
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// tolua_end
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virtual void Tick(float a_Dt, cChunk & a_Chunk);
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virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) {}
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virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk);
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/** Descendants override this function to send a command to the specified client to spawn the entity on the client.
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To spawn on all eligible clients, use cChunkMap::BroadcastSpawnEntity()
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@ -220,6 +220,9 @@ protected:
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bool m_bDirtyPosition;
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bool m_bDirtySpeed;
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bool m_bOnGround;
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float m_Gravity;
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// Last Position.
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double m_LastPosX, m_LastPosY, m_LastPosZ;
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@ -248,6 +251,7 @@ private:
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Vector3d m_Speed;
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Vector3d m_Rot;
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Vector3d m_Pos;
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Vector3d m_WaterSpeed;
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} ; // tolua_export
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typedef std::list<cEntity *> cEntityList;
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@ -14,8 +14,8 @@
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#include "../Vector3f.h"
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#include "../Vector3i.h"
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#include "../Vector3d.h"
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#include "../Tracer.h"
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// #include "../../iniFile/iniFile.h"
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@ -27,8 +27,6 @@ cMonster::cMonster(const AString & a_ConfigName, char a_ProtocolMobType, const A
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, m_Target(NULL)
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, m_bMovingToDestination(false)
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, m_DestinationTime( 0 )
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, m_Gravity( -9.81f)
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, m_bOnGround( false )
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, m_DestroyTimer( 0 )
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, m_Jump(0)
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, m_MobType(a_ProtocolMobType)
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@ -102,6 +100,9 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
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return;
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}
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HandlePhysics(a_Dt,a_Chunk);
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BroadcastMovementUpdate();
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a_Dt /= 1000;
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if (m_bMovingToDestination)
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}
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}
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HandlePhysics(a_Dt);
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BroadcastMovementUpdate();
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Vector3d Distance = m_Destination - GetPosition();
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if (Distance.SqrLength() > 0.1f)
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{
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@ -154,7 +152,7 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
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VectorToEuler( Distance.x, Distance.y, Distance.z, Rotation, Pitch );
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SetHeadYaw (Rotation);
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SetRotation( Rotation );
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SetPitch( Pitch );
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SetPitch( -Pitch );
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}
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switch (m_EMState)
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//Not used. Will remove later when we implement the AI.
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void cMonster::ReplicateMovement()
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{
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if (m_bDirtyOrientation && !m_bDirtyPosition)
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{
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m_World->BroadcastEntLook(*this);
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m_bDirtyOrientation = false;
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}
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if (m_bDirtyPosition)
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{
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float DiffX = (float)(GetPosX() - m_LastPosX);
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float DiffY = (float)(GetPosY() - m_LastPosY);
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float DiffZ = (float)(GetPosZ() - m_LastPosZ);
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float SqrDist = DiffX * DiffX + DiffY * DiffY + DiffZ * DiffZ;
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if (
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(SqrDist > 4 * 4) // 4 blocks is max Relative Move
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|| (m_World->GetWorldAge() - m_TimeLastTeleportPacket > 40) // Send an absolute position every 2 seconds
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)
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{
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// LOGD("Teleported %f", sqrtf(SqrDist) );
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m_World->BroadcastTeleportEntity(*this);
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m_TimeLastTeleportPacket = m_World->GetWorldAge();
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}
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else
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{
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// Relative move sucks balls! It's always wrong wtf!
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if (m_bDirtyOrientation)
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{
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m_World->BroadcastEntRelMoveLook(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32));
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m_bDirtyOrientation = false;
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}
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else
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{
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m_World->BroadcastEntRelMove(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32));
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}
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}
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m_LastPosX = GetPosX();
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m_LastPosY = GetPosY();
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m_LastPosZ = GetPosZ();
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m_bDirtyPosition = false;
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}
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}
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void cMonster::HandlePhysics(float a_Dt)
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{
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if( m_bOnGround ) // check if it's still on the ground
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{
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cWorld* World = GetWorld();
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if( World->GetBlock( (int)GetPosX(), (int)GetPosY() -1, (int)GetPosZ() ) == E_BLOCK_AIR )
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{
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m_bOnGround = false;
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}
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if( World->GetBlock( (int)GetPosX(), (int)GetPosY(), (int)GetPosZ() ) != E_BLOCK_AIR ) // If in ground itself, push it out
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{
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m_bOnGround = true;
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SetPosY(GetPosY() + 0.2);
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m_bDirtyPosition = true;
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}
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SetSpeedX(GetSpeedX() * 0.7f/(1+a_Dt));
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if( fabs(GetSpeedX()) < 0.05 ) SetSpeedX(0);
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SetSpeedZ(GetSpeedZ() * 0.7f/(1+a_Dt));
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if( fabs(GetSpeedZ()) < 0.05 ) SetSpeedZ(0);
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}
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if( !m_bOnGround )
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{
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float Gravity = -9.81f*a_Dt;
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SetSpeedY(GetSpeedY() + Gravity);
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}
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if( GetSpeed().SqrLength() > 0.f )
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{
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cTracer Tracer( GetWorld() );
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int Ret = Tracer.Trace( GetPosition(), GetSpeed(), 2 );
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if( Ret ) // Oh noez! we hit something
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{
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// Set to hit position
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if( (Tracer.RealHit - GetPosition()).SqrLength() <= ( GetSpeed() * a_Dt ).SqrLength() )
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{
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if( Ret == 1 )
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{
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if( Tracer.HitNormal.x != 0.f ) SetSpeedX(0.f);
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if( Tracer.HitNormal.y != 0.f ) SetSpeedY(0.f);
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if( Tracer.HitNormal.z != 0.f ) SetSpeedZ(0.f);
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if( Tracer.HitNormal.y > 0 ) // means on ground
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{
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m_bOnGround = true;
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}
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}
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SetPosition(Tracer.RealHit);
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SetPosX(GetPosX() + (Tracer.HitNormal.x * 0.5f));
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SetPosZ(GetPosZ() + (Tracer.HitNormal.z * 0.5f));
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}
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else
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SetPosition(GetPosition() + (GetSpeed()*a_Dt));
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}
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else
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{ // We didn't hit anything, so move =]
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SetPosition(GetPosition() + (GetSpeed()*a_Dt));
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}
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m_bDirtyPosition = true;
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}
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}
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void cMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
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@ -38,9 +38,6 @@ public:
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virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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virtual void HandlePhysics(float a_Dt);
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virtual void ReplicateMovement(void);
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virtual void DoTakeDamage(TakeDamageInfo & a_TDI) override;
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@ -91,9 +88,6 @@ protected:
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float m_DestinationTime;
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float m_Gravity;
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bool m_bOnGround;
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float m_DestroyTimer;
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float m_Jump;
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@ -16,6 +16,7 @@
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#include "Item.h"
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#include "Root.h"
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#include "Tracer.h"
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#include "Chunk.h"
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#include "Vector3d.h"
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#include "Vector3f.h"
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@ -27,13 +28,12 @@
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cPickup::cPickup(int a_MicroPosX, int a_MicroPosY, int a_MicroPosZ, const cItem & a_Item, float a_SpeedX /* = 0.f */, float a_SpeedY /* = 0.f */, float a_SpeedZ /* = 0.f */)
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: cEntity(etPickup, ((double)(a_MicroPosX)) / 32, ((double)(a_MicroPosY)) / 32, ((double)(a_MicroPosZ)) / 32)
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, m_Health(5)
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, m_bOnGround( false )
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, m_bReplicated( false )
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, m_Timer( 0.f )
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, m_Item(a_Item)
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, m_bCollected( false )
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{
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SetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
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m_Gravity = -3.0;
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}
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@ -62,10 +62,40 @@ void cPickup::SpawnOn(cClientHandle & a_Client)
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void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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BroadcastMovementUpdate(); //Notify clients of position
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m_Timer += a_Dt;
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a_Dt = a_Dt / 1000.f;
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if (m_bCollected)
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if (!m_bCollected)
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{
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int BlockX = (int) floor(GetPosX());
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int BlockY = (int) floor(GetPosY());
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int BlockZ = (int) floor(GetPosZ());
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//Position might have changed due to physics. So we have to make sure we have the correct chunk.
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cChunk * CurrentChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ);
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if (CurrentChunk != NULL) //Making sure the chunk is loaded
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{
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int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width);
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int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width);
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BLOCKTYPE BlockBelow = CurrentChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
|
||||
BLOCKTYPE BlockIn = CurrentChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
|
||||
|
||||
if( IsBlockLava(BlockBelow) || BlockBelow == E_BLOCK_FIRE
|
||||
|| IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE )
|
||||
{
|
||||
m_bCollected = true;
|
||||
m_Timer = 0; //We have to reset the timer.
|
||||
m_Timer += a_Dt; //In case we have to destroy the pickup in the same tick.
|
||||
if (m_Timer > 500.f)
|
||||
{
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_Timer > 500.f) // 0.5 second
|
||||
{
|
||||
|
@ -85,144 +115,6 @@ void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
|
|||
Destroy();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!m_bReplicated || m_bDirtyPosition)
|
||||
{
|
||||
m_bReplicated = true;
|
||||
m_bDirtyPosition = false;
|
||||
GetWorld()->BroadcastTeleportEntity(*this);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cPickup::HandlePhysics(float a_Dt, cChunk & a_Chunk)
|
||||
{
|
||||
// TODO: Rewrite this function to use a_Chunk instead of m_World
|
||||
|
||||
m_ResultingSpeed.Set(0.f, 0.f, 0.f);
|
||||
cWorld * World = GetWorld();
|
||||
|
||||
a_Dt /= 1000; // Go from msec to sec, so that physics formulas work
|
||||
|
||||
if (m_bOnGround) // check if it's still on the ground
|
||||
{
|
||||
int BlockX = (GetPosX() < 0) ? (int)GetPosX() - 1 : (int)GetPosX();
|
||||
int BlockZ = (GetPosZ() < 0) ? (int)GetPosZ() - 1 : (int)GetPosZ();
|
||||
char BlockBelow = World->GetBlock(BlockX, (int)GetPosY() - 1, BlockZ);
|
||||
if (BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow))
|
||||
{
|
||||
m_bOnGround = false;
|
||||
}
|
||||
char Block = World->GetBlock(BlockX, (int)GetPosY() - (int)m_bOnGround, BlockZ );
|
||||
char BlockIn = World->GetBlock(BlockX, (int)GetPosY(), BlockZ );
|
||||
|
||||
if( IsBlockLava(Block) || Block == E_BLOCK_FIRE
|
||||
|| IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE)
|
||||
{
|
||||
m_bCollected = true;
|
||||
m_Timer = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
if( BlockIn != E_BLOCK_AIR && !IsBlockWater(BlockIn) ) // If in ground itself, push it out
|
||||
{
|
||||
m_bOnGround = true;
|
||||
AddPosY(0.2);
|
||||
m_bReplicated = false;
|
||||
}
|
||||
SetSpeedX(GetSpeedX() * 0.7f/(1+a_Dt));
|
||||
if( fabs(GetSpeedX()) < 0.05 ) SetSpeedX(0);
|
||||
SetSpeedZ(GetSpeedZ() * 0.7f/(1+a_Dt));
|
||||
if( fabs(GetSpeedZ()) < 0.05 ) SetSpeedZ(0);
|
||||
}
|
||||
|
||||
// get flowing direction
|
||||
Direction WaterDir = World->GetWaterSimulator()->GetFlowingDirection((int) GetSpeedX() - 1, (int) GetSpeedY(), (int) GetSpeedZ() - 1);
|
||||
|
||||
m_WaterSpeed *= 0.9f; //Keep old speed but lower it
|
||||
|
||||
switch(WaterDir)
|
||||
{
|
||||
case X_PLUS:
|
||||
m_WaterSpeed.x = 1.f;
|
||||
m_bOnGround = false;
|
||||
break;
|
||||
case X_MINUS:
|
||||
m_WaterSpeed.x = -1.f;
|
||||
m_bOnGround = false;
|
||||
break;
|
||||
case Z_PLUS:
|
||||
m_WaterSpeed.z = 1.f;
|
||||
m_bOnGround = false;
|
||||
break;
|
||||
case Z_MINUS:
|
||||
m_WaterSpeed.z = -1.f;
|
||||
m_bOnGround = false;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
m_ResultingSpeed += m_WaterSpeed;
|
||||
|
||||
if (!m_bOnGround)
|
||||
{
|
||||
|
||||
float Gravity = -9.81f * a_Dt;
|
||||
if (Gravity < -3) // Cap gravity-caused speed at 3 m / sec
|
||||
{
|
||||
Gravity = -3;
|
||||
}
|
||||
AddSpeedY(Gravity);
|
||||
|
||||
// Set to hit position
|
||||
m_ResultingSpeed += GetSpeed();
|
||||
|
||||
/*
|
||||
LOGD("Pickup #%d speed: {%.03f, %.03f, %.03f}, pos {%.02f, %.02f, %.02f}",
|
||||
m_UniqueID,
|
||||
m_ResultingSpeed.x, m_ResultingSpeed.y, m_ResultingSpeed.z,
|
||||
m_Pos.x, m_Pos.y, m_Pos.z
|
||||
);
|
||||
*/
|
||||
|
||||
cTracer Tracer(GetWorld());
|
||||
int Ret = Tracer.Trace(GetPosition(), GetSpeed(), 2);
|
||||
if (Ret) // Oh noez! we hit something
|
||||
{
|
||||
if ((Tracer.RealHit - Vector3f(GetPosition())).SqrLength() <= ( m_ResultingSpeed * a_Dt ).SqrLength())
|
||||
{
|
||||
m_bReplicated = false; // It's only interesting to replicate when we actually hit something...
|
||||
if (Ret == 1)
|
||||
{
|
||||
|
||||
if( Tracer.HitNormal.x != 0.f ) SetSpeedX(0.f);
|
||||
if( Tracer.HitNormal.y != 0.f ) SetSpeedY(0.f);
|
||||
if( Tracer.HitNormal.z != 0.f ) SetSpeedZ(0.f);
|
||||
|
||||
if (Tracer.HitNormal.y > 0) // means on ground
|
||||
{
|
||||
m_bOnGround = true;
|
||||
}
|
||||
}
|
||||
SetPosition(Tracer.RealHit);
|
||||
AddPosition(Tracer.HitNormal * 0.2f);
|
||||
|
||||
}
|
||||
else
|
||||
AddPosition(m_ResultingSpeed*a_Dt);
|
||||
}
|
||||
else
|
||||
{ // We didn't hit anything, so move =]
|
||||
AddPosition(m_ResultingSpeed*a_Dt);
|
||||
}
|
||||
}
|
||||
// Usable for debugging
|
||||
//SetPosition(m_Pos.x, m_Pos.y, m_Pos.z);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -36,7 +36,6 @@ public:
|
|||
virtual bool CollectedBy(cPlayer * a_Dest); // tolua_export
|
||||
|
||||
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
|
||||
virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override;
|
||||
|
||||
short GetHealth(void) const { return m_Health; }
|
||||
|
||||
|
@ -49,8 +48,6 @@ private:
|
|||
Vector3d m_ResultingSpeed; //Can be used to modify the resulting speed for the current tick ;)
|
||||
|
||||
Vector3d m_WaterSpeed;
|
||||
bool m_bOnGround;
|
||||
bool m_bReplicated;
|
||||
|
||||
float m_Timer;
|
||||
|
||||
|
|
|
@ -41,6 +41,8 @@ public:
|
|||
|
||||
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
|
||||
|
||||
virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override { };
|
||||
|
||||
/// Returns the curently equipped weapon; empty item if none
|
||||
virtual cItem GetEquippedWeapon(void) const override { return m_Inventory.GetEquippedItem(); }
|
||||
|
||||
|
|
Loading…
Reference in New Issue