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