Revert "Fix jumping at node edge"

This reverts commit 60dc01dc25.

This fixes issue #3773
This commit is contained in:
nerzhul 2016-03-01 11:15:08 +01:00
parent b114fd87a9
commit ee50341297
1 changed files with 49 additions and 17 deletions

View File

@ -248,9 +248,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
bool any_position_valid = false; bool any_position_valid = false;
// The order is important here, must be y first
for(s16 y = max_y; y >= min_y; y--)
for(s16 x = min_x; x <= max_x; x++) for(s16 x = min_x; x <= max_x; x++)
for(s16 y = min_y; y <= max_y; y++)
for(s16 z = min_z; z <= max_z; z++) for(s16 z = min_z; z <= max_z; z++)
{ {
v3s16 p(x,y,z); v3s16 p(x,y,z);
@ -404,17 +403,15 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
Go through every nodebox, find nearest collision Go through every nodebox, find nearest collision
*/ */
for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) { for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
// Ignore if already stepped up this nodebox.
if(is_step_up[boxindex])
continue;
// Find nearest collision of the two boxes (raytracing-like) // Find nearest collision of the two boxes (raytracing-like)
f32 dtime_tmp; f32 dtime_tmp;
int collided = axisAlignedCollision( int collided = axisAlignedCollision(
cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp); cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp);
// Ignore if already stepped up this nodebox.
if (is_step_up[boxindex]) {
pos_f->Y += (cboxes[boxindex].MaxEdge.Y - movingbox.MinEdge.Y);
continue;
}
if (collided == -1 || dtime_tmp >= nearest_dtime) if (collided == -1 || dtime_tmp >= nearest_dtime)
continue; continue;
@ -464,12 +461,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
is_collision = false; is_collision = false;
CollisionInfo info; CollisionInfo info;
if (is_object[nearest_boxindex]) { if (is_object[nearest_boxindex])
info.type = COLLISION_OBJECT; info.type = COLLISION_OBJECT;
result.standing_on_object = true; else
} else {
info.type = COLLISION_NODE; info.type = COLLISION_NODE;
}
info.node_p = node_positions[nearest_boxindex]; info.node_p = node_positions[nearest_boxindex];
info.bouncy = bouncy; info.bouncy = bouncy;
@ -487,13 +482,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
speed_f->X = 0; speed_f->X = 0;
result.collides = true; result.collides = true;
result.collides_xz = true; result.collides_xz = true;
} else if(nearest_collided == 1) { // Y }
if (fabs(speed_f->Y) > BS * 3) { else if(nearest_collided == 1) { // Y
if (fabs(speed_f->Y) > BS * 3)
speed_f->Y *= bounce; speed_f->Y *= bounce;
} else { else
speed_f->Y = 0; speed_f->Y = 0;
result.touching_ground = true;
}
result.collides = true; result.collides = true;
} else if(nearest_collided == 2) { // Z } else if(nearest_collided == 2) { // Z
if (fabs(speed_f->Z) > BS * 3) if (fabs(speed_f->Z) > BS * 3)
@ -514,5 +508,43 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
} }
} }
/*
Final touches: Check if standing on ground, step up stairs.
*/
aabb3f box = box_0;
box.MinEdge += *pos_f;
box.MaxEdge += *pos_f;
for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
const aabb3f& cbox = cboxes[boxindex];
/*
See if the object is touching ground.
Object touches ground if object's minimum Y is near node's
maximum Y and object's X-Z-area overlaps with the node's
X-Z-area.
Use 0.15*BS so that it is easier to get on a node.
*/
if (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X &&
cbox.MaxEdge.Z - d > box.MinEdge.Z &&
cbox.MinEdge.Z + d < box.MaxEdge.Z) {
if (is_step_up[boxindex]) {
pos_f->Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
box = box_0;
box.MinEdge += *pos_f;
box.MaxEdge += *pos_f;
}
if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
result.touching_ground = true;
if (is_object[boxindex])
result.standing_on_object = true;
if (is_unloaded[boxindex])
result.standing_on_unloaded = true;
}
}
}
return result; return result;
} }