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author | SmallJoker <SmallJoker@users.noreply.github.com> | 2018-03-03 10:59:14 +0100 |
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committer | GitHub <noreply@github.com> | 2018-03-03 10:59:14 +0100 |
commit | a1cf8a127c57719d18fa0ccbe4a3fa3ac5504ef2 (patch) | |
tree | a9786a992a9b8b6264a138d1937d1b915743e636 /src | |
parent | f5fd4a0af1fef2e9cd3f7f368884349013a06dcc (diff) | |
download | minetest-a1cf8a127c57719d18fa0ccbe4a3fa3ac5504ef2.tar.gz minetest-a1cf8a127c57719d18fa0ccbe4a3fa3ac5504ef2.tar.bz2 minetest-a1cf8a127c57719d18fa0ccbe4a3fa3ac5504ef2.zip |
Slippery: Simplify, make more efficient (#7086)
Use already existing collision results for the nearest colliding node
Fix slippery effect in free_move mode
Diffstat (limited to 'src')
-rw-r--r-- | src/localplayer.cpp | 44 | ||||
-rw-r--r-- | src/localplayer.h | 1 |
2 files changed, 9 insertions, 36 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp index 3133c2652..a8bd21839 100644 --- a/src/localplayer.cpp +++ b/src/localplayer.cpp @@ -681,7 +681,10 @@ void LocalPlayer::applyControl(float dtime, Environment *env) else incH = incV = movement_acceleration_default * BS * dtime; - float slip_factor = getSlipFactor(env, speedH); + float slip_factor = 1.0f; + if (!free_move) + slip_factor = getSlipFactor(env, speedH); + // Accelerate to target speed with maximum increment accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed * slip_factor); @@ -1057,49 +1060,20 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH) { - - if (!touching_ground) - return 1.0f; - - float slip_factor = 1.0f; // Slip on slippery nodes const NodeDefManager *nodemgr = env->getGameDef()->ndef(); Map *map = &env->getMap(); const ContentFeatures &f = nodemgr->get(map->getNodeNoEx( - floatToInt(getPosition() - v3f(0, 0.05f * BS, 0), BS))); + getStandingNodePos())); int slippery = 0; - if (f.walkable) { + if (f.walkable) slippery = itemgroup_get(f.groups, "slippery"); - } else if (is_slipping) { - // slipping over an edge? Check surroundings for slippery nodes - slippery = 2 << 16; // guard value, bigger than all realistic ones - for (int z = 0; z <= 1; z++) { - for (int x = 0; x <= 1; x++) { - // this should cover all nodes surrounding player position - v3f offset((x - 0.5f) * BS, 0.05f * BS, (z - 0.5f) * BS); - const ContentFeatures &f2 = nodemgr->get(map->getNodeNoEx( - floatToInt(getPosition() - offset, BS))); - if (f2.walkable) { - // find least slippery node we might be standing on - int s = itemgroup_get(f2.groups, "slippery"); - if (s < slippery) - slippery = s; - } - } - } - // without any hits, ignore slippery - if (slippery >= (2 << 16)) - slippery = 0; - } + if (slippery >= 1) { if (speedH == v3f(0.0f)) { slippery = slippery * 2; } - slip_factor = core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f); - is_slipping = true; - } else { - // remember this to avoid checking the edge case above too often - is_slipping = false; + return core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f); } - return slip_factor; + return 1.0f; } diff --git a/src/localplayer.h b/src/localplayer.h index 77d79e472..dc59c4179 100644 --- a/src/localplayer.h +++ b/src/localplayer.h @@ -61,7 +61,6 @@ public: u8 liquid_viscosity = 0; bool is_climbing = false; bool swimming_vertical = false; - bool is_slipping = false; float physics_override_speed = 1.0f; float physics_override_jump = 1.0f; |