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path: root/advtrains_train_track/models/advtrains_dtrack_vst31.obj
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# Blender v2.78 (sub 0) OBJ File: 'rail_redo.blend'
# www.blender.org
o dtrack_vst31_Cube.000
v 0.753760 -0.500000 -0.500000
v 0.753760 -0.500000 0.500000
v 0.753760 -0.166667 0.500000
v -0.753760 -0.500000 -0.500000
v -0.753760 -0.500000 0.500000
v -0.753760 -0.166667 0.500000
v 0.329165 -0.308041 0.171599
v 0.329165 -0.143980 0.171599
v 0.329165 -0.422440 -0.171599
v 0.329165 -0.258379 -0.171599
v 0.462280 -0.308041 0.171599
v 0.462280 -0.143980 0.171599
v 0.462280 -0.422440 -0.171599
v 0.462280 -0.258379 -0.171599
v 0.412289 -0.126667 0.500000
v 0.412289 -0.460000 -0.500000
v 0.560528 -0.460000 -0.500000
v 0.560528 -0.126667 0.500000
v 0.474055 -0.106667 0.500000
v 0.474055 -0.440000 -0.500000
v 0.498762 -0.440000 -0.500000
v 0.498762 -0.106667 0.500000
v 0.474055 -0.056667 0.500000
v 0.474055 -0.390000 -0.500000
v 0.498762 -0.390000 -0.500000
v 0.498762 -0.056667 0.500000
v 0.529645 -0.385000 -0.500000
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v 0.443172 -0.051667 0.500000
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v 0.443172 -0.026667 0.500000
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v 0.741194 -0.188333 0.315000
v -0.011733 2.712519 0.500000
v -0.011732 2.379186 -0.500001
v -0.011733 2.734147 0.500000
v -0.011732 2.400814 -0.500000
v 0.011732 2.379186 -0.500000
v 0.011732 2.712519 0.500000
v 0.011732 2.400814 -0.500000
v 0.011732 2.734148 0.500000
v -0.412289 -0.460000 -0.500000
v -0.412289 -0.126667 0.500000
v -0.560528 -0.126667 0.500000
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v -0.498762 -0.106667 0.500000
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v -0.498762 -0.056667 0.500000
v -0.498762 -0.390000 -0.500000
v -0.529645 -0.051667 0.500000
v -0.529645 -0.385000 -0.500000
v -0.443172 -0.385000 -0.500000
v -0.443172 -0.051666 0.500000
v -0.529645 -0.026667 0.500000
v -0.529645 -0.360000 -0.500000
v -0.443172 -0.360000 -0.500000
v -0.443172 -0.026666 0.500000
v -0.741194 -0.488333 -0.435000
v 0.741194 -0.488333 -0.435000
v 0.741194 -0.448333 -0.315000
v -0.741194 -0.448333 -0.315000
v -0.741193 -0.438333 -0.435000
v 0.741194 -0.438333 -0.435000
v 0.741194 -0.398333 -0.315000
v -0.741194 -0.398333 -0.315000
v 0.741194 -0.280713 0.187862
v -0.741194 -0.280713 0.187862
v -0.741194 -0.320713 0.067862
v 0.741194 -0.320713 0.067862
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v -0.741194 -0.230713 0.187862
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v 0.741194 -0.270713 0.067862
v -0.741194 -0.405954 -0.187862
v 0.741194 -0.405954 -0.187862
v 0.741194 -0.365954 -0.067862
v -0.741194 -0.365954 -0.067862
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v 0.741194 -0.355954 -0.187862
v 0.741194 -0.315954 -0.067862
v -0.741194 -0.315954 -0.067862
v -0.329165 -0.308041 0.171599
v -0.329165 -0.143980 0.171599
v -0.329165 -0.422440 -0.171599
v -0.329165 -0.258379 -0.171599
v -0.462280 -0.308041 0.171599
v -0.462280 -0.143980 0.171599
v -0.462280 -0.422440 -0.171599
v -0.462280 -0.258379 -0.171599
vt 0.7427 0.1169
vt 0.7427 0.3317
vt 0.6400 0.3317
vt 0.6400 0.1169
vt 0.8260 0.3317
vt 0.8260 0.4343
vt 0.7427 0.4343
vt 0.8260 0.1169
vt 0.7427 0.0142
vt 0.8260 0.0142
vt 0.5691 0.2971
vt 0.5691 0.9229
vt 0.5378 0.9229
vt 0.5378 0.2971
vt 0.3413 0.2971
vt 0.3819 0.2971
vt 0.3819 0.9229
vt 0.3413 0.9229
vt 0.4291 0.9855
vt 0.4678 0.9730
vt 0.4833 0.9730
vt 0.5219 0.9855
vt 0.6097 0.9229
vt 0.6097 0.2971
vt 0.4678 0.2470
vt 0.4291 0.2345
vt 0.5219 0.2345
vt 0.4833 0.2470
vt 0.4833 0.2783
vt 0.4678 0.2783
vt 0.4132 0.2971
vt 0.4132 0.9229
vt 0.4678 0.9417
vt 0.4833 0.9417
vt 0.5182 0.9229
vt 0.5182 0.2971
vt 0.4328 0.2971
vt 0.4328 0.9229
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vt 0.5026 0.2971
vt 0.4485 0.2971
vt 0.4485 0.9229
vt 0.5026 0.2814
vt 0.4485 0.2814
vt 0.4485 0.9386
vt 0.5026 0.9386
vt 0.9588 0.9625
vt 0.8837 0.9625
vt 0.8837 0.0348
vt 0.9588 0.0348
vt 0.9901 0.9625
vt 0.9901 0.0348
vt 0.9588 0.0035
vt 0.8837 0.0035
vt 0.8524 0.0348
vt 0.8524 0.9625
vt 0.9588 0.9938
vt 0.8837 0.9938
vt 0.6554 0.3627
vt 0.6690 0.3627
vt 0.6690 0.9885
vt 0.6554 0.9885
vt 0.6972 0.9885
vt 0.6837 0.9885
vt 0.6837 0.3627
vt 0.6972 0.3627
vt 0.7119 0.3627
vt 0.7119 0.9885
vt 0.5691 0.2971
vt 0.5691 0.9229
vt 0.5378 0.9229
vt 0.5378 0.2971
vt 0.3413 0.2971
vt 0.3819 0.2971
vt 0.3819 0.9229
vt 0.3413 0.9229
vt 0.4291 0.9855
vt 0.4678 0.9730
vt 0.4833 0.9730
vt 0.5219 0.9855
vt 0.6097 0.9229
vt 0.6097 0.2971
vt 0.4678 0.2470
vt 0.4291 0.2345
vt 0.5219 0.2345
vt 0.4833 0.2470
vt 0.4833 0.2783
vt 0.4678 0.2783
vt 0.4132 0.2971
vt 0.4132 0.9229
vt 0.4678 0.9417
vt 0.4833 0.9417
vt 0.5182 0.9229
vt 0.5182 0.2971
vt 0.4328 0.2971
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vt 0.4485 0.2971
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vt 0.9588 0.9625
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vt 0.8837 0.0348
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vt 0.9901 0.9625
vt 0.9901 0.0348
vt 0.9588 0.0035
vt 0.8837 0.0035
vt 0.8524 0.0348
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vt 0.9588 0.9938
vt 0.8837 0.9938
vt 0.9588 0.9625
vt 0.8837 0.9625
vt 0.8837 0.0348
vt 0.9588 0.0348
vt 0.9901 0.9625
vt 0.9901 0.0348
vt 0.9588 0.0035
vt 0.8837 0.0035
vt 0.8524 0.0348
vt 0.8524 0.9625
vt 0.9588 0.9938
vt 0.8837 0.9938
vt 0.9588 0.9625
vt 0.8837 0.9625
vt 0.8837 0.0348
vt 0.9588 0.0348
vt 0.9901 0.9625
vt 0.9901 0.0348
vt 0.9588 0.0035
vt 0.8837 0.0035
vt 0.8524 0.0348
vt 0.8524 0.9625
vt 0.9588 0.9938
vt 0.8837 0.9938
vt 0.7427 0.1169
vt 0.6400 0.1169
vt 0.6400 0.3317
vt 0.7427 0.3317
vt 0.7427 0.4343
vt 0.8260 0.4343
vt 0.8260 0.3317
vt 0.8260 0.1169
vt 0.8260 0.0142
vt 0.7427 0.0142
vt 1.1949 -0.0470
vt -0.3152 -0.0470
vt -0.3152 -0.3809
vt 1.1949 -0.3809
vt -0.3120 1.0015
vt -0.3120 -0.0002
vt 1.1981 -0.0002
vt 1.1981 1.0015
vt 1.1949 1.0089
vt 1.5117 0.0586
vt -0.3152 1.0089
vt -0.6320 0.0586
vn -1.0000 0.0000 -0.0000
vn 0.0000 0.0000 -1.0000
vn -0.0000 0.0000 1.0000
vn 0.0000 0.9487 -0.3162
vn 1.0000 0.0000 0.0000
vn -0.2936 0.9069 -0.3023
vn 0.2936 0.9069 -0.3023
vn 0.1518 -0.9377 0.3126
vn -0.1518 -0.9377 0.3126
vn 0.0000 -0.9487 0.3162
vn 0.0000 -1.0000 0.0000
g dtrack_vst31_Cube.000_SlopeRailMaterial
s off
f 8/1/1 10/2/1 9/3/1 7/4/1
f 10/2/2 14/5/2 13/6/2 9/7/2
f 12/8/3 8/1/3 7/9/3 11/10/3
f 12/8/4 14/5/4 10/2/4 8/1/4
f 22/11/5 21/12/5 25/13/5 26/14/5
f 15/15/6 19/16/6 20/17/6 16/18/6
f 16/19/2 20/20/2 21/21/2 17/22/2
f 17/23/7 21/12/7 22/11/7 18/24/7
f 19/25/3 15/26/3 18/27/3 22/28/3
f 26/29/3 23/30/3 19/25/3 22/28/3
f 19/16/1 23/31/1 24/32/1 20/17/1
f 21/21/2 20/20/2 24/33/2 25/34/2
f 26/14/8 25/13/8 27/35/8 28/36/8
f 24/32/9 23/31/9 29/37/9 30/38/9
f 28/36/5 27/35/5 31/39/5 32/40/5
f 30/38/1 29/37/1 33/41/1 34/42/1
f 31/39/4 34/42/4 33/41/4 32/40/4
f 23/30/3 26/29/3 28/43/3 32/40/3 33/41/3 29/44/3
f 24/33/2 30/45/2 34/42/2 31/39/2 27/46/2 25/34/2
f 39/47/4 42/48/4 41/49/4 40/50/4
f 35/51/3 39/47/3 40/50/3 36/52/3
f 36/53/1 40/50/1 41/49/1 37/54/1
f 37/55/2 41/49/2 42/48/2 38/56/2
f 39/47/5 35/57/5 38/58/5 42/48/5
f 43/59/1 45/60/1 46/61/1 44/62/1
f 47/63/5 49/64/5 50/65/5 48/66/5
f 43/67/10 44/68/10 47/63/10 48/66/10
f 45/60/4 50/65/4 49/64/4 46/61/4
f 58/69/1 57/70/1 61/71/1 62/72/1
f 51/73/7 55/74/7 56/75/7 52/76/7
f 52/77/3 56/78/3 57/79/3 53/80/3
f 53/81/6 57/70/6 58/69/6 54/82/6
f 55/83/2 51/84/2 54/85/2 58/86/2
f 62/87/2 59/88/2 55/83/2 58/86/2
f 55/74/5 59/89/5 60/90/5 56/75/5
f 57/79/3 56/78/3 60/91/3 61/92/3
f 62/72/9 61/71/9 63/93/9 64/94/9
f 60/90/8 59/89/8 65/95/8 66/96/8
f 64/94/1 63/93/1 67/97/1 68/98/1
f 66/96/5 65/95/5 69/99/5 70/100/5
f 67/97/4 70/100/4 69/99/4 68/98/4
f 59/88/2 62/87/2 64/101/2 68/98/2 69/99/2 65/102/2
f 60/91/3 66/103/3 70/100/3 67/97/3 63/104/3 61/92/3
f 75/105/4 78/106/4 77/107/4 76/108/4
f 71/109/2 75/105/2 76/108/2 72/110/2
f 72/111/5 76/108/5 77/107/5 73/112/5
f 73/113/3 77/107/3 78/106/3 74/114/3
f 75/105/1 71/115/1 74/116/1 78/106/1
f 83/117/4 86/118/4 85/119/4 84/120/4
f 79/121/3 83/117/3 84/120/3 80/122/3
f 80/123/1 84/120/1 85/119/1 81/124/1
f 81/125/2 85/119/2 86/118/2 82/126/2
f 83/117/5 79/127/5 82/128/5 86/118/5
f 91/129/4 94/130/4 93/131/4 92/132/4
f 87/133/2 91/129/2 92/132/2 88/134/2
f 88/135/5 92/132/5 93/131/5 89/136/5
f 89/137/3 93/131/3 94/130/3 90/138/3
f 91/129/1 87/139/1 90/140/1 94/130/1
f 96/141/5 95/142/5 97/143/5 98/144/5
f 98/144/2 97/145/2 101/146/2 102/147/2
f 100/148/3 99/149/3 95/150/3 96/141/3
f 100/148/4 96/141/4 98/144/4 102/147/4
g dtrack_vst31_Cube.000_SlopeGravelMaterial
f 3/151/3 6/152/3 5/153/3 2/154/3
f 1/155/11 2/156/11 5/157/11 4/158/11
f 1/159/5 3/151/5 2/160/5
f 6/152/1 4/161/1 5/162/1
f 4/161/4 6/152/4 3/151/4 1/159/4
ot; #include "environment.h" #include "map.h" #include "util/numeric.h" /* LocalPlayer */ LocalPlayer::LocalPlayer(IGameDef *gamedef): Player(gamedef), parent(0), isAttached(false), overridePosition(v3f(0,0,0)), last_position(v3f(0,0,0)), last_speed(v3f(0,0,0)), last_pitch(0), last_yaw(0), last_keyPressed(0), m_sneak_node(32767,32767,32767), m_sneak_node_exists(false), m_old_node_below(32767,32767,32767), m_old_node_below_type("air"), m_need_to_get_new_sneak_node(true), m_can_jump(false) { // Initialize hp to 0, so that no hearts will be shown if server // doesn't support health points hp = 0; } LocalPlayer::~LocalPlayer() { } void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d, std::list<CollisionInfo> *collision_info) { Map *map = &env->getMap(); INodeDefManager *nodemgr = m_gamedef->ndef(); v3f position = getPosition(); v3f old_speed = m_speed; // Copy parent position if local player is attached if(isAttached) { setPosition(overridePosition); m_sneak_node_exists = false; return; } // Skip collision detection if noclip mode is used bool fly_allowed = m_gamedef->checkLocalPrivilege("fly"); bool noclip = m_gamedef->checkLocalPrivilege("noclip") && g_settings->getBool("noclip"); bool free_move = noclip && fly_allowed && g_settings->getBool("free_move"); if(free_move) { position += m_speed * dtime; setPosition(position); m_sneak_node_exists = false; return; } /* Collision detection */ /* Check if player is in liquid (the oscillating value) */ try{ // If in liquid, the threshold of coming out is at higher y if(in_liquid) { v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS); in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid(); liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity; } // If not in liquid, the threshold of going in is at lower y else { v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS); in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid(); liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity; } } catch(InvalidPositionException &e) { in_liquid = false; } /* Check if player is in liquid (the stable value) */ try{ v3s16 pp = floatToInt(position + v3f(0,0,0), BS); in_liquid_stable = nodemgr->get(map->getNode(pp).getContent()).isLiquid(); } catch(InvalidPositionException &e) { in_liquid_stable = false; } /* Check if player is climbing */ try { v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS); v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS); is_climbing = ((nodemgr->get(map->getNode(pp).getContent()).climbable || nodemgr->get(map->getNode(pp2).getContent()).climbable) && !free_move); } catch(InvalidPositionException &e) { is_climbing = false; } /* Collision uncertainty radius Make it a bit larger than the maximum distance of movement */ //f32 d = pos_max_d * 1.1; // A fairly large value in here makes moving smoother f32 d = 0.15*BS; // This should always apply, otherwise there are glitches assert(d > pos_max_d); // Maximum distance over border for sneaking f32 sneak_max = BS*0.4; /* If sneaking, keep in range from the last walked node and don't fall off from it */ if(control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid) { f32 maxd = 0.5*BS + sneak_max; v3f lwn_f = intToFloat(m_sneak_node, BS); position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd); position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd); if(!is_climbing) { f32 min_y = lwn_f.Y + 0.5*BS; if(position.Y < min_y) { position.Y = min_y; if(m_speed.Y < 0) m_speed.Y = 0; } } } float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2); v3f accel_f = v3f(0,0,0); collisionMoveResult result = collisionMoveSimple(env, m_gamedef, pos_max_d, m_collisionbox, player_stepheight, dtime, position, m_speed, accel_f); /* If the player's feet touch the topside of any node, this is set to true. Player is allowed to jump when this is true. */ bool touching_ground_was = touching_ground; touching_ground = result.touching_ground; //bool standing_on_unloaded = result.standing_on_unloaded; /* Check the nodes under the player to see from which node the player is sneaking from, if any. If the node from under the player has been removed, the player falls. */ v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), BS); if(m_sneak_node_exists && nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" && m_old_node_below_type != "air") { // Old node appears to have been removed; that is, // it wasn't air before but now it is m_need_to_get_new_sneak_node = false; m_sneak_node_exists = false; } else if(nodemgr->get(map->getNodeNoEx(current_node)).name != "air") { // We are on something, so make sure to recalculate the sneak // node. m_need_to_get_new_sneak_node = true; } if(m_need_to_get_new_sneak_node) { v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS); v2f player_p2df(position.X, position.Z); f32 min_distance_f = 100000.0*BS; // If already seeking from some node, compare to it. /*if(m_sneak_node_exists) { v3f sneaknode_pf = intToFloat(m_sneak_node, BS); v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z); f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df); f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y); // Ignore if player is not on the same level (likely dropped) if(d_vert_f < 0.15*BS) min_distance_f = d_horiz_f; }*/ v3s16 new_sneak_node = m_sneak_node; for(s16 x=-1; x<=1; x++) for(s16 z=-1; z<=1; z++) { v3s16 p = pos_i_bottom + v3s16(x,0,z); v3f pf = intToFloat(p, BS); v2f node_p2df(pf.X, pf.Z); f32 distance_f = player_p2df.getDistanceFrom(node_p2df); f32 max_axis_distance_f = MYMAX( fabs(player_p2df.X-node_p2df.X), fabs(player_p2df.Y-node_p2df.Y)); if(distance_f > min_distance_f || max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS) continue; try{ // The node to be sneaked on has to be walkable if(nodemgr->get(map->getNode(p)).walkable == false) continue; // And the node above it has to be nonwalkable if(nodemgr->get(map->getNode(p+v3s16(0,1,0))).walkable == true) continue; } catch(InvalidPositionException &e) { continue; } min_distance_f = distance_f; new_sneak_node = p; } bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9); m_sneak_node = new_sneak_node; m_sneak_node_exists = sneak_node_found; /* If sneaking, the player's collision box can be in air, so this has to be set explicitly */ if(sneak_node_found && control.sneak) touching_ground = true; } /* Set new position */ setPosition(position); /* Report collisions */ bool bouncy_jump = false; // Dont report if flying if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) { for(size_t i=0; i<result.collisions.size(); i++){ const CollisionInfo &info = result.collisions[i]; collision_info->push_back(info); if(info.new_speed.Y - info.old_speed.Y > 0.1*BS && info.bouncy) bouncy_jump = true; } } if(bouncy_jump && control.jump){ m_speed.Y += movement_speed_jump*BS; touching_ground = false; MtEvent *e = new SimpleTriggerEvent("PlayerJump"); m_gamedef->event()->put(e); } if(!touching_ground_was && touching_ground){ MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround"); m_gamedef->event()->put(e); // Set camera impact value to be used for view bobbing camera_impact = getSpeed().Y * -1; } { camera_barely_in_ceiling = false; v3s16 camera_np = floatToInt(getEyePosition(), BS); MapNode n = map->getNodeNoEx(camera_np); if(n.getContent() != CONTENT_IGNORE){ if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){ camera_barely_in_ceiling = true; } } } /* Update the node last under the player */ m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS); m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name; /* Check properties of the node on which the player is standing */ const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos())); // Determine if jumping is possible m_can_jump = touching_ground && !in_liquid; if(itemgroup_get(f.groups, "disable_jump")) m_can_jump = false; } void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d) { move(dtime, env, pos_max_d, NULL); } void LocalPlayer::applyControl(float dtime) { // Clear stuff swimming_vertical = false; setPitch(control.pitch); setYaw(control.yaw); // Nullify speed and don't run positioning code if the player is attached if(isAttached) { setSpeed(v3f(0,0,0)); return; } v3f move_direction = v3f(0,0,1); move_direction.rotateXZBy(getYaw()); v3f speedH = v3f(0,0,0); // Horizontal (X, Z) v3f speedV = v3f(0,0,0); // Vertical (Y) bool fly_allowed = m_gamedef->checkLocalPrivilege("fly"); bool fast_allowed = m_gamedef->checkLocalPrivilege("fast"); bool free_move = fly_allowed && g_settings->getBool("free_move"); bool fast_move = fast_allowed && g_settings->getBool("fast_move"); // When aux1_descends is enabled the fast key is used to go down, so fast isn't possible bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends"); bool continuous_forward = g_settings->getBool("continuous_forward"); // Whether superspeed mode is used or not bool superspeed = false; if(g_settings->getBool("always_fly_fast") && free_move && fast_move) superspeed = true; // Old descend control if(g_settings->getBool("aux1_descends")) { // If free movement and fast movement, always move fast if(free_move && fast_move) superspeed = true; // Auxiliary button 1 (E) if(control.aux1) { if(free_move) { // In free movement mode, aux1 descends if(fast_move) speedV.Y = -movement_speed_fast; else speedV.Y = -movement_speed_walk; } else if(in_liquid || in_liquid_stable) { speedV.Y = -movement_speed_walk; swimming_vertical = true; } else if(is_climbing) { speedV.Y = -movement_speed_climb; } else { // If not free movement but fast is allowed, aux1 is // "Turbo button" if(fast_move) superspeed = true; } } } // New minecraft-like descend control else { // Auxiliary button 1 (E) if(control.aux1) { if(!is_climbing) { // aux1 is "Turbo button" if(fast_move) superspeed = true; } } if(control.sneak) { if(free_move) { // In free movement mode, sneak descends if(fast_move && (control.aux1 || g_settings->getBool("always_fly_fast"))) speedV.Y = -movement_speed_fast; else speedV.Y = -movement_speed_walk; } else if(in_liquid || in_liquid_stable) { if(fast_climb) speedV.Y = -movement_speed_fast; else speedV.Y = -movement_speed_walk; swimming_vertical = true; } else if(is_climbing) { if(fast_climb) speedV.Y = -movement_speed_fast; else speedV.Y = -movement_speed_climb; } } } if(continuous_forward) speedH += move_direction; if(control.up) { if(continuous_forward) superspeed = true; else speedH += move_direction; } if(control.down) { speedH -= move_direction; } if(control.left) { speedH += move_direction.crossProduct(v3f(0,1,0)); } if(control.right) { speedH += move_direction.crossProduct(v3f(0,-1,0)); } if(control.jump) { if(free_move) { if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast")) { if(fast_move) speedV.Y = movement_speed_fast; else speedV.Y = movement_speed_walk; } else { if(fast_move && control.aux1) speedV.Y = movement_speed_fast; else speedV.Y = movement_speed_walk; } } else if(m_can_jump) { /* NOTE: The d value in move() affects jump height by raising the height at which the jump speed is kept at its starting value */ v3f speedJ = getSpeed(); if(speedJ.Y >= -0.5 * BS) { speedJ.Y = movement_speed_jump * physics_override_jump; setSpeed(speedJ); MtEvent *e = new SimpleTriggerEvent("PlayerJump"); m_gamedef->event()->put(e); } } else if(in_liquid) { if(fast_climb) speedV.Y = movement_speed_fast; else speedV.Y = movement_speed_walk; swimming_vertical = true; } else if(is_climbing) { if(fast_climb) speedV.Y = movement_speed_fast; else speedV.Y = movement_speed_climb; } } // The speed of the player (Y is ignored) if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb)) speedH = speedH.normalize() * movement_speed_fast; else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable) speedH = speedH.normalize() * movement_speed_crouch; else speedH = speedH.normalize() * movement_speed_walk; // Acceleration increase f32 incH = 0; // Horizontal (X, Z) f32 incV = 0; // Vertical (Y) if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump)) { // Jumping and falling if(superspeed || (fast_move && control.aux1)) incH = movement_acceleration_fast * BS * dtime; else incH = movement_acceleration_air * BS * dtime; incV = 0; // No vertical acceleration in air } else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb)) incH = incV = movement_acceleration_fast * BS * dtime; else incH = incV = movement_acceleration_default * BS * dtime; // Accelerate to target speed with maximum increment accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed); accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed); } v3s16 LocalPlayer::getStandingNodePos() { if(m_sneak_node_exists) return m_sneak_node; return floatToInt(getPosition(), BS); }