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authorBen Deutsch <ben@bendeutsch.de>2017-08-26 09:01:09 +0200
committerLoïc Blot <nerzhul@users.noreply.github.com>2017-08-26 09:01:09 +0200
commitfc13c00ef3e9b6f280146f3d77b6659fcc55a13c (patch)
tree5e1a6712728694ef148a52d5f39ffce482feb77c
parent0e0643df3567437b658431e9dad1e0eec2137a58 (diff)
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Alternative code for slipping (#6256)
* Alternative code for slipping - does not depend on frame rate - controllable via environment variables for now * Adjust slipping speed for item entities too. * Final version of framerate-independent slippery code * Remove dead code and fix formatting * getStandingNodePos should only look 0.05 nodes downwards This ensures that, even if the player is standing on a partially filled node, this node is used as the standing node and not the node below it. Specific use: enables slippery slabs * Exchange global getStandingPosNode change for local inline change Reverts previous commit * Revert the item movement changes * Slippery nodes now slip over cliffs and edges Players no longer suddenly stop before falling off. Also refactored slippery code into getSlipFactor method. * Slipping over an edge gated by player's is_slipping state A new flag for just this case, to reduce costly node lookups in the normal case of leaning over a non-slippery edge. Public access for consistency and potential future uses. * Minor code tweaks / cosmetics * Add temp variable to improve readability and fix indentation issues
-rw-r--r--src/localplayer.cpp65
-rw-r--r--src/localplayer.h6
2 files changed, 55 insertions, 16 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp
index 2a098ba0a..81e4009df 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -656,13 +656,10 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
else
incH = incV = movement_acceleration_default * BS * dtime;
- const INodeDefManager *nodemgr = env->getGameDef()->ndef();
- Map *map = &env->getMap();
- const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
- bool slippery = (itemgroup_get(f.groups, "slippery") != 0);
+ float slip_factor = getSlipFactor(env, speedH);
// Accelerate to target speed with maximum increment
accelerateHorizontal(speedH * physics_override_speed,
- incH * physics_override_speed, slippery);
+ incH * physics_override_speed * slip_factor);
accelerateVertical(speedV * physics_override_speed,
incV * physics_override_speed);
}
@@ -702,19 +699,12 @@ v3f LocalPlayer::getEyeOffset() const
// Horizontal acceleration (X and Z), Y direction is ignored
void LocalPlayer::accelerateHorizontal(const v3f &target_speed,
- const f32 max_increase, bool slippery)
+ const f32 max_increase)
{
if (max_increase == 0)
return;
v3f d_wanted = target_speed - m_speed;
- if (slippery) {
- if (target_speed == v3f())
- d_wanted = -m_speed * 0.05f;
- else
- d_wanted *= 0.1f;
- }
-
d_wanted.Y = 0.0f;
f32 dl = d_wanted.getLength();
if (dl > max_increase)
@@ -1038,3 +1028,52 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
m_can_jump = false;
}
}
+
+float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
+{
+
+ if (!touching_ground)
+ return 1.0f;
+
+ float slip_factor = 1.0f;
+ // Slip on slippery nodes
+ const INodeDefManager *nodemgr = env->getGameDef()->ndef();
+ Map *map = &env->getMap();
+ const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(
+ floatToInt(getPosition() - v3f(0, 0.05f * BS, 0), BS)));
+ int slippery = 0;
+ 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 slip_factor;
+}
diff --git a/src/localplayer.h b/src/localplayer.h
index c64e0042a..3521512af 100644
--- a/src/localplayer.h
+++ b/src/localplayer.h
@@ -60,6 +60,7 @@ 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;
@@ -143,11 +144,10 @@ public:
void setCollisionbox(const aabb3f &box) { m_collisionbox = box; }
private:
- // clang-format off
- void accelerateHorizontal(const v3f &target_speed, f32 max_increase, bool slippery);
- // clang-format on
+ void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
void accelerateVertical(const v3f &target_speed, const f32 max_increase);
bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max);
+ float getSlipFactor(Environment *env, const v3f &speedH);
v3f m_position;