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authorJens Rottmann <30634967+JRottm@users.noreply.github.com>2017-08-04 21:48:32 +0200
committerSmallJoker <mk939@ymail.com>2018-06-03 17:31:59 +0200
commit90a9e4e69fac32f368b275428fa42407ea9b7883 (patch)
treeb3e42ff9719b3f53f231dd6e7ea970d93b04dcc8 /src/util
parente5311a4d565dece751745f859ac1b8d92da67564 (diff)
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Fix player coordinate rounding in collisionMoveSimple() (#6197)
To determine the area (nodes) where a player movement took place collisionMoveSimple() first took the old/new player coordinates and rounded them to integers, then added the player character's collision box and implicitely rounded the result. This has 2 problems: Rounding the position and the box seperately, then adding the resulting integers means you get twice the rounding error. And implicit rounding always rounds towards 0.0, unlike floatToInt(), which rounds towards the closest integer. Previous (simplified) behavior: round(pos)+(int)box, for example player at Y=0.9, body is 1.75m high: round(0.9)+(int)1.75 = 1+1 = 2. ==> A character's height of 1.75m always got rounded down to 1m, its width of +/-0.3 even became 0. Fixed by adding the floats first, then rounding properly: round(pos+box) = round(0.9+1.75) = round(2.65) = 3.
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