summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--src/collision.cpp66
1 files changed, 49 insertions, 17 deletions
diff --git a/src/collision.cpp b/src/collision.cpp
index 4680e0a5e..d847f6297 100644
--- a/src/collision.cpp
+++ b/src/collision.cpp
@@ -248,9 +248,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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 y = min_y; y <= max_y; y++)
for(s16 z = min_z; z <= max_z; z++)
{
v3s16 p(x,y,z);
@@ -404,17 +403,15 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
Go through every nodebox, find nearest collision
*/
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)
f32 dtime_tmp;
int collided = axisAlignedCollision(
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)
continue;
@@ -464,12 +461,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
is_collision = false;
CollisionInfo info;
- if (is_object[nearest_boxindex]) {
+ if (is_object[nearest_boxindex])
info.type = COLLISION_OBJECT;
- result.standing_on_object = true;
- } else {
+ else
info.type = COLLISION_NODE;
- }
info.node_p = node_positions[nearest_boxindex];
info.bouncy = bouncy;
@@ -487,13 +482,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
speed_f->X = 0;
result.collides = 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;
- } else {
+ else
speed_f->Y = 0;
- result.touching_ground = true;
- }
result.collides = true;
} else if(nearest_collided == 2) { // Z
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;
}