diff options
Diffstat (limited to 'src/collision.cpp')
-rw-r--r-- | src/collision.cpp | 66 |
1 files changed, 17 insertions, 49 deletions
diff --git a/src/collision.cpp b/src/collision.cpp index 2ae59b38f..a2d17d51a 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -248,8 +248,9 @@ 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); @@ -404,15 +405,17 @@ 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; @@ -462,10 +465,12 @@ 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; - else + result.standing_on_object = true; + } else { info.type = COLLISION_NODE; + } info.node_p = node_positions[nearest_boxindex]; info.bouncy = bouncy; @@ -483,12 +488,13 @@ 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) @@ -509,43 +515,5 @@ 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; } |