|
@@ -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;
|
|
|
}
|