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added sneaking/crouching and changelog

This commit is contained in:
Perttu Ahola 2011-02-14 02:54:15 +02:00
parent 0947c4cc48
commit 14fafc7217
8 changed files with 318 additions and 113 deletions

View file

@ -235,7 +235,7 @@ void RemotePlayer::updateName(const char *name)
}
}
void RemotePlayer::move(f32 dtime, Map &map)
void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
{
m_pos_animation_time_counter += dtime;
m_pos_animation_counter += dtime;
@ -259,7 +259,8 @@ void RemotePlayer::move(f32 dtime, Map &map)
LocalPlayer
*/
LocalPlayer::LocalPlayer()
LocalPlayer::LocalPlayer():
m_last_walked_node(32767,32767,32767)
{
}
@ -267,7 +268,7 @@ LocalPlayer::~LocalPlayer()
{
}
void LocalPlayer::move(f32 dtime, Map &map)
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
{
v3f position = getPosition();
v3f oldpos = position;
@ -276,13 +277,14 @@ void LocalPlayer::move(f32 dtime, Map &map)
/*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
<<oldpos_i.Z<<")"<<std::endl;*/
/*
Calculate new position
*/
position += m_speed * dtime;
// Skip collision detection if a special movement mode is used
bool free_move = g_settings.getBool("free_move");
// Skip collision detection if player is non-local or
// a special movement mode is used
if(isLocal() == false || free_move)
if(free_move)
{
setPosition(position);
return;
@ -291,21 +293,24 @@ void LocalPlayer::move(f32 dtime, Map &map)
/*
Collision detection
*/
// Player position in nodes
v3s16 pos_i = floatToInt(position);
/*
Check if player is in water (the oscillating value)
*/
try{
// If in water, the threshold of coming out is at higher y
if(in_water)
{
v3s16 pp = floatToInt(position + v3f(0,0,0));
v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0));
in_water = content_liquid(map.getNode(pp).d);
}
// If not in water, the threshold of going in is at lower y
else
{
v3s16 pp = floatToInt(position + v3f(0,BS/2,0));
v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0));
in_water = content_liquid(map.getNode(pp).d);
}
}
@ -326,31 +331,76 @@ void LocalPlayer::move(f32 dtime, Map &map)
in_water_stable = false;
}
// The frame length is limited to the player going 0.1*BS per call
f32 d = (float)BS * 0.15;
/*
Collision uncertainty radius
Make it a bit larger than the maximum distance of movement
*/
//f32 d = pos_max_d * 1.1;
// A fairly large value in here makes moving much smoother
f32 d = 0.15*BS;
#define PLAYER_RADIUS (BS*0.3)
#define PLAYER_HEIGHT (BS*1.7)
// This should always apply, otherwise there are glitches
assert(d > pos_max_d);
float player_radius = BS*0.35;
float player_height = BS*1.7;
// Maximum distance over border for sneaking
f32 sneak_max = BS*0.4;
/*
If sneaking, player has larger collision radius to keep from
falling
*/
/*if(control.sneak)
player_radius = sneak_max + d*1.1;*/
/*
If sneaking, keep in range from the last walked node and don't
fall off from it
*/
if(control.sneak)
{
f32 maxd = 0.5*BS + sneak_max;
v3f lwn_f = intToFloat(m_last_walked_node);
position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
f32 min_y = lwn_f.Y + 0.5*BS;
if(position.Y < min_y)
{
position.Y = min_y;
if(m_speed.Y < 0)
m_speed.Y = 0;
}
}
/*
Calculate player collision box (new and old)
*/
core::aabbox3d<f32> playerbox(
position.X - PLAYER_RADIUS,
position.X - player_radius,
position.Y - 0.0,
position.Z - PLAYER_RADIUS,
position.X + PLAYER_RADIUS,
position.Y + PLAYER_HEIGHT,
position.Z + PLAYER_RADIUS
position.Z - player_radius,
position.X + player_radius,
position.Y + player_height,
position.Z + player_radius
);
core::aabbox3d<f32> playerbox_old(
oldpos.X - PLAYER_RADIUS,
oldpos.X - player_radius,
oldpos.Y - 0.0,
oldpos.Z - PLAYER_RADIUS,
oldpos.X + PLAYER_RADIUS,
oldpos.Y + PLAYER_HEIGHT,
oldpos.Z + PLAYER_RADIUS
oldpos.Z - player_radius,
oldpos.X + player_radius,
oldpos.Y + player_height,
oldpos.Z + player_radius
);
//hilightboxes.push_back(playerbox);
/*
If the player's feet touch the topside of any node, this is
set to true.
Player is allowed to jump when this is true.
*/
touching_ground = false;
/*std::cout<<"Checking collisions for ("
@ -358,88 +408,183 @@ void LocalPlayer::move(f32 dtime, Map &map)
<<") -> ("
<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
<<"):"<<std::endl;*/
for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++){
for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++){
for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++){
try{
if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
continue;
}
}
catch(InvalidPositionException &e)
{
// Doing nothing here will block the player from
// walking over map borders
}
core::aabbox3d<f32> nodebox = Map::getNodeBox(
v3s16(x,y,z));
// See if the player is touching ground
if(
fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
&& nodebox.MaxEdge.X-d > playerbox.MinEdge.X
&& nodebox.MinEdge.X+d < playerbox.MaxEdge.X
&& nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
&& nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
){
touching_ground = true;
}
if(playerbox.intersectsWithBox(nodebox))
{
v3f dirs[3] = {
v3f(0,0,1), // back
v3f(0,1,0), // top
v3f(1,0,0), // right
};
for(u16 i=0; i<3; i++)
/*
Go through every node around the player
*/
for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
{
f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
bool main_edge_collides =
((nodemax > playermin && nodemax <= playermin_old + d
&& m_speed.dotProduct(dirs[i]) < 0)
||
(nodemin < playermax && nodemin >= playermax_old - d
&& m_speed.dotProduct(dirs[i]) > 0));
bool other_edges_collide = true;
for(u16 j=0; j<3; j++)
{
if(j == i)
try{
if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
continue;
f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
if(!(nodemax - d > playermin && nodemin + d < playermax))
{
other_edges_collide = false;
break;
}
}
if(main_edge_collides && other_edges_collide)
catch(InvalidPositionException &e)
{
m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
position -= position.dotProduct(dirs[i]) * dirs[i];
position += oldpos.dotProduct(dirs[i]) * dirs[i];
// Doing nothing here will block the player from
// walking over map borders
}
}
} // if(playerbox.intersectsWithBox(nodebox))
} // for x
} // for z
} // for y
core::aabbox3d<f32> nodebox = Map::getNodeBox(
v3s16(x,y,z));
/*
See if the player is touching ground.
Player touches ground if player's minimum Y is near node's
maximum Y and player'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(
//fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
&& nodebox.MaxEdge.X-d > playerbox.MinEdge.X
&& nodebox.MinEdge.X+d < playerbox.MaxEdge.X
&& nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
&& nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
){
touching_ground = true;
}
// If player doesn't intersect with node, ignore node.
if(playerbox.intersectsWithBox(nodebox) == false)
continue;
/*
Go through every axis
*/
v3f dirs[3] = {
v3f(0,0,1), // back-front
v3f(0,1,0), // top-bottom
v3f(1,0,0), // right-left
};
for(u16 i=0; i<3; i++)
{
/*
Calculate values along the axis
*/
f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
/*
Check collision for the axis.
Collision happens when player is going through a surface.
*/
/*f32 neg_d = d;
f32 pos_d = d;
// Make it easier to get on top of a node
if(i == 1)
neg_d = 0.15*BS;
bool negative_axis_collides =
(nodemax > playermin && nodemax <= playermin_old + neg_d
&& m_speed.dotProduct(dirs[i]) < 0);
bool positive_axis_collides =
(nodemin < playermax && nodemin >= playermax_old - pos_d
&& m_speed.dotProduct(dirs[i]) > 0);*/
bool negative_axis_collides =
(nodemax > playermin && nodemax <= playermin_old + d
&& m_speed.dotProduct(dirs[i]) < 0);
bool positive_axis_collides =
(nodemin < playermax && nodemin >= playermax_old - d
&& m_speed.dotProduct(dirs[i]) > 0);
bool main_axis_collides =
negative_axis_collides || positive_axis_collides;
/*
Check overlap of player and node in other axes
*/
bool other_axes_overlap = true;
for(u16 j=0; j<3; j++)
{
if(j == i)
continue;
f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
if(!(nodemax - d > playermin && nodemin + d < playermax))
{
other_axes_overlap = false;
break;
}
}
/*
If this is a collision, revert the position in the main
direction.
*/
if(other_axes_overlap && main_axis_collides)
{
m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
position -= position.dotProduct(dirs[i]) * dirs[i];
position += oldpos.dotProduct(dirs[i]) * dirs[i];
}
}
} // xyz
/*
If there is a walkable node directly under the player, save
the position of it.
*/
try{
v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
if(content_walkable(map.getNode(pos_i_bottom).d))
{
m_last_walked_node = pos_i_bottom;
}
}
catch(InvalidPositionException &e)
{
}
/*
Check the neighbors of m_last_walked_node that are closer to
the player. If walkable, set m_last_walked_node to such.
*/
{
v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
v3f lastwalkednode_pf = intToFloat(m_last_walked_node);
v2f lastwalkednode_p2df(lastwalkednode_pf.X, lastwalkednode_pf.Z);
v2f player_p2df(position.X, position.Z);
f32 min_distance_f = player_p2df.getDistanceFrom(lastwalkednode_p2df);
v3s16 new_last_walked_node = m_last_walked_node;
for(s16 x=-1; x<=1; x++)
for(s16 z=-1; z<=1; z++)
{
v3s16 p = m_last_walked_node + v3s16(x,0,z);
v3f pf = intToFloat(p);
v2f node_p2df(pf.X, pf.Z);
f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
if(distance_f > min_distance_f)
continue;
try{
if(content_walkable(map.getNode(p).d) == false)
continue;
}
catch(InvalidPositionException &e)
{
continue;
}
min_distance_f = distance_f;
new_last_walked_node = p;
}
m_last_walked_node = new_last_walked_node;
}
/*
Set new position
*/
setPosition(position);
}
@ -449,10 +594,8 @@ void LocalPlayer::applyControl(float dtime)
swimming_up = false;
// Random constants
#define WALK_ACCELERATION (4.0 * BS)
#define WALKSPEED_MAX (4.0 * BS)
f32 walk_acceleration = WALK_ACCELERATION;
f32 walkspeed_max = WALKSPEED_MAX;
f32 walk_acceleration = 4.0 * BS;
f32 walkspeed_max = 4.0 * BS;
setPitch(control.pitch);
setYaw(control.yaw);
@ -538,6 +681,11 @@ void LocalPlayer::applyControl(float dtime)
else if(touching_ground)
{
v3f speed = getSpeed();
/*
NOTE: The d value in move() affects jump height by
raising the height at which the jump speed is kept
at its starting value
*/
speed.Y = 6.5*BS;
setSpeed(speed);
}
@ -554,7 +702,9 @@ void LocalPlayer::applyControl(float dtime)
// The speed of the player (Y is ignored)
if(superspeed)
speed = speed.normalize() * walkspeed_max * 5;
speed = speed.normalize() * walkspeed_max * 5.0;
else if(control.sneak)
speed = speed.normalize() * walkspeed_max / 3.0;
else
speed = speed.normalize() * walkspeed_max;