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Relatively snappy object-ground collision detection

This commit is contained in:
Perttu Ahola 2011-11-21 14:36:21 +02:00
parent 94feb62b08
commit 290e921920
9 changed files with 81 additions and 31 deletions

View file

@ -1555,6 +1555,7 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
m_yaw(0),
m_last_sent_yaw(0),
m_last_sent_position(0,0,0),
m_last_sent_velocity(0,0,0),
m_last_sent_position_timer(0),
m_last_sent_move_precision(0)
{
@ -1612,8 +1613,27 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
{
m_last_sent_position_timer += dtime;
m_base_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
m_velocity += dtime * m_acceleration;
if(m_prop->physical){
core::aabbox3d<f32> box = m_prop->collisionbox;
box.MinEdge *= BS;
box.MaxEdge *= BS;
collisionMoveResult moveresult;
f32 pos_max_d = BS*0.25; // Distance per iteration
v3f p_pos = getBasePosition();
v3f p_velocity = m_velocity;
IGameDef *gamedef = m_env->getGameDef();
moveresult = collisionMovePrecise(&m_env->getMap(), gamedef,
pos_max_d, box, dtime, p_pos, p_velocity);
// Apply results
setBasePosition(p_pos);
m_velocity = p_velocity;
m_velocity += dtime * m_acceleration;
} else {
m_base_position += dtime * m_velocity + 0.5 * dtime
* dtime * m_acceleration;
m_velocity += dtime * m_acceleration;
}
if(m_registered){
lua_State *L = m_env->getLua();
@ -1623,7 +1643,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
if(send_recommended == false)
return;
// TODO: force send when velocity/acceleration changes enough
// TODO: force send when acceleration changes enough?
float minchange = 0.2*BS;
if(m_last_sent_position_timer > 1.0){
minchange = 0.01*BS;
@ -1632,7 +1652,9 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
}
float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
move_d += m_last_sent_move_precision;
if(move_d > minchange || fabs(m_yaw - m_last_sent_yaw) > 1.0){
float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
if(move_d > minchange || vel_d > minchange ||
fabs(m_yaw - m_last_sent_yaw) > 1.0){
sendPosition(true, false);
}
}
@ -1675,6 +1697,7 @@ std::string LuaEntitySAO::getStaticData()
InventoryItem* LuaEntitySAO::createPickedUpItem()
{
// TODO: Ask item from scriptapi
std::istringstream is("CraftItem testobject1 1", std::ios_base::binary);
IGameDef *gamedef = m_env->getGameDef();
InventoryItem *item = InventoryItem::deSerialize(is, gamedef);
@ -1732,7 +1755,7 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
m_last_sent_position_timer = 0;
m_last_sent_yaw = m_yaw;
m_last_sent_position = m_base_position;
//m_last_sent_velocity = m_velocity;
m_last_sent_velocity = m_velocity;
//m_last_sent_acceleration = m_acceleration;
float update_interval = m_env->getSendRecommendedInterval();