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Add bouncy node group

This commit is contained in:
Perttu Ahola 2012-09-01 12:58:37 +03:00
parent b17d3e7ad7
commit 3b43c69df4
5 changed files with 104 additions and 39 deletions

View file

@ -211,6 +211,8 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
std::vector<aabb3f> cboxes;
std::vector<bool> is_unloaded;
std::vector<bool> is_step_up;
std::vector<int> bouncy_values;
std::vector<v3s16> node_positions;
{
//TimeTaker tt2("collisionMoveSimple collect boxes");
ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
@ -228,11 +230,14 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
for(s16 y = min_y; y <= max_y; y++)
for(s16 z = min_z; z <= max_z; z++)
{
v3s16 p(x,y,z);
try{
// Object collides into walkable nodes
MapNode n = map->getNode(v3s16(x,y,z));
if(gamedef->getNodeDefManager()->get(n).walkable == false)
MapNode n = map->getNode(p);
const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
if(f.walkable == false)
continue;
int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
std::vector<aabb3f> nodeboxes = n.getNodeBoxes(gamedef->ndef());
for(std::vector<aabb3f>::iterator
@ -245,21 +250,27 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
cboxes.push_back(box);
is_unloaded.push_back(false);
is_step_up.push_back(false);
bouncy_values.push_back(n_bouncy_value);
node_positions.push_back(p);
}
}
catch(InvalidPositionException &e)
{
// Collide with unloaded nodes
aabb3f box = getNodeBox(v3s16(x,y,z), BS);
aabb3f box = getNodeBox(p, BS);
cboxes.push_back(box);
is_unloaded.push_back(true);
is_step_up.push_back(false);
bouncy_values.push_back(0);
node_positions.push_back(p);
}
}
} // tt2
assert(cboxes.size() == is_unloaded.size());
assert(cboxes.size() == is_step_up.size());
assert(cboxes.size() == bouncy_values.size());
assert(cboxes.size() == node_positions.size());
/*
Collision detection
@ -342,6 +353,10 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
cbox.MaxEdge.Y - movingbox.MinEdge.Y,
d));
// Get bounce multiplier
bool bouncy = (bouncy_values[nearest_boxindex] >= 1);
float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0;
// Move to the point of collision and reduce dtime by nearest_dtime
if(nearest_dtime < 0)
{
@ -361,30 +376,58 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
pos_f += speed_f * nearest_dtime;
dtime -= nearest_dtime;
}
bool is_collision = true;
if(is_unloaded[nearest_boxindex])
is_collision = false;
CollisionInfo info;
info.type = COLLISION_NODE;
info.node_p = node_positions[nearest_boxindex];
info.bouncy = bouncy;
info.old_speed = speed_f;
// Set the speed component that caused the collision to zero
if(step_up)
{
// Special case: Handle stairs
is_step_up[nearest_boxindex] = true;
is_collision = false;
}
else if(nearest_collided == 0) // X
{
speed_f.X = 0;
if(fabs(speed_f.X) > BS*3)
speed_f.X *= bounce;
else
speed_f.X = 0;
result.collides = true;
result.collides_xz = true;
}
else if(nearest_collided == 1) // Y
{
speed_f.Y = 0;
if(fabs(speed_f.Y) > BS*3)
speed_f.Y *= bounce;
else
speed_f.Y = 0;
result.collides = true;
}
else if(nearest_collided == 2) // Z
{
speed_f.Z = 0;
if(fabs(speed_f.Z) > BS*3)
speed_f.Z *= bounce;
else
speed_f.Z = 0;
result.collides = true;
result.collides_xz = true;
}
info.new_speed = speed_f;
if(info.new_speed.getDistanceFrom(info.old_speed) < 0.1*BS)
is_collision = false;
if(is_collision){
result.collisions.push_back(info);
}
}
}