mirror of
https://github.com/luanti-org/luanti.git
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Merge branch 'object_object_collision' into sapier_experimental
This commit is contained in:
commit
413afa77d0
30 changed files with 1365 additions and 719 deletions
|
@ -359,6 +359,7 @@ minetest.nodedef_default = {
|
|||
type="node",
|
||||
-- name intentionally not defined here
|
||||
description = "",
|
||||
groups = {},
|
||||
inventory_image = "",
|
||||
wield_image = "",
|
||||
wield_scale = {x=1,y=1,z=1},
|
||||
|
@ -418,6 +419,7 @@ minetest.craftitemdef_default = {
|
|||
type="craft",
|
||||
-- name intentionally not defined here
|
||||
description = "",
|
||||
groups = {},
|
||||
inventory_image = "",
|
||||
wield_image = "",
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||||
wield_scale = {x=1,y=1,z=1},
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||||
|
@ -435,6 +437,7 @@ minetest.tooldef_default = {
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|||
type="tool",
|
||||
-- name intentionally not defined here
|
||||
description = "",
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||||
groups = {},
|
||||
inventory_image = "",
|
||||
wield_image = "",
|
||||
wield_scale = {x=1,y=1,z=1},
|
||||
|
@ -452,6 +455,7 @@ minetest.noneitemdef_default = { -- This is used for the hand and unknown items
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|||
type="none",
|
||||
-- name intentionally not defined here
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||||
description = "",
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||||
groups = {},
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||||
inventory_image = "",
|
||||
wield_image = "",
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||||
wield_scale = {x=1,y=1,z=1},
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||||
|
|
|
@ -308,6 +308,12 @@
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|||
-- Item definition options (register_node, register_craftitem, register_tool)
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-- {
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||||
-- description = "Steel Axe",
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||||
-- groups = {}, -- key=name, value=rating; rating=1..3.
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||||
-- if rating not applicable, use 1.
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||||
-- eg. {wool=1, fluffy=3}
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||||
-- {soil=2, outerspace=1, crumbly=1}
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||||
-- {hard=3, brittle=3, spikes=2
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||||
-- {hard=1, metal=1, spikes=1}
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||||
-- inventory_image = "default_tool_steelaxe.png",
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||||
-- wield_image = "",
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||||
-- wield_scale = {x=1,y=1,z=1},
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||||
|
|
1
data/mods/stairs/depends.txt
Normal file
1
data/mods/stairs/depends.txt
Normal file
|
@ -0,0 +1 @@
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|||
default
|
93
data/mods/stairs/init.lua
Normal file
93
data/mods/stairs/init.lua
Normal file
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@ -0,0 +1,93 @@
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|||
stairs = {}
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-- Node will be called stairs:stair_<subname>
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function stairs.register_stair(subname, recipeitem, material, images, description)
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||||
minetest.register_node("stairs:stair_" .. subname, {
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description = description,
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||||
drawtype = "nodebox",
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||||
tile_images = images,
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||||
paramtype = "light",
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||||
paramtype2 = "facedir",
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||||
is_ground_content = true,
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node_box = {
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||||
type = "fixed",
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fixed = {
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||||
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
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||||
{-0.5, 0, 0, 0.5, 0.5, 0.5},
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||||
},
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||||
},
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||||
material = material,
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})
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|
||||
minetest.register_craft({
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output = 'stairs:stair_' .. subname .. ' 4',
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recipe = {
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{recipeitem, "", ""},
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{recipeitem, recipeitem, ""},
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{recipeitem, recipeitem, recipeitem},
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},
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})
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end
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-- Node will be called stairs:slab_<subname>
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function stairs.register_slab(subname, recipeitem, material, images, description)
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minetest.register_node("stairs:slab_" .. subname, {
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description = description,
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drawtype = "nodebox",
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tile_images = images,
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paramtype = "light",
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is_ground_content = true,
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||||
node_box = {
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||||
type = "fixed",
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fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
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},
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selection_box = {
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||||
type = "fixed",
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fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
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},
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material = material,
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})
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minetest.register_craft({
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output = 'stairs:slab_' .. subname .. ' 3',
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recipe = {
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||||
{recipeitem, recipeitem, recipeitem},
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||||
},
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||||
})
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||||
end
|
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||||
-- Nodes will be called stairs:{stair,slab}_<subname>
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function stairs.register_stair_and_slab(subname, recipeitem, material, images, desc_stair, desc_slab)
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stairs.register_stair(subname, recipeitem, material, images, desc_stair)
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stairs.register_slab(subname, recipeitem, material, images, desc_slab)
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end
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stairs.register_stair_and_slab("wood", "default:wood",
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minetest.digprop_woodlike(0.75),
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{"default_wood.png"},
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"Wooden stair",
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"Wooden slab")
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stairs.register_stair_and_slab("stone", "default:stone",
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minetest.digprop_stonelike(0.75),
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{"default_stone.png"},
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"Stone stair",
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"Stone slab")
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stairs.register_stair_and_slab("cobble", "default:cobble",
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minetest.digprop_stonelike(0.75),
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{"default_cobble.png"},
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"Cobble stair",
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"Cobble slab")
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|
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stairs.register_stair_and_slab("brick", "default:brick",
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minetest.digprop_stonelike(0.75),
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{"default_brick.png"},
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||||
"Brick stair",
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||||
"Brick slab")
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||||
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||||
stairs.register_stair_and_slab("sandstone", "default:sandstone",
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minetest.digprop_stonelike(0.75),
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{"default_sandstone.png"},
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"Sandstone stair",
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"Sandstone slab")
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|
@ -283,7 +283,7 @@ else()
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endif()
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set(CMAKE_CXX_FLAGS_RELEASE "-DNDEBUG ${RELEASE_WARNING_FLAGS} ${WARNING_FLAGS} -O3 -ffast-math -Wall -fomit-frame-pointer -pipe -funroll-loops")
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set(CMAKE_CXX_FLAGS_DEBUG "-g -O1 -Wall ${WARNING_FLAGS}")
|
||||
set(CMAKE_CXX_FLAGS_DEBUG "-g -O0 -Wall ${WARNING_FLAGS}")
|
||||
|
||||
if(USE_GPROF)
|
||||
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -pg")
|
||||
|
|
|
@ -62,6 +62,7 @@ public:
|
|||
|
||||
virtual u8 getType() const = 0;
|
||||
|
||||
virtual aabb3f* getCollisionBox() = 0;
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||||
protected:
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||||
u16 m_id; // 0 is invalid, "no id"
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||||
};
|
||||
|
|
|
@ -1171,8 +1171,18 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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|||
std::istringstream is(datastring, std::ios_base::binary);
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Player *player = m_env.getLocalPlayer();
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assert(player != NULL);
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u8 oldhp = player->hp;
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u8 hp = readU8(is);
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player->hp = hp;
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if(hp < oldhp)
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{
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// Add to ClientEvent queue
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||||
ClientEvent event;
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event.type = CE_PLAYER_DAMAGE;
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||||
event.player_damage.amount = oldhp - hp;
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||||
m_client_event_queue.push_back(event);
|
||||
}
|
||||
}
|
||||
else if(command == TOCLIENT_MOVE_PLAYER)
|
||||
{
|
||||
|
|
|
@ -22,28 +22,266 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "map.h"
|
||||
#include "nodedef.h"
|
||||
#include "gamedef.h"
|
||||
#include "environment.h"
|
||||
#include "log.h"
|
||||
#include <vector>
|
||||
#include <list>
|
||||
|
||||
collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
|
||||
f32 pos_max_d, const core::aabbox3d<f32> &box_0,
|
||||
f32 dtime, v3f &pos_f, v3f &speed_f)
|
||||
// Helper function:
|
||||
// Checks for collision of a moving aabbox with a static aabbox
|
||||
// Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
|
||||
// The time after which the collision occurs is stored in dtime.
|
||||
int axisAlignedCollision(
|
||||
const aabb3f &staticbox, const aabb3f &movingbox,
|
||||
const v3f &speed, f32 d, f32 &dtime)
|
||||
{
|
||||
//TimeTaker tt("axisAlignedCollision");
|
||||
|
||||
f32 xsize = (staticbox.MaxEdge.X - staticbox.MinEdge.X);
|
||||
f32 ysize = (staticbox.MaxEdge.Y - staticbox.MinEdge.Y);
|
||||
f32 zsize = (staticbox.MaxEdge.Z - staticbox.MinEdge.Z);
|
||||
|
||||
aabb3f relbox(
|
||||
movingbox.MinEdge.X - staticbox.MinEdge.X,
|
||||
movingbox.MinEdge.Y - staticbox.MinEdge.Y,
|
||||
movingbox.MinEdge.Z - staticbox.MinEdge.Z,
|
||||
movingbox.MaxEdge.X - staticbox.MinEdge.X,
|
||||
movingbox.MaxEdge.Y - staticbox.MinEdge.Y,
|
||||
movingbox.MaxEdge.Z - staticbox.MinEdge.Z
|
||||
);
|
||||
|
||||
if(speed.X > 0) // Check for collision with X- plane
|
||||
{
|
||||
if(relbox.MaxEdge.X <= d)
|
||||
{
|
||||
dtime = - relbox.MaxEdge.X / speed.X;
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if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
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||||
(relbox.MaxEdge.Y + speed.Y * dtime > 0) &&
|
||||
(relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
|
||||
(relbox.MaxEdge.Z + speed.Z * dtime > 0))
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||||
return 0;
|
||||
}
|
||||
else if(relbox.MinEdge.X > xsize)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
else if(speed.X < 0) // Check for collision with X+ plane
|
||||
{
|
||||
if(relbox.MinEdge.X >= xsize - d)
|
||||
{
|
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dtime = (xsize - relbox.MinEdge.X) / speed.X;
|
||||
if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
|
||||
(relbox.MaxEdge.Y + speed.Y * dtime > 0) &&
|
||||
(relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
|
||||
(relbox.MaxEdge.Z + speed.Z * dtime > 0))
|
||||
return 0;
|
||||
}
|
||||
else if(relbox.MaxEdge.X < 0)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
// NO else if here
|
||||
|
||||
if(speed.Y > 0) // Check for collision with Y- plane
|
||||
{
|
||||
if(relbox.MaxEdge.Y <= d)
|
||||
{
|
||||
dtime = - relbox.MaxEdge.Y / speed.Y;
|
||||
if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
|
||||
(relbox.MaxEdge.X + speed.X * dtime > 0) &&
|
||||
(relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
|
||||
(relbox.MaxEdge.Z + speed.Z * dtime > 0))
|
||||
return 1;
|
||||
}
|
||||
else if(relbox.MinEdge.Y > ysize)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
else if(speed.Y < 0) // Check for collision with Y+ plane
|
||||
{
|
||||
if(relbox.MinEdge.Y >= ysize - d)
|
||||
{
|
||||
dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
|
||||
if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
|
||||
(relbox.MaxEdge.X + speed.X * dtime > 0) &&
|
||||
(relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
|
||||
(relbox.MaxEdge.Z + speed.Z * dtime > 0))
|
||||
return 1;
|
||||
}
|
||||
else if(relbox.MaxEdge.Y < 0)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
// NO else if here
|
||||
|
||||
if(speed.Z > 0) // Check for collision with Z- plane
|
||||
{
|
||||
if(relbox.MaxEdge.Z <= d)
|
||||
{
|
||||
dtime = - relbox.MaxEdge.Z / speed.Z;
|
||||
if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
|
||||
(relbox.MaxEdge.X + speed.X * dtime > 0) &&
|
||||
(relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
|
||||
(relbox.MaxEdge.Y + speed.Y * dtime > 0))
|
||||
return 2;
|
||||
}
|
||||
//else if(relbox.MinEdge.Z > zsize)
|
||||
//{
|
||||
// return -1;
|
||||
//}
|
||||
}
|
||||
else if(speed.Z < 0) // Check for collision with Z+ plane
|
||||
{
|
||||
if(relbox.MinEdge.Z >= zsize - d)
|
||||
{
|
||||
dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
|
||||
if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
|
||||
(relbox.MaxEdge.X + speed.X * dtime > 0) &&
|
||||
(relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
|
||||
(relbox.MaxEdge.Y + speed.Y * dtime > 0))
|
||||
return 2;
|
||||
}
|
||||
//else if(relbox.MaxEdge.Z < 0)
|
||||
//{
|
||||
// return -1;
|
||||
//}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Helper function:
|
||||
// Checks if moving the movingbox up by the given distance would hit a ceiling.
|
||||
bool wouldCollideWithCeiling(
|
||||
const std::vector<aabb3f> &staticboxes,
|
||||
const aabb3f &movingbox,
|
||||
f32 y_increase, f32 d)
|
||||
{
|
||||
//TimeTaker tt("wouldCollideWithCeiling");
|
||||
|
||||
assert(y_increase >= 0);
|
||||
|
||||
for(std::vector<aabb3f>::const_iterator
|
||||
i = staticboxes.begin();
|
||||
i != staticboxes.end(); i++)
|
||||
{
|
||||
const aabb3f& staticbox = *i;
|
||||
if((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
|
||||
(movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) &&
|
||||
(movingbox.MinEdge.X < staticbox.MaxEdge.X) &&
|
||||
(movingbox.MaxEdge.X > staticbox.MinEdge.X) &&
|
||||
(movingbox.MinEdge.Z < staticbox.MaxEdge.Z) &&
|
||||
(movingbox.MaxEdge.Z > staticbox.MinEdge.Z))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
collisionMoveResult collisionMoveSimple(Environment* env,
|
||||
f32 pos_max_d, const aabb3f &box_0,
|
||||
f32 stepheight, f32 dtime,
|
||||
v3f &pos_f, v3f &speed_f, v3f &accel_f)
|
||||
{
|
||||
Map * map = &env->getMap();
|
||||
IGameDef * gamedef = env->getGameDef();
|
||||
|
||||
TimeTaker tt("collisionMoveSimple");
|
||||
|
||||
collisionMoveResult result;
|
||||
|
||||
v3f oldpos_f = pos_f;
|
||||
v3s16 oldpos_i = floatToInt(oldpos_f, BS);
|
||||
/*
|
||||
Calculate new velocity
|
||||
*/
|
||||
speed_f += accel_f * dtime;
|
||||
|
||||
/*
|
||||
Calculate new position
|
||||
Collect node boxes in movement range
|
||||
*/
|
||||
pos_f += speed_f * dtime;
|
||||
std::vector<aabb3f> cboxes;
|
||||
std::vector<bool> is_unloaded;
|
||||
std::vector<bool> is_step_up;
|
||||
{
|
||||
TimeTaker tt2("collisionMoveSimple collect boxes");
|
||||
|
||||
v3s16 oldpos_i = floatToInt(pos_f, BS);
|
||||
v3s16 newpos_i = floatToInt(pos_f + speed_f * dtime, BS);
|
||||
s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
|
||||
s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
|
||||
s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
|
||||
s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1;
|
||||
s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
|
||||
s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
|
||||
|
||||
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++)
|
||||
{
|
||||
try{
|
||||
// Object collides into walkable nodes
|
||||
MapNode n = map->getNode(v3s16(x,y,z));
|
||||
if(gamedef->getNodeDefManager()->get(n).walkable == false)
|
||||
continue;
|
||||
|
||||
std::vector<aabb3f> nodeboxes = n.getNodeBoxes(gamedef->ndef());
|
||||
for(std::vector<aabb3f>::iterator
|
||||
i = nodeboxes.begin();
|
||||
i != nodeboxes.end(); i++)
|
||||
{
|
||||
aabb3f box = *i;
|
||||
box.MinEdge += v3f(x, y, z)*BS;
|
||||
box.MaxEdge += v3f(x, y, z)*BS;
|
||||
cboxes.push_back(box);
|
||||
is_unloaded.push_back(false);
|
||||
is_step_up.push_back(false);
|
||||
}
|
||||
}
|
||||
catch(InvalidPositionException &e)
|
||||
{
|
||||
// Collide with unloaded nodes
|
||||
aabb3f box = getNodeBox(v3s16(x,y,z), BS);
|
||||
cboxes.push_back(box);
|
||||
is_unloaded.push_back(true);
|
||||
is_step_up.push_back(false);
|
||||
}
|
||||
}
|
||||
} // tt2
|
||||
|
||||
assert(cboxes.size() == is_unloaded.size());
|
||||
assert(cboxes.size() == is_step_up.size());
|
||||
|
||||
{
|
||||
TimeTaker tt3("collisionMoveSimple collect object boxes");
|
||||
|
||||
/* add object boxes to cboxes */
|
||||
core::list<ActiveObject*> objects = env->getActiveObjects();
|
||||
|
||||
for (core::list<ActiveObject*>::Iterator iter = objects.begin();
|
||||
iter != objects.end(); iter++)
|
||||
{
|
||||
aabb3f* object_collisionbox = (*iter)->getCollisionBox();
|
||||
//TODO do we need to check if it's really near enough?
|
||||
if (object_collisionbox != NULL)
|
||||
{
|
||||
cboxes.push_back(*object_collisionbox);
|
||||
is_unloaded.push_back(false);
|
||||
is_step_up.push_back(false);
|
||||
}
|
||||
}
|
||||
} //tt3
|
||||
|
||||
|
||||
/*
|
||||
Collision detection
|
||||
*/
|
||||
|
||||
// position in nodes
|
||||
v3s16 pos_i = floatToInt(pos_f, BS);
|
||||
|
||||
/*
|
||||
Collision uncertainty radius
|
||||
Make it a bit larger than the maximum distance of movement
|
||||
|
@ -55,47 +293,127 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
|
|||
// This should always apply, otherwise there are glitches
|
||||
assert(d > pos_max_d);
|
||||
|
||||
/*
|
||||
Calculate collision box
|
||||
*/
|
||||
core::aabbox3d<f32> box = box_0;
|
||||
box.MaxEdge += pos_f;
|
||||
box.MinEdge += pos_f;
|
||||
core::aabbox3d<f32> oldbox = box_0;
|
||||
oldbox.MaxEdge += oldpos_f;
|
||||
oldbox.MinEdge += oldpos_f;
|
||||
int loopcount = 0;
|
||||
|
||||
/*
|
||||
If the object lies on a walkable node, this is set to true.
|
||||
*/
|
||||
result.touching_ground = false;
|
||||
|
||||
/*
|
||||
Go through every node around the object
|
||||
*/
|
||||
s16 min_x = (box_0.MinEdge.X / BS) - 2;
|
||||
s16 min_y = (box_0.MinEdge.Y / BS) - 2;
|
||||
s16 min_z = (box_0.MinEdge.Z / BS) - 2;
|
||||
s16 max_x = (box_0.MaxEdge.X / BS) + 1;
|
||||
s16 max_y = (box_0.MaxEdge.Y / BS) + 1;
|
||||
s16 max_z = (box_0.MaxEdge.Z / BS) + 1;
|
||||
for(s16 y = oldpos_i.Y + min_y; y <= oldpos_i.Y + max_y; y++)
|
||||
for(s16 z = oldpos_i.Z + min_z; z <= oldpos_i.Z + max_z; z++)
|
||||
for(s16 x = oldpos_i.X + min_x; x <= oldpos_i.X + max_x; x++)
|
||||
while(dtime > BS*1e-10)
|
||||
{
|
||||
try{
|
||||
// Object collides into walkable nodes
|
||||
MapNode n = map->getNode(v3s16(x,y,z));
|
||||
if(gamedef->getNodeDefManager()->get(n).walkable == false)
|
||||
TimeTaker tt3("collisionMoveSimple dtime loop");
|
||||
|
||||
// Avoid infinite loop
|
||||
loopcount++;
|
||||
if(loopcount >= 100)
|
||||
{
|
||||
infostream<<"collisionMoveSimple: WARNING: Loop count exceeded, "
|
||||
"aborting to avoid infiniite loop"<<std::endl;
|
||||
dtime = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
aabb3f movingbox = box_0;
|
||||
movingbox.MinEdge += pos_f;
|
||||
movingbox.MaxEdge += pos_f;
|
||||
|
||||
int nearest_collided = -1;
|
||||
f32 nearest_dtime = dtime;
|
||||
u32 nearest_boxindex = -1;
|
||||
|
||||
/*
|
||||
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;
|
||||
}
|
||||
catch(InvalidPositionException &e)
|
||||
{
|
||||
// Doing nothing here will block the object from
|
||||
// walking over map borders
|
||||
|
||||
// Find nearest collision of the two boxes (raytracing-like)
|
||||
f32 dtime_tmp;
|
||||
int collided = axisAlignedCollision(
|
||||
cboxes[boxindex], movingbox, speed_f, d, dtime_tmp);
|
||||
|
||||
if(collided == -1 || dtime_tmp >= nearest_dtime)
|
||||
continue;
|
||||
|
||||
nearest_dtime = dtime_tmp;
|
||||
nearest_collided = collided;
|
||||
nearest_boxindex = boxindex;
|
||||
}
|
||||
|
||||
core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
|
||||
if(nearest_collided == -1)
|
||||
{
|
||||
// No collision with any collision box.
|
||||
pos_f += speed_f * dtime;
|
||||
dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
|
||||
}
|
||||
else
|
||||
{
|
||||
// Otherwise, a collision occurred.
|
||||
|
||||
const aabb3f& cbox = cboxes[nearest_boxindex];
|
||||
|
||||
// Check for stairs.
|
||||
bool step_up = (nearest_collided != 1) && // must not be Y direction
|
||||
(movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
|
||||
(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
|
||||
(!wouldCollideWithCeiling(cboxes, movingbox,
|
||||
cbox.MaxEdge.Y - movingbox.MinEdge.Y,
|
||||
d));
|
||||
|
||||
// Move to the point of collision and reduce dtime by nearest_dtime
|
||||
if(nearest_dtime < 0)
|
||||
{
|
||||
// Handle negative nearest_dtime (can be caused by the d allowance)
|
||||
if(!step_up)
|
||||
{
|
||||
if(nearest_collided == 0)
|
||||
pos_f.X += speed_f.X * nearest_dtime;
|
||||
if(nearest_collided == 1)
|
||||
pos_f.Y += speed_f.Y * nearest_dtime;
|
||||
if(nearest_collided == 2)
|
||||
pos_f.Z += speed_f.Z * nearest_dtime;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
pos_f += speed_f * nearest_dtime;
|
||||
dtime -= nearest_dtime;
|
||||
}
|
||||
|
||||
// Set the speed component that caused the collision to zero
|
||||
if(step_up)
|
||||
{
|
||||
// Special case: Handle stairs
|
||||
is_step_up[nearest_boxindex] = true;
|
||||
}
|
||||
else if(nearest_collided == 0) // X
|
||||
{
|
||||
speed_f.X = 0;
|
||||
result.collides = true;
|
||||
result.collides_xz = true;
|
||||
}
|
||||
else if(nearest_collided == 1) // Y
|
||||
{
|
||||
speed_f.Y = 0;
|
||||
result.collides = true;
|
||||
}
|
||||
else if(nearest_collided == 2) // Z
|
||||
{
|
||||
speed_f.Z = 0;
|
||||
result.collides = true;
|
||||
result.collides_xz = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
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.
|
||||
|
@ -107,104 +425,40 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
|
|||
Use 0.15*BS so that it is easier to get on a node.
|
||||
*/
|
||||
if(
|
||||
//fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < d
|
||||
fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS
|
||||
&& nodebox.MaxEdge.X-d > box.MinEdge.X
|
||||
&& nodebox.MinEdge.X+d < box.MaxEdge.X
|
||||
&& nodebox.MaxEdge.Z-d > box.MinEdge.Z
|
||||
&& nodebox.MinEdge.Z+d < box.MaxEdge.Z
|
||||
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 object doesn't intersect with node, ignore node.
|
||||
if(box.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 objectmax = box.MaxEdge.dotProduct(dirs[i]);
|
||||
f32 objectmin = box.MinEdge.dotProduct(dirs[i]);
|
||||
f32 objectmax_old = oldbox.MaxEdge.dotProduct(dirs[i]);
|
||||
f32 objectmin_old = oldbox.MinEdge.dotProduct(dirs[i]);
|
||||
|
||||
/*
|
||||
Check collision for the axis.
|
||||
Collision happens when object is going through a surface.
|
||||
*/
|
||||
bool negative_axis_collides =
|
||||
(nodemax > objectmin && nodemax <= objectmin_old + d
|
||||
&& speed_f.dotProduct(dirs[i]) < 0);
|
||||
bool positive_axis_collides =
|
||||
(nodemin < objectmax && nodemin >= objectmax_old - d
|
||||
&& speed_f.dotProduct(dirs[i]) > 0);
|
||||
bool main_axis_collides =
|
||||
negative_axis_collides || positive_axis_collides;
|
||||
|
||||
/*
|
||||
Check overlap of object 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 objectmax = box.MaxEdge.dotProduct(dirs[j]);
|
||||
f32 objectmin = box.MinEdge.dotProduct(dirs[j]);
|
||||
if(!(nodemax - d > objectmin && nodemin + d < objectmax))
|
||||
{
|
||||
other_axes_overlap = false;
|
||||
break;
|
||||
if(is_unloaded[boxindex])
|
||||
result.standing_on_unloaded = true;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
If this is a collision, revert the pos_f in the main
|
||||
direction.
|
||||
*/
|
||||
if(other_axes_overlap && main_axis_collides)
|
||||
{
|
||||
speed_f -= speed_f.dotProduct(dirs[i]) * dirs[i];
|
||||
pos_f -= pos_f.dotProduct(dirs[i]) * dirs[i];
|
||||
pos_f += oldpos_f.dotProduct(dirs[i]) * dirs[i];
|
||||
result.collides = true;
|
||||
}
|
||||
|
||||
}
|
||||
} // xyz
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
|
||||
f32 pos_max_d, const core::aabbox3d<f32> &box_0,
|
||||
f32 dtime, v3f &pos_f, v3f &speed_f)
|
||||
collisionMoveResult collisionMovePrecise(Environment* env,
|
||||
f32 pos_max_d, const aabb3f &box_0,
|
||||
f32 stepheight, f32 dtime,
|
||||
v3f &pos_f, v3f &speed_f, v3f &accel_f)
|
||||
{
|
||||
TimeTaker tt("collisionMovePrecise");
|
||||
infostream<<"start collisionMovePrecise\n";
|
||||
|
||||
collisionMoveResult final_result;
|
||||
|
||||
// Maximum time increment (for collision detection etc)
|
||||
// time = distance / speed
|
||||
f32 dtime_max_increment = pos_max_d / speed_f.getLength();
|
||||
|
||||
// Maximum time increment is 10ms or lower
|
||||
if(dtime_max_increment > 0.01)
|
||||
dtime_max_increment = 0.01;
|
||||
|
||||
// Don't allow overly huge dtime
|
||||
if(dtime > 2.0)
|
||||
dtime = 2.0;
|
||||
|
@ -216,6 +470,16 @@ collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
|
|||
{
|
||||
loopcount++;
|
||||
|
||||
// Maximum time increment (for collision detection etc)
|
||||
// time = distance / speed
|
||||
f32 dtime_max_increment = 1.0;
|
||||
if(speed_f.getLength() != 0)
|
||||
dtime_max_increment = pos_max_d / speed_f.getLength();
|
||||
|
||||
// Maximum time increment is 10ms or lower
|
||||
if(dtime_max_increment > 0.01)
|
||||
dtime_max_increment = 0.01;
|
||||
|
||||
f32 dtime_part;
|
||||
if(dtime_downcount > dtime_max_increment)
|
||||
{
|
||||
|
@ -233,18 +497,22 @@ collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
|
|||
dtime_downcount = 0;
|
||||
}
|
||||
|
||||
collisionMoveResult result = collisionMoveSimple(map, gamedef,
|
||||
pos_max_d, box_0, dtime_part, pos_f, speed_f);
|
||||
collisionMoveResult result = collisionMoveSimple(env,
|
||||
pos_max_d, box_0, stepheight, dtime_part,
|
||||
pos_f, speed_f, accel_f);
|
||||
|
||||
if(result.touching_ground)
|
||||
final_result.touching_ground = true;
|
||||
if(result.collides)
|
||||
final_result.collides = true;
|
||||
if(result.collides_xz)
|
||||
final_result.collides_xz = true;
|
||||
if(result.standing_on_unloaded)
|
||||
final_result.standing_on_unloaded = true;
|
||||
}
|
||||
while(dtime_downcount > 0.001);
|
||||
|
||||
|
||||
infostream<<"end collisionMovePrecise\n";
|
||||
return final_result;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -21,30 +21,52 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#define COLLISION_HEADER
|
||||
|
||||
#include "common_irrlicht.h"
|
||||
#include <vector>
|
||||
|
||||
class Map;
|
||||
class IGameDef;
|
||||
class Environment;
|
||||
|
||||
struct collisionMoveResult
|
||||
{
|
||||
bool touching_ground;
|
||||
bool collides;
|
||||
bool collides_xz;
|
||||
bool standing_on_unloaded;
|
||||
|
||||
collisionMoveResult():
|
||||
touching_ground(false),
|
||||
collides(false)
|
||||
collides(false),
|
||||
collides_xz(false),
|
||||
standing_on_unloaded(false)
|
||||
{}
|
||||
};
|
||||
|
||||
// Moves using a single iteration; speed should not exceed pos_max_d/dtime
|
||||
collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
|
||||
f32 pos_max_d, const core::aabbox3d<f32> &box_0,
|
||||
f32 dtime, v3f &pos_f, v3f &speed_f);
|
||||
collisionMoveResult collisionMoveSimple(Environment* env,
|
||||
f32 pos_max_d, const aabb3f &box_0,
|
||||
f32 stepheight, f32 dtime,
|
||||
v3f &pos_f, v3f &speed_f, v3f &accel_f);
|
||||
|
||||
// Moves using as many iterations as needed
|
||||
collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
|
||||
f32 pos_max_d, const core::aabbox3d<f32> &box_0,
|
||||
f32 dtime, v3f &pos_f, v3f &speed_f);
|
||||
collisionMoveResult collisionMovePrecise(Environment* env,
|
||||
f32 pos_max_d, const aabb3f &box_0,
|
||||
f32 stepheight, f32 dtime,
|
||||
v3f &pos_f, v3f &speed_f, v3f &accel_f);
|
||||
|
||||
// Helper function:
|
||||
// Checks for collision of a moving aabbox with a static aabbox
|
||||
// Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
|
||||
// dtime receives time until first collision, invalid if -1 is returned
|
||||
int axisAlignedCollision(
|
||||
const aabb3f &staticbox, const aabb3f &movingbox,
|
||||
const v3f &speed, f32 d, f32 &dtime);
|
||||
|
||||
// Helper function:
|
||||
// Checks if moving the movingbox up by the given distance would hit a ceiling.
|
||||
bool wouldCollideWithCeiling(
|
||||
const std::vector<aabb3f> &staticboxes,
|
||||
const aabb3f &movingbox,
|
||||
f32 y_increase, f32 d);
|
||||
|
||||
|
||||
enum CollisionType
|
||||
{
|
||||
|
|
|
@ -1701,6 +1701,7 @@ private:
|
|||
int m_anim_num_frames;
|
||||
float m_anim_framelength;
|
||||
float m_anim_timer;
|
||||
aabb3f m_collisionbox;
|
||||
|
||||
public:
|
||||
LuaEntityCAO(IGameDef *gamedef, ClientEnvironment *env):
|
||||
|
@ -1901,22 +1902,23 @@ public:
|
|||
box.MinEdge *= BS;
|
||||
box.MaxEdge *= BS;
|
||||
collisionMoveResult moveresult;
|
||||
f32 pos_max_d = BS*0.25; // Distance per iteration
|
||||
f32 pos_max_d = BS*0.125; // Distance per iteration
|
||||
f32 stepheight = 0;
|
||||
v3f p_pos = m_position;
|
||||
v3f p_velocity = m_velocity;
|
||||
IGameDef *gamedef = env->getGameDef();
|
||||
moveresult = collisionMovePrecise(&env->getMap(), gamedef,
|
||||
pos_max_d, box, dtime, p_pos, p_velocity);
|
||||
v3f p_acceleration = m_acceleration;
|
||||
moveresult = collisionMovePrecise(env,
|
||||
pos_max_d, box, stepheight, dtime,
|
||||
p_pos, p_velocity, p_acceleration);
|
||||
// Apply results
|
||||
m_position = p_pos;
|
||||
m_velocity = p_velocity;
|
||||
m_acceleration = p_acceleration;
|
||||
|
||||
bool is_end_position = moveresult.collides;
|
||||
pos_translator.update(m_position, is_end_position, dtime);
|
||||
pos_translator.translate(dtime);
|
||||
updateNodePos();
|
||||
|
||||
m_velocity += dtime * m_acceleration;
|
||||
} else {
|
||||
m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
|
||||
m_velocity += dtime * m_acceleration;
|
||||
|
@ -2097,6 +2099,21 @@ public:
|
|||
updateTexturePos();
|
||||
}
|
||||
}
|
||||
|
||||
aabb3f* getCollisionBox() {
|
||||
if (m_prop->physical) {
|
||||
//update collision box
|
||||
m_collisionbox.MinEdge = m_prop->collisionbox.MinEdge * BS;
|
||||
m_collisionbox.MaxEdge = m_prop->collisionbox.MaxEdge * BS;
|
||||
|
||||
m_collisionbox.MinEdge += m_position;
|
||||
m_collisionbox.MaxEdge += m_position;
|
||||
|
||||
return &m_collisionbox;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
};
|
||||
|
||||
// Prototype
|
||||
|
@ -2119,6 +2136,8 @@ private:
|
|||
bool m_is_local_player;
|
||||
LocalPlayer *m_local_player;
|
||||
float m_damage_visual_timer;
|
||||
bool m_dead;
|
||||
aabb3f m_collisionbox;
|
||||
|
||||
public:
|
||||
PlayerCAO(IGameDef *gamedef, ClientEnvironment *env):
|
||||
|
@ -2130,7 +2149,8 @@ public:
|
|||
m_yaw(0),
|
||||
m_is_local_player(false),
|
||||
m_local_player(NULL),
|
||||
m_damage_visual_timer(0)
|
||||
m_damage_visual_timer(0),
|
||||
m_dead(false)
|
||||
{
|
||||
if(gamedef == NULL)
|
||||
ClientActiveObject::registerType(getType(), create);
|
||||
|
@ -2152,6 +2172,8 @@ public:
|
|||
m_position = readV3F1000(is);
|
||||
// yaw
|
||||
m_yaw = readF1000(is);
|
||||
// dead
|
||||
m_dead = readU8(is);
|
||||
|
||||
pos_translator.init(m_position);
|
||||
|
||||
|
@ -2162,6 +2184,17 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
aabb3f* getCollisionBox() {
|
||||
//update collision box
|
||||
m_collisionbox.MinEdge = m_selection_box.MinEdge;
|
||||
m_collisionbox.MaxEdge = m_selection_box.MaxEdge;
|
||||
|
||||
m_collisionbox.MinEdge += m_position;
|
||||
m_collisionbox.MaxEdge += m_position;
|
||||
|
||||
return &m_collisionbox;
|
||||
}
|
||||
|
||||
~PlayerCAO()
|
||||
{
|
||||
if(m_node)
|
||||
|
@ -2181,6 +2214,8 @@ public:
|
|||
{
|
||||
if(m_is_local_player)
|
||||
return NULL;
|
||||
if(m_dead)
|
||||
return NULL;
|
||||
return &m_selection_box;
|
||||
}
|
||||
v3f getPosition()
|
||||
|
@ -2256,6 +2291,7 @@ public:
|
|||
m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
|
||||
|
||||
updateTextures("");
|
||||
updateVisibility();
|
||||
updateNodePos();
|
||||
}
|
||||
|
||||
|
@ -2273,11 +2309,11 @@ public:
|
|||
if(m_node == NULL)
|
||||
return;
|
||||
|
||||
m_node->setVisible(true);
|
||||
|
||||
u8 li = decode_light(light_at_pos);
|
||||
video::SColor color(255,li,li,li);
|
||||
setMeshColor(m_node->getMesh(), color);
|
||||
|
||||
updateVisibility();
|
||||
}
|
||||
|
||||
v3s16 getLightPosition()
|
||||
|
@ -2285,6 +2321,14 @@ public:
|
|||
return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
|
||||
}
|
||||
|
||||
void updateVisibility()
|
||||
{
|
||||
if(m_node == NULL)
|
||||
return;
|
||||
|
||||
m_node->setVisible(!m_dead);
|
||||
}
|
||||
|
||||
void updateNodePos()
|
||||
{
|
||||
if(m_node == NULL)
|
||||
|
@ -2300,6 +2344,7 @@ public:
|
|||
void step(float dtime, ClientEnvironment *env)
|
||||
{
|
||||
pos_translator.translate(dtime);
|
||||
updateVisibility();
|
||||
updateNodePos();
|
||||
|
||||
if(m_damage_visual_timer > 0){
|
||||
|
@ -2331,13 +2376,16 @@ public:
|
|||
{
|
||||
// damage
|
||||
s16 damage = readS16(is);
|
||||
|
||||
if(m_is_local_player)
|
||||
m_env->damageLocalPlayer(damage, false);
|
||||
|
||||
m_damage_visual_timer = 0.5;
|
||||
m_damage_visual_timer = 0.05;
|
||||
if(damage >= 2)
|
||||
m_damage_visual_timer += 0.05 * damage;
|
||||
updateTextures("^[brighten");
|
||||
}
|
||||
else if(cmd == 2) // died or respawned
|
||||
{
|
||||
m_dead = readU8(is);
|
||||
updateVisibility();
|
||||
}
|
||||
}
|
||||
|
||||
void updateTextures(const std::string &mod)
|
||||
|
|
|
@ -985,6 +985,72 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
u16 indices[] = {0,1,2,2,3,0};
|
||||
collector.append(material_rail, vertices, 4, indices, 6);
|
||||
break;}
|
||||
case NDT_NODEBOX:
|
||||
{
|
||||
v3s16 facedirs[6] = {
|
||||
v3s16(0,1,0),
|
||||
v3s16(0,-1,0),
|
||||
v3s16(1,0,0),
|
||||
v3s16(-1,0,0),
|
||||
v3s16(0,0,1),
|
||||
v3s16(0,0,-1),
|
||||
};
|
||||
video::SMaterial material_nodebox[6];
|
||||
AtlasPointer pa_nodebox[6];
|
||||
|
||||
for(int i = 0; i < 6; i++)
|
||||
{
|
||||
material_nodebox[i].setFlag(video::EMF_LIGHTING, false);
|
||||
material_nodebox[i].setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material_nodebox[i].setFlag(video::EMF_FOG_ENABLE, true);
|
||||
material_nodebox[i].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
||||
TileSpec tile = getNodeTile(n, p, facedirs[i],
|
||||
&data->m_temp_mods, tsrc, nodedef);
|
||||
pa_nodebox[i] = tile.texture;
|
||||
material_nodebox[i].setTexture(0, pa_nodebox[i].atlas);
|
||||
}
|
||||
|
||||
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
|
||||
video::SColor c = MapBlock_LightColor(255, l);
|
||||
|
||||
v3f pos = intToFloat(p+blockpos_nodes, BS);
|
||||
|
||||
std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
|
||||
for(std::vector<aabb3f>::iterator
|
||||
i = boxes.begin();
|
||||
i != boxes.end(); i++)
|
||||
{
|
||||
aabb3f box = *i;
|
||||
box.MinEdge += pos;
|
||||
box.MaxEdge += pos;
|
||||
|
||||
// Compute texture coords
|
||||
f32 tx1 = (i->MinEdge.X/BS)+0.5;
|
||||
f32 ty1 = (i->MinEdge.Y/BS)+0.5;
|
||||
f32 tz1 = (i->MinEdge.Z/BS)+0.5;
|
||||
f32 tx2 = (i->MaxEdge.X/BS)+0.5;
|
||||
f32 ty2 = (i->MaxEdge.Y/BS)+0.5;
|
||||
f32 tz2 = (i->MaxEdge.Z/BS)+0.5;
|
||||
f32 txc[24] = {
|
||||
// up
|
||||
tx1, 1-tz2, tx2, 1-tz1,
|
||||
// down
|
||||
tx1, tz1, tx2, tz2,
|
||||
// right
|
||||
tz1, 1-ty2, tz2, 1-ty1,
|
||||
// left
|
||||
1-tz2, 1-ty2, 1-tz1, 1-ty1,
|
||||
// back
|
||||
1-tx2, 1-ty2, 1-tx1, 1-ty1,
|
||||
// front
|
||||
tx1, 1-ty2, tx2, 1-ty1,
|
||||
};
|
||||
|
||||
makeCuboid(&collector, box,
|
||||
material_nodebox, pa_nodebox, 6,
|
||||
c, txc);
|
||||
}
|
||||
break;}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -161,9 +161,11 @@ void ItemSAO::step(float dtime, bool send_recommended)
|
|||
m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);
|
||||
v3f pos_f = getBasePosition();
|
||||
v3f pos_f_old = pos_f;
|
||||
IGameDef *gamedef = m_env->getGameDef();
|
||||
moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
|
||||
pos_max_d, box, dtime, pos_f, m_speed_f);
|
||||
v3f accel_f = v3f(0,0,0);
|
||||
f32 stepheight = 0;
|
||||
moveresult = collisionMoveSimple(m_env,
|
||||
pos_max_d, box, stepheight, dtime,
|
||||
pos_f, m_speed_f, accel_f);
|
||||
|
||||
if(send_recommended == false)
|
||||
return;
|
||||
|
@ -402,9 +404,11 @@ void RatSAO::step(float dtime, bool send_recommended)
|
|||
m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);
|
||||
v3f pos_f = getBasePosition();
|
||||
v3f pos_f_old = pos_f;
|
||||
IGameDef *gamedef = m_env->getGameDef();
|
||||
moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
|
||||
pos_max_d, box, dtime, pos_f, m_speed_f);
|
||||
v3f accel_f = v3f(0,0,0);
|
||||
f32 stepheight = 0;
|
||||
moveresult = collisionMoveSimple(m_env,
|
||||
pos_max_d, box, stepheight, dtime,
|
||||
pos_f, m_speed_f, accel_f);
|
||||
m_touching_ground = moveresult.touching_ground;
|
||||
|
||||
setBasePosition(pos_f);
|
||||
|
@ -650,9 +654,11 @@ void Oerkki1SAO::step(float dtime, bool send_recommended)
|
|||
m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);*/
|
||||
v3f pos_f = getBasePosition();
|
||||
v3f pos_f_old = pos_f;
|
||||
IGameDef *gamedef = m_env->getGameDef();
|
||||
moveresult = collisionMovePrecise(&m_env->getMap(), gamedef,
|
||||
pos_max_d, box, dtime, pos_f, m_speed_f);
|
||||
v3f accel_f = v3f(0,0,0);
|
||||
f32 stepheight = 0;
|
||||
moveresult = collisionMovePrecise(m_env,
|
||||
pos_max_d, box, stepheight, dtime,
|
||||
pos_f, m_speed_f, accel_f);
|
||||
m_touching_ground = moveresult.touching_ground;
|
||||
|
||||
// Do collision damage
|
||||
|
@ -897,9 +903,11 @@ void FireflySAO::step(float dtime, bool send_recommended)
|
|||
m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);
|
||||
v3f pos_f = getBasePosition();
|
||||
v3f pos_f_old = pos_f;
|
||||
IGameDef *gamedef = m_env->getGameDef();
|
||||
moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
|
||||
pos_max_d, box, dtime, pos_f, m_speed_f);
|
||||
v3f accel_f = v3f(0,0,0);
|
||||
f32 stepheight = 0;
|
||||
moveresult = collisionMoveSimple(m_env,
|
||||
pos_max_d, box, stepheight, dtime,
|
||||
pos_f, m_speed_f, accel_f);
|
||||
m_touching_ground = moveresult.touching_ground;
|
||||
|
||||
setBasePosition(pos_f);
|
||||
|
@ -1616,16 +1624,17 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
|
|||
box.MaxEdge *= BS;
|
||||
collisionMoveResult moveresult;
|
||||
f32 pos_max_d = BS*0.25; // Distance per iteration
|
||||
v3f p_pos = getBasePosition();
|
||||
f32 stepheight = 0; // Maximum climbable step height
|
||||
v3f p_pos = m_base_position;
|
||||
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);
|
||||
v3f p_acceleration = m_acceleration;
|
||||
moveresult = collisionMovePrecise(m_env,
|
||||
pos_max_d, box, stepheight, dtime,
|
||||
p_pos, p_velocity, p_acceleration);
|
||||
// Apply results
|
||||
setBasePosition(p_pos);
|
||||
m_base_position = p_pos;
|
||||
m_velocity = p_velocity;
|
||||
|
||||
m_velocity += dtime * m_acceleration;
|
||||
m_acceleration = p_acceleration;
|
||||
} else {
|
||||
m_base_position += dtime * m_velocity + 0.5 * dtime
|
||||
* dtime * m_acceleration;
|
||||
|
@ -1828,3 +1837,18 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
|
|||
m_messages_out.push_back(aom);
|
||||
}
|
||||
|
||||
aabb3f* LuaEntitySAO::getCollisionBox() {
|
||||
if (m_prop->physical) {
|
||||
//update collision box
|
||||
m_collisionbox.MinEdge = m_prop->collisionbox.MinEdge * BS;
|
||||
m_collisionbox.MaxEdge = m_prop->collisionbox.MaxEdge * BS;
|
||||
|
||||
m_collisionbox.MinEdge += m_base_position;
|
||||
m_collisionbox.MaxEdge += m_base_position;
|
||||
|
||||
return &m_collisionbox;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
|
|
@ -32,6 +32,7 @@ public:
|
|||
static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
|
||||
const std::string &data);
|
||||
void step(float dtime, bool send_recommended);
|
||||
inline aabb3f* getCollisionBox() { return NULL; }
|
||||
private:
|
||||
float m_timer1;
|
||||
float m_age;
|
||||
|
@ -51,6 +52,7 @@ public:
|
|||
ItemStack createItemStack();
|
||||
void punch(ServerActiveObject *puncher, float time_from_last_punch);
|
||||
float getMinimumSavedMovement(){ return 0.1*BS; }
|
||||
inline aabb3f* getCollisionBox() { return NULL; }
|
||||
private:
|
||||
std::string m_itemstring;
|
||||
bool m_itemstring_changed;
|
||||
|
@ -71,6 +73,7 @@ public:
|
|||
std::string getClientInitializationData();
|
||||
std::string getStaticData();
|
||||
void punch(ServerActiveObject *puncher, float time_from_last_punch);
|
||||
inline aabb3f* getCollisionBox() { return NULL; }
|
||||
private:
|
||||
bool m_is_active;
|
||||
IntervalLimiter m_inactive_interval;
|
||||
|
@ -97,6 +100,7 @@ public:
|
|||
std::string getStaticData();
|
||||
void punch(ServerActiveObject *puncher, float time_from_last_punch);
|
||||
bool isPeaceful(){return false;}
|
||||
inline aabb3f* getCollisionBox() { return NULL; }
|
||||
private:
|
||||
void doDamage(u16 d);
|
||||
|
||||
|
@ -125,6 +129,7 @@ public:
|
|||
void step(float dtime, bool send_recommended);
|
||||
std::string getClientInitializationData();
|
||||
std::string getStaticData();
|
||||
inline aabb3f* getCollisionBox() { return NULL; }
|
||||
private:
|
||||
bool m_is_active;
|
||||
IntervalLimiter m_inactive_interval;
|
||||
|
@ -155,6 +160,7 @@ public:
|
|||
void step(float dtime, bool send_recommended);
|
||||
void punch(ServerActiveObject *puncher, float time_from_last_punch);
|
||||
bool isPeaceful();
|
||||
inline aabb3f* getCollisionBox() { return NULL; }
|
||||
private:
|
||||
void sendPosition();
|
||||
void setPropertyDefaults();
|
||||
|
@ -222,6 +228,7 @@ public:
|
|||
void setSprite(v2s16 p, int num_frames, float framelength,
|
||||
bool select_horiz_by_yawpitch);
|
||||
std::string getName();
|
||||
aabb3f* getCollisionBox();
|
||||
private:
|
||||
void sendPosition(bool do_interpolate, bool is_movement_end);
|
||||
|
||||
|
@ -238,6 +245,7 @@ private:
|
|||
v3f m_last_sent_velocity;
|
||||
float m_last_sent_position_timer;
|
||||
float m_last_sent_move_precision;
|
||||
aabb3f m_collisionbox;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -812,6 +812,8 @@ void ServerEnvironment::clearAllObjects()
|
|||
i.atEnd()==false; i++)
|
||||
{
|
||||
ServerActiveObject* obj = i.getNode()->getValue();
|
||||
if(obj->getType() == ACTIVEOBJECT_TYPE_PLAYER)
|
||||
continue;
|
||||
u16 id = i.getNode()->getKey();
|
||||
v3f objectpos = obj->getBasePosition();
|
||||
// Delete static object if block is loaded
|
||||
|
@ -933,7 +935,7 @@ void ServerEnvironment::step(float dtime)
|
|||
v3f playerpos = player->getPosition();
|
||||
|
||||
// Move
|
||||
player->move(dtime, *m_map, 100*BS);
|
||||
player->move(dtime, this, 100*BS);
|
||||
|
||||
/*
|
||||
Add footsteps to grass
|
||||
|
@ -1816,6 +1818,22 @@ void ServerEnvironment::deactivateFarObjects(bool force_delete)
|
|||
}
|
||||
}
|
||||
|
||||
//get a list of all active objects
|
||||
core::list<ActiveObject*> ServerEnvironment::getActiveObjects() {
|
||||
core::list<ActiveObject*> retval;
|
||||
|
||||
if (m_active_objects.size() > 0 )
|
||||
{
|
||||
for (core::map<u16, ServerActiveObject*>::Iterator iter=m_active_objects.getIterator();
|
||||
iter.atEnd()==false; iter++) {
|
||||
|
||||
retval.push_back(iter.getNode()->getValue());
|
||||
}
|
||||
}
|
||||
|
||||
return retval;
|
||||
}
|
||||
|
||||
|
||||
#ifndef SERVER
|
||||
|
||||
|
@ -1976,7 +1994,7 @@ void ClientEnvironment::step(float dtime)
|
|||
Move the lplayer.
|
||||
This also does collision detection.
|
||||
*/
|
||||
lplayer->move(dtime_part, *m_map, position_max_increment,
|
||||
lplayer->move(dtime_part, this, position_max_increment,
|
||||
&player_collisions);
|
||||
}
|
||||
}
|
||||
|
@ -1998,16 +2016,7 @@ void ClientEnvironment::step(float dtime)
|
|||
{
|
||||
f32 damage_f = (info.speed - tolerance)/BS*factor;
|
||||
u16 damage = (u16)(damage_f+0.5);
|
||||
if(lplayer->hp > damage)
|
||||
lplayer->hp -= damage;
|
||||
else
|
||||
lplayer->hp = 0;
|
||||
|
||||
ClientEnvEvent event;
|
||||
event.type = CEE_PLAYER_DAMAGE;
|
||||
event.player_damage.amount = damage;
|
||||
event.player_damage.send_to_server = true;
|
||||
m_client_event_queue.push_back(event);
|
||||
damageLocalPlayer(damage, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2037,11 +2046,7 @@ void ClientEnvironment::step(float dtime)
|
|||
|
||||
if(damage_per_second != 0)
|
||||
{
|
||||
ClientEnvEvent event;
|
||||
event.type = CEE_PLAYER_DAMAGE;
|
||||
event.player_damage.amount = damage_per_second;
|
||||
event.player_damage.send_to_server = true;
|
||||
m_client_event_queue.push_back(event);
|
||||
damageLocalPlayer(damage_per_second, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2060,7 +2065,7 @@ void ClientEnvironment::step(float dtime)
|
|||
if(player->isLocal() == false)
|
||||
{
|
||||
// Move
|
||||
player->move(dtime, *m_map, 100*BS);
|
||||
player->move(dtime, this, 100*BS);
|
||||
|
||||
}
|
||||
|
||||
|
@ -2337,6 +2342,21 @@ ClientEnvEvent ClientEnvironment::getClientEvent()
|
|||
return m_client_event_queue.pop_front();
|
||||
}
|
||||
|
||||
//get a list of all active objects
|
||||
core::list<ActiveObject*> ClientEnvironment::getActiveObjects() {
|
||||
core::list<ActiveObject*> retval;
|
||||
|
||||
if (m_active_objects.size() > 0 )
|
||||
{
|
||||
for (core::map<u16, ClientActiveObject*>::Iterator iter=m_active_objects.getIterator();
|
||||
iter.atEnd()==false; iter++)
|
||||
{
|
||||
retval.push_back(iter.getNode()->getValue());
|
||||
}
|
||||
}
|
||||
return retval;
|
||||
}
|
||||
|
||||
#endif // #ifndef SERVER
|
||||
|
||||
|
||||
|
|
|
@ -87,6 +87,9 @@ public:
|
|||
return m_time_of_day;
|
||||
}
|
||||
|
||||
virtual IGameDef *getGameDef() = 0;
|
||||
virtual core::list<ActiveObject*> getActiveObjects() = 0;
|
||||
|
||||
protected:
|
||||
// peer_ids in here should be unique, except that there may be many 0s
|
||||
core::list<Player*> m_players;
|
||||
|
@ -283,6 +286,8 @@ public:
|
|||
// This makes stuff happen
|
||||
void step(f32 dtime);
|
||||
|
||||
//get a list of all active objects
|
||||
core::list<ActiveObject*> getActiveObjects();
|
||||
private:
|
||||
|
||||
/*
|
||||
|
@ -465,6 +470,9 @@ public:
|
|||
// Get event from queue. CEE_NONE is returned if queue is empty.
|
||||
ClientEnvEvent getClientEvent();
|
||||
|
||||
|
||||
//get a list of all active objects
|
||||
core::list<ActiveObject*> getActiveObjects();
|
||||
private:
|
||||
ClientMap *m_map;
|
||||
scene::ISceneManager *m_smgr;
|
||||
|
|
228
src/game.cpp
228
src/game.cpp
|
@ -293,45 +293,41 @@ PointedThing getPointedThing(Client *client, v3f player_position,
|
|||
core::line3d<f32> shootline, f32 d,
|
||||
bool liquids_pointable,
|
||||
bool look_for_object,
|
||||
core::aabbox3d<f32> &hilightbox,
|
||||
bool &should_show_hilightbox,
|
||||
std::vector<aabb3f> &hilightboxes,
|
||||
ClientActiveObject *&selected_object)
|
||||
{
|
||||
PointedThing result;
|
||||
|
||||
hilightbox = core::aabbox3d<f32>(0,0,0,0,0,0);
|
||||
should_show_hilightbox = false;
|
||||
hilightboxes.clear();
|
||||
selected_object = NULL;
|
||||
|
||||
INodeDefManager *nodedef = client->getNodeDefManager();
|
||||
|
||||
// First try to find a pointed at active object
|
||||
if(look_for_object)
|
||||
{
|
||||
selected_object = client->getSelectedActiveObject(d*BS,
|
||||
camera_position, shootline);
|
||||
}
|
||||
|
||||
if(selected_object != NULL)
|
||||
{
|
||||
core::aabbox3d<f32> *selection_box
|
||||
= selected_object->getSelectionBox();
|
||||
// Box should exist because object was returned in the
|
||||
// first place
|
||||
if(selected_object->doShowSelectionBox())
|
||||
{
|
||||
aabb3f *selection_box = selected_object->getSelectionBox();
|
||||
// Box should exist because object was
|
||||
// returned in the first place
|
||||
assert(selection_box);
|
||||
|
||||
v3f pos = selected_object->getPosition();
|
||||
|
||||
hilightbox = core::aabbox3d<f32>(
|
||||
hilightboxes.push_back(aabb3f(
|
||||
selection_box->MinEdge + pos,
|
||||
selection_box->MaxEdge + pos
|
||||
);
|
||||
selection_box->MaxEdge + pos));
|
||||
}
|
||||
|
||||
should_show_hilightbox = selected_object->doShowSelectionBox();
|
||||
|
||||
result.type = POINTEDTHING_OBJECT;
|
||||
result.object_id = selected_object->getId();
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
// That didn't work, try to find a pointed at node
|
||||
|
||||
|
@ -366,28 +362,6 @@ PointedThing getPointedThing(Client *client, v3f player_position,
|
|||
if(!isPointableNode(n, client, liquids_pointable))
|
||||
continue;
|
||||
|
||||
v3s16 np(x,y,z);
|
||||
v3f npf = intToFloat(np, BS);
|
||||
|
||||
f32 d = 0.01;
|
||||
|
||||
v3s16 dirs[6] = {
|
||||
v3s16(0,0,1), // back
|
||||
v3s16(0,1,0), // top
|
||||
v3s16(1,0,0), // right
|
||||
v3s16(0,0,-1), // front
|
||||
v3s16(0,-1,0), // bottom
|
||||
v3s16(-1,0,0), // left
|
||||
};
|
||||
|
||||
const ContentFeatures &f = nodedef->get(n);
|
||||
|
||||
if(f.selection_box.type == NODEBOX_FIXED)
|
||||
{
|
||||
core::aabbox3d<f32> box = f.selection_box.fixed;
|
||||
box.MinEdge += npf;
|
||||
box.MaxEdge += npf;
|
||||
|
||||
v3s16 facedirs[6] = {
|
||||
v3s16(-1,0,0),
|
||||
v3s16(1,0,0),
|
||||
|
@ -397,165 +371,79 @@ PointedThing getPointedThing(Client *client, v3f player_position,
|
|||
v3s16(0,0,1),
|
||||
};
|
||||
|
||||
core::aabbox3d<f32> faceboxes[6] = {
|
||||
std::vector<aabb3f> boxes = n.getSelectionBoxes(client->ndef());
|
||||
|
||||
v3s16 np(x,y,z);
|
||||
v3f npf = intToFloat(np, BS);
|
||||
|
||||
for(std::vector<aabb3f>::const_iterator
|
||||
i = boxes.begin();
|
||||
i != boxes.end(); i++)
|
||||
{
|
||||
aabb3f box = *i;
|
||||
box.MinEdge += npf;
|
||||
box.MaxEdge += npf;
|
||||
|
||||
f32 d = 0.001*BS;
|
||||
aabb3f faceboxes[6] = {
|
||||
// X-
|
||||
core::aabbox3d<f32>(
|
||||
aabb3f(
|
||||
box.MinEdge.X, box.MinEdge.Y, box.MinEdge.Z,
|
||||
box.MinEdge.X+d, box.MaxEdge.Y, box.MaxEdge.Z
|
||||
),
|
||||
// X+
|
||||
core::aabbox3d<f32>(
|
||||
aabb3f(
|
||||
box.MaxEdge.X-d, box.MinEdge.Y, box.MinEdge.Z,
|
||||
box.MaxEdge.X, box.MaxEdge.Y, box.MaxEdge.Z
|
||||
),
|
||||
// Y-
|
||||
core::aabbox3d<f32>(
|
||||
aabb3f(
|
||||
box.MinEdge.X, box.MinEdge.Y, box.MinEdge.Z,
|
||||
box.MaxEdge.X, box.MinEdge.Y+d, box.MaxEdge.Z
|
||||
),
|
||||
// Y+
|
||||
core::aabbox3d<f32>(
|
||||
aabb3f(
|
||||
box.MinEdge.X, box.MaxEdge.Y-d, box.MinEdge.Z,
|
||||
box.MaxEdge.X, box.MaxEdge.Y, box.MaxEdge.Z
|
||||
),
|
||||
// Z-
|
||||
core::aabbox3d<f32>(
|
||||
aabb3f(
|
||||
box.MinEdge.X, box.MinEdge.Y, box.MinEdge.Z,
|
||||
box.MaxEdge.X, box.MaxEdge.Y, box.MinEdge.Z+d
|
||||
),
|
||||
// Z+
|
||||
core::aabbox3d<f32>(
|
||||
aabb3f(
|
||||
box.MinEdge.X, box.MinEdge.Y, box.MaxEdge.Z-d,
|
||||
box.MaxEdge.X, box.MaxEdge.Y, box.MaxEdge.Z
|
||||
),
|
||||
};
|
||||
|
||||
for(u16 i=0; i<6; i++)
|
||||
for(u16 j=0; j<6; j++)
|
||||
{
|
||||
v3f facedir_f(facedirs[i].X, facedirs[i].Y, facedirs[i].Z);
|
||||
v3f centerpoint = npf + facedir_f * BS/2;
|
||||
v3f centerpoint = faceboxes[j].getCenter();
|
||||
f32 distance = (centerpoint - camera_position).getLength();
|
||||
if(distance >= mindistance)
|
||||
continue;
|
||||
if(!faceboxes[i].intersectsWithLine(shootline))
|
||||
if(!faceboxes[j].intersectsWithLine(shootline))
|
||||
continue;
|
||||
|
||||
result.type = POINTEDTHING_NODE;
|
||||
result.node_undersurface = np;
|
||||
result.node_abovesurface = np+facedirs[i];
|
||||
mindistance = distance;
|
||||
hilightbox = box;
|
||||
should_show_hilightbox = true;
|
||||
}
|
||||
}
|
||||
else if(f.selection_box.type == NODEBOX_WALLMOUNTED)
|
||||
{
|
||||
v3s16 dir = n.getWallMountedDir(nodedef);
|
||||
v3f dir_f = v3f(dir.X, dir.Y, dir.Z);
|
||||
dir_f *= BS/2 - BS/6 - BS/20;
|
||||
v3f cpf = npf + dir_f;
|
||||
f32 distance = (cpf - camera_position).getLength();
|
||||
|
||||
core::aabbox3d<f32> box;
|
||||
|
||||
// top
|
||||
if(dir == v3s16(0,1,0)){
|
||||
box = f.selection_box.wall_top;
|
||||
}
|
||||
// bottom
|
||||
else if(dir == v3s16(0,-1,0)){
|
||||
box = f.selection_box.wall_bottom;
|
||||
}
|
||||
// side
|
||||
else{
|
||||
v3f vertices[2] =
|
||||
{
|
||||
f.selection_box.wall_side.MinEdge,
|
||||
f.selection_box.wall_side.MaxEdge
|
||||
};
|
||||
|
||||
for(s32 i=0; i<2; i++)
|
||||
{
|
||||
if(dir == v3s16(-1,0,0))
|
||||
vertices[i].rotateXZBy(0);
|
||||
if(dir == v3s16(1,0,0))
|
||||
vertices[i].rotateXZBy(180);
|
||||
if(dir == v3s16(0,0,-1))
|
||||
vertices[i].rotateXZBy(90);
|
||||
if(dir == v3s16(0,0,1))
|
||||
vertices[i].rotateXZBy(-90);
|
||||
}
|
||||
|
||||
box = core::aabbox3d<f32>(vertices[0]);
|
||||
box.addInternalPoint(vertices[1]);
|
||||
}
|
||||
|
||||
box.MinEdge += npf;
|
||||
box.MaxEdge += npf;
|
||||
|
||||
if(distance < mindistance)
|
||||
{
|
||||
if(box.intersectsWithLine(shootline))
|
||||
{
|
||||
result.type = POINTEDTHING_NODE;
|
||||
result.node_undersurface = np;
|
||||
result.node_abovesurface = np;
|
||||
mindistance = distance;
|
||||
hilightbox = box;
|
||||
should_show_hilightbox = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else // NODEBOX_REGULAR
|
||||
{
|
||||
for(u16 i=0; i<6; i++)
|
||||
{
|
||||
v3f dir_f = v3f(dirs[i].X,
|
||||
dirs[i].Y, dirs[i].Z);
|
||||
v3f centerpoint = npf + dir_f * BS/2;
|
||||
f32 distance =
|
||||
(centerpoint - camera_position).getLength();
|
||||
|
||||
if(distance < mindistance)
|
||||
{
|
||||
core::CMatrix4<f32> m;
|
||||
m.buildRotateFromTo(v3f(0,0,1), dir_f);
|
||||
|
||||
// This is the back face
|
||||
v3f corners[2] = {
|
||||
v3f(BS/2, BS/2, BS/2),
|
||||
v3f(-BS/2, -BS/2, BS/2+d)
|
||||
};
|
||||
|
||||
for(u16 j=0; j<2; j++)
|
||||
{
|
||||
m.rotateVect(corners[j]);
|
||||
corners[j] += npf;
|
||||
}
|
||||
|
||||
core::aabbox3d<f32> facebox(corners[0]);
|
||||
facebox.addInternalPoint(corners[1]);
|
||||
|
||||
if(facebox.intersectsWithLine(shootline))
|
||||
{
|
||||
result.type = POINTEDTHING_NODE;
|
||||
result.node_undersurface = np;
|
||||
result.node_abovesurface = np + dirs[i];
|
||||
result.node_abovesurface = np+facedirs[j];
|
||||
mindistance = distance;
|
||||
|
||||
//hilightbox = facebox;
|
||||
|
||||
const float d = 0.502;
|
||||
core::aabbox3d<f32> nodebox
|
||||
(-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d);
|
||||
v3f nodepos_f = intToFloat(np, BS);
|
||||
nodebox.MinEdge += nodepos_f;
|
||||
nodebox.MaxEdge += nodepos_f;
|
||||
hilightbox = nodebox;
|
||||
should_show_hilightbox = true;
|
||||
hilightboxes.clear();
|
||||
for(std::vector<aabb3f>::const_iterator
|
||||
i2 = boxes.begin();
|
||||
i2 != boxes.end(); i2++)
|
||||
{
|
||||
aabb3f box = *i2;
|
||||
box.MinEdge += npf + v3f(-d,-d,-d);
|
||||
box.MaxEdge += npf + v3f(d,d,d);
|
||||
hilightboxes.push_back(box);
|
||||
}
|
||||
}
|
||||
}
|
||||
} // if distance < mindistance
|
||||
} // for dirs
|
||||
} // regular block
|
||||
} // for coords
|
||||
|
||||
return result;
|
||||
|
@ -1112,9 +1000,6 @@ void the_game(
|
|||
else
|
||||
hotbar_imagesize = 64;
|
||||
|
||||
// Hilight boxes collected during the loop and displayed
|
||||
core::list< core::aabbox3d<f32> > hilightboxes;
|
||||
|
||||
// Info text
|
||||
std::wstring infotext;
|
||||
|
||||
|
@ -1821,8 +1706,8 @@ void the_game(
|
|||
core::line3d<f32> shootline(camera_position,
|
||||
camera_position + camera_direction * BS * (d+1));
|
||||
|
||||
core::aabbox3d<f32> hilightbox;
|
||||
bool should_show_hilightbox = false;
|
||||
// Hilight boxes collected during the loop and displayed
|
||||
std::vector<aabb3f> hilightboxes;
|
||||
ClientActiveObject *selected_object = NULL;
|
||||
|
||||
PointedThing pointed = getPointedThing(
|
||||
|
@ -1831,7 +1716,7 @@ void the_game(
|
|||
camera_position, shootline, d,
|
||||
playeritem_liquids_pointable, !ldown_for_dig,
|
||||
// output
|
||||
hilightbox, should_show_hilightbox,
|
||||
hilightboxes,
|
||||
selected_object);
|
||||
|
||||
if(pointed != pointed_old)
|
||||
|
@ -1840,12 +1725,6 @@ void the_game(
|
|||
//dstream<<"Pointing at "<<pointed.dump()<<std::endl;
|
||||
}
|
||||
|
||||
/*
|
||||
Visualize selection
|
||||
*/
|
||||
if(should_show_hilightbox)
|
||||
hilightboxes.push_back(hilightbox);
|
||||
|
||||
/*
|
||||
Stop digging when
|
||||
- releasing left mouse button
|
||||
|
@ -2470,7 +2349,8 @@ void the_game(
|
|||
|
||||
if(show_hud)
|
||||
{
|
||||
for(core::list<aabb3f>::Iterator i=hilightboxes.begin();
|
||||
for(std::vector<aabb3f>::const_iterator
|
||||
i = hilightboxes.begin();
|
||||
i != hilightboxes.end(); i++)
|
||||
{
|
||||
/*infostream<<"hilightbox min="
|
||||
|
|
|
@ -21,7 +21,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
|
||||
#if 1
|
||||
/*
|
||||
Made using this and adding 230 as the second last one:
|
||||
Made using this and:
|
||||
- adding 220 as the second last one
|
||||
- replacing the third last one (212) with 195
|
||||
|
||||
#!/usr/bin/python
|
||||
|
||||
|
@ -63,8 +65,8 @@ u8 light_decode_table[LIGHT_MAX+1] =
|
|||
121,
|
||||
146,
|
||||
176,
|
||||
212,
|
||||
230,
|
||||
195,
|
||||
220,
|
||||
255,
|
||||
};
|
||||
#endif
|
||||
|
|
|
@ -132,7 +132,98 @@ v3s16 MapNode::getWallMountedDir(INodeDefManager *nodemgr) const
|
|||
}
|
||||
}
|
||||
|
||||
static std::vector<aabb3f> transformNodeBox(const MapNode &n,
|
||||
const NodeBox &nodebox, INodeDefManager *nodemgr)
|
||||
{
|
||||
std::vector<aabb3f> boxes;
|
||||
if(nodebox.type == NODEBOX_FIXED)
|
||||
{
|
||||
const std::vector<aabb3f> &fixed = nodebox.fixed;
|
||||
int facedir = n.getFaceDir(nodemgr);
|
||||
for(std::vector<aabb3f>::const_iterator
|
||||
i = fixed.begin();
|
||||
i != fixed.end(); i++)
|
||||
{
|
||||
aabb3f box = *i;
|
||||
if(facedir == 1)
|
||||
{
|
||||
box.MinEdge.rotateXZBy(-90);
|
||||
box.MaxEdge.rotateXZBy(-90);
|
||||
box.repair();
|
||||
}
|
||||
else if(facedir == 2)
|
||||
{
|
||||
box.MinEdge.rotateXZBy(180);
|
||||
box.MaxEdge.rotateXZBy(180);
|
||||
box.repair();
|
||||
}
|
||||
else if(facedir == 3)
|
||||
{
|
||||
box.MinEdge.rotateXZBy(90);
|
||||
box.MaxEdge.rotateXZBy(90);
|
||||
box.repair();
|
||||
}
|
||||
boxes.push_back(box);
|
||||
}
|
||||
}
|
||||
else if(nodebox.type == NODEBOX_WALLMOUNTED)
|
||||
{
|
||||
v3s16 dir = n.getWallMountedDir(nodemgr);
|
||||
|
||||
// top
|
||||
if(dir == v3s16(0,1,0))
|
||||
{
|
||||
boxes.push_back(nodebox.wall_top);
|
||||
}
|
||||
// bottom
|
||||
else if(dir == v3s16(0,-1,0))
|
||||
{
|
||||
boxes.push_back(nodebox.wall_bottom);
|
||||
}
|
||||
// side
|
||||
else
|
||||
{
|
||||
v3f vertices[2] =
|
||||
{
|
||||
nodebox.wall_side.MinEdge,
|
||||
nodebox.wall_side.MaxEdge
|
||||
};
|
||||
|
||||
for(s32 i=0; i<2; i++)
|
||||
{
|
||||
if(dir == v3s16(-1,0,0))
|
||||
vertices[i].rotateXZBy(0);
|
||||
if(dir == v3s16(1,0,0))
|
||||
vertices[i].rotateXZBy(180);
|
||||
if(dir == v3s16(0,0,-1))
|
||||
vertices[i].rotateXZBy(90);
|
||||
if(dir == v3s16(0,0,1))
|
||||
vertices[i].rotateXZBy(-90);
|
||||
}
|
||||
|
||||
aabb3f box = aabb3f(vertices[0]);
|
||||
box.addInternalPoint(vertices[1]);
|
||||
boxes.push_back(box);
|
||||
}
|
||||
}
|
||||
else // NODEBOX_REGULAR
|
||||
{
|
||||
boxes.push_back(aabb3f(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2));
|
||||
}
|
||||
return boxes;
|
||||
}
|
||||
|
||||
std::vector<aabb3f> MapNode::getNodeBoxes(INodeDefManager *nodemgr) const
|
||||
{
|
||||
const ContentFeatures &f = nodemgr->get(*this);
|
||||
return transformNodeBox(*this, f.node_box, nodemgr);
|
||||
}
|
||||
|
||||
std::vector<aabb3f> MapNode::getSelectionBoxes(INodeDefManager *nodemgr) const
|
||||
{
|
||||
const ContentFeatures &f = nodemgr->get(*this);
|
||||
return transformNodeBox(*this, f.selection_box, nodemgr);
|
||||
}
|
||||
|
||||
u32 MapNode::serializedLength(u8 version)
|
||||
{
|
||||
|
|
|
@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
|
||||
#include "irrlichttypes.h"
|
||||
#include "light.h"
|
||||
#include <vector>
|
||||
|
||||
class INodeDefManager;
|
||||
|
||||
|
@ -195,6 +196,17 @@ struct MapNode
|
|||
u8 getWallMounted(INodeDefManager *nodemgr) const;
|
||||
v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
|
||||
|
||||
/*
|
||||
Gets list of node boxes (used for rendering (NDT_NODEBOX)
|
||||
and collision)
|
||||
*/
|
||||
std::vector<aabb3f> getNodeBoxes(INodeDefManager *nodemgr) const;
|
||||
|
||||
/*
|
||||
Gets list of selection boxes
|
||||
*/
|
||||
std::vector<aabb3f> getSelectionBoxes(INodeDefManager *nodemgr) const;
|
||||
|
||||
/*
|
||||
Serialization functions
|
||||
*/
|
||||
|
|
|
@ -32,34 +32,74 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
NodeBox
|
||||
*/
|
||||
|
||||
void NodeBox::reset()
|
||||
{
|
||||
type = NODEBOX_REGULAR;
|
||||
// default is empty
|
||||
fixed.clear();
|
||||
// default is sign/ladder-like
|
||||
wall_top = aabb3f(-BS/2, BS/2-BS/16., -BS/2, BS/2, BS/2, BS/2);
|
||||
wall_bottom = aabb3f(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2);
|
||||
wall_side = aabb3f(-BS/2, -BS/2, -BS/2, -BS/2+BS/16., BS/2, BS/2);
|
||||
}
|
||||
|
||||
void NodeBox::serialize(std::ostream &os) const
|
||||
{
|
||||
writeU8(os, 0); // version
|
||||
writeU8(os, 1); // version
|
||||
writeU8(os, type);
|
||||
writeV3F1000(os, fixed.MinEdge);
|
||||
writeV3F1000(os, fixed.MaxEdge);
|
||||
|
||||
if(type == NODEBOX_FIXED)
|
||||
{
|
||||
writeU16(os, fixed.size());
|
||||
for(std::vector<aabb3f>::const_iterator
|
||||
i = fixed.begin();
|
||||
i != fixed.end(); i++)
|
||||
{
|
||||
writeV3F1000(os, i->MinEdge);
|
||||
writeV3F1000(os, i->MaxEdge);
|
||||
}
|
||||
}
|
||||
else if(type == NODEBOX_WALLMOUNTED)
|
||||
{
|
||||
writeV3F1000(os, wall_top.MinEdge);
|
||||
writeV3F1000(os, wall_top.MaxEdge);
|
||||
writeV3F1000(os, wall_bottom.MinEdge);
|
||||
writeV3F1000(os, wall_bottom.MaxEdge);
|
||||
writeV3F1000(os, wall_side.MinEdge);
|
||||
writeV3F1000(os, wall_side.MaxEdge);
|
||||
}
|
||||
}
|
||||
|
||||
void NodeBox::deSerialize(std::istream &is)
|
||||
{
|
||||
int version = readU8(is);
|
||||
if(version != 0)
|
||||
if(version != 1)
|
||||
throw SerializationError("unsupported NodeBox version");
|
||||
|
||||
reset();
|
||||
|
||||
type = (enum NodeBoxType)readU8(is);
|
||||
fixed.MinEdge = readV3F1000(is);
|
||||
fixed.MaxEdge = readV3F1000(is);
|
||||
|
||||
if(type == NODEBOX_FIXED)
|
||||
{
|
||||
u16 fixed_count = readU16(is);
|
||||
while(fixed_count--)
|
||||
{
|
||||
aabb3f box;
|
||||
box.MinEdge = readV3F1000(is);
|
||||
box.MaxEdge = readV3F1000(is);
|
||||
fixed.push_back(box);
|
||||
}
|
||||
}
|
||||
else if(type == NODEBOX_WALLMOUNTED)
|
||||
{
|
||||
wall_top.MinEdge = readV3F1000(is);
|
||||
wall_top.MaxEdge = readV3F1000(is);
|
||||
wall_bottom.MinEdge = readV3F1000(is);
|
||||
wall_bottom.MaxEdge = readV3F1000(is);
|
||||
wall_side.MinEdge = readV3F1000(is);
|
||||
wall_side.MaxEdge = readV3F1000(is);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -143,6 +183,7 @@ void ContentFeatures::reset()
|
|||
liquid_viscosity = 0;
|
||||
light_source = 0;
|
||||
damage_per_second = 0;
|
||||
node_box = NodeBox();
|
||||
selection_box = NodeBox();
|
||||
material = MaterialProperties();
|
||||
// Make unknown blocks diggable
|
||||
|
@ -154,7 +195,7 @@ void ContentFeatures::reset()
|
|||
|
||||
void ContentFeatures::serialize(std::ostream &os)
|
||||
{
|
||||
writeU8(os, 1); // version
|
||||
writeU8(os, 2); // version
|
||||
os<<serializeString(name);
|
||||
writeU8(os, drawtype);
|
||||
writeF1000(os, visual_scale);
|
||||
|
@ -187,6 +228,7 @@ void ContentFeatures::serialize(std::ostream &os)
|
|||
writeU8(os, liquid_viscosity);
|
||||
writeU8(os, light_source);
|
||||
writeU32(os, damage_per_second);
|
||||
node_box.serialize(os);
|
||||
selection_box.serialize(os);
|
||||
material.serialize(os);
|
||||
writeU8(os, legacy_facedir_simple);
|
||||
|
@ -196,7 +238,7 @@ void ContentFeatures::serialize(std::ostream &os)
|
|||
void ContentFeatures::deSerialize(std::istream &is)
|
||||
{
|
||||
int version = readU8(is);
|
||||
if(version != 1)
|
||||
if(version != 2)
|
||||
throw SerializationError("unsupported ContentFeatures version");
|
||||
name = deSerializeString(is);
|
||||
drawtype = (enum NodeDrawType)readU8(is);
|
||||
|
@ -232,6 +274,7 @@ void ContentFeatures::deSerialize(std::istream &is)
|
|||
liquid_viscosity = readU8(is);
|
||||
light_source = readU8(is);
|
||||
damage_per_second = readU32(is);
|
||||
node_box.deSerialize(is);
|
||||
selection_box.deSerialize(is);
|
||||
material.deSerialize(is);
|
||||
legacy_facedir_simple = readU8(is);
|
||||
|
@ -509,6 +552,7 @@ public:
|
|||
case NDT_PLANTLIKE:
|
||||
case NDT_FENCELIKE:
|
||||
case NDT_RAILLIKE:
|
||||
case NDT_NODEBOX:
|
||||
f->solidness = 0;
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -62,7 +62,7 @@ enum LiquidType
|
|||
enum NodeBoxType
|
||||
{
|
||||
NODEBOX_REGULAR, // Regular block; allows buildable_to
|
||||
NODEBOX_FIXED, // Static separately defined box
|
||||
NODEBOX_FIXED, // Static separately defined box(es)
|
||||
NODEBOX_WALLMOUNTED, // Box for wall mounted nodes; (top, bottom, side)
|
||||
};
|
||||
|
||||
|
@ -71,22 +71,16 @@ struct NodeBox
|
|||
enum NodeBoxType type;
|
||||
// NODEBOX_REGULAR (no parameters)
|
||||
// NODEBOX_FIXED
|
||||
core::aabbox3d<f32> fixed;
|
||||
std::vector<aabb3f> fixed;
|
||||
// NODEBOX_WALLMOUNTED
|
||||
core::aabbox3d<f32> wall_top;
|
||||
core::aabbox3d<f32> wall_bottom;
|
||||
core::aabbox3d<f32> wall_side; // being at the -X side
|
||||
aabb3f wall_top;
|
||||
aabb3f wall_bottom;
|
||||
aabb3f wall_side; // being at the -X side
|
||||
|
||||
NodeBox():
|
||||
type(NODEBOX_REGULAR),
|
||||
// default is rail-like
|
||||
fixed(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
|
||||
// default is sign/ladder-like
|
||||
wall_top(-BS/2, BS/2-BS/16., -BS/2, BS/2, BS/2, BS/2),
|
||||
wall_bottom(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
|
||||
wall_side(-BS/2, -BS/2, -BS/2, -BS/2+BS/16., BS/2, BS/2)
|
||||
{}
|
||||
NodeBox()
|
||||
{ reset(); }
|
||||
|
||||
void reset();
|
||||
void serialize(std::ostream &os) const;
|
||||
void deSerialize(std::istream &is);
|
||||
};
|
||||
|
@ -122,6 +116,7 @@ enum NodeDrawType
|
|||
NDT_PLANTLIKE,
|
||||
NDT_FENCELIKE,
|
||||
NDT_RAILLIKE,
|
||||
NDT_NODEBOX,
|
||||
};
|
||||
|
||||
#define CF_SPECIAL_COUNT 2
|
||||
|
@ -193,6 +188,7 @@ struct ContentFeatures
|
|||
// Amount of light the node emits
|
||||
u8 light_source;
|
||||
u32 damage_per_second;
|
||||
NodeBox node_box;
|
||||
NodeBox selection_box;
|
||||
MaterialProperties material;
|
||||
// Compatibility with old maps
|
||||
|
|
236
src/player.cpp
236
src/player.cpp
|
@ -199,29 +199,21 @@ LocalPlayer::~LocalPlayer()
|
|||
{
|
||||
}
|
||||
|
||||
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
||||
void LocalPlayer::move(f32 dtime, Environment* env, f32 pos_max_d,
|
||||
core::list<CollisionInfo> *collision_info)
|
||||
{
|
||||
Map& map = env->getMap();
|
||||
INodeDefManager *nodemgr = m_gamedef->ndef();
|
||||
|
||||
v3f position = getPosition();
|
||||
v3f oldpos = position;
|
||||
v3s16 oldpos_i = floatToInt(oldpos, BS);
|
||||
|
||||
v3f old_speed = m_speed;
|
||||
|
||||
/*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");
|
||||
if(free_move)
|
||||
{
|
||||
position += m_speed * dtime;
|
||||
setPosition(position);
|
||||
return;
|
||||
}
|
||||
|
@ -230,9 +222,6 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
|||
Collision detection
|
||||
*/
|
||||
|
||||
// Player position in nodes
|
||||
v3s16 pos_i = floatToInt(position, BS);
|
||||
|
||||
/*
|
||||
Check if player is in water (the oscillating value)
|
||||
*/
|
||||
|
@ -282,30 +271,12 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
|||
is_climbing = false;
|
||||
}
|
||||
|
||||
/*
|
||||
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 smoother
|
||||
f32 d = 0.15*BS;
|
||||
|
||||
// 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
|
||||
|
@ -321,23 +292,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
|||
if(position.Y < min_y)
|
||||
{
|
||||
position.Y = min_y;
|
||||
|
||||
//v3f old_speed = m_speed;
|
||||
|
||||
if(m_speed.Y < 0)
|
||||
m_speed.Y = 0;
|
||||
|
||||
/*if(collision_info)
|
||||
{
|
||||
// Report fall collision
|
||||
if(old_speed.Y < m_speed.Y - 0.1)
|
||||
{
|
||||
CollisionInfo info;
|
||||
info.t = COLLISION_FALL;
|
||||
info.speed = m_speed.Y - old_speed.Y;
|
||||
collision_info->push_back(info);
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -345,176 +301,31 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
|||
Calculate player collision box (new and old)
|
||||
*/
|
||||
core::aabbox3d<f32> playerbox(
|
||||
position.X - player_radius,
|
||||
position.Y - 0.0,
|
||||
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.Y - 0.0,
|
||||
oldpos.Z - player_radius,
|
||||
oldpos.X + player_radius,
|
||||
oldpos.Y + player_height,
|
||||
oldpos.Z + player_radius
|
||||
-player_radius,
|
||||
0.0,
|
||||
-player_radius,
|
||||
player_radius,
|
||||
player_height,
|
||||
player_radius
|
||||
);
|
||||
|
||||
float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
|
||||
|
||||
v3f accel_f = v3f(0,0,0);
|
||||
|
||||
collisionMoveResult result = collisionMoveSimple(env,
|
||||
pos_max_d, playerbox, player_stepheight, dtime,
|
||||
position, m_speed, accel_f);
|
||||
|
||||
/*
|
||||
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;
|
||||
touching_ground = result.touching_ground;
|
||||
|
||||
/*std::cout<<"Checking collisions for ("
|
||||
<<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
|
||||
<<") -> ("
|
||||
<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
|
||||
<<"):"<<std::endl;*/
|
||||
|
||||
bool standing_on_unloaded = false;
|
||||
|
||||
/*
|
||||
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++)
|
||||
{
|
||||
bool is_unloaded = false;
|
||||
try{
|
||||
// Player collides into walkable nodes
|
||||
if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
|
||||
continue;
|
||||
}
|
||||
catch(InvalidPositionException &e)
|
||||
{
|
||||
is_unloaded = true;
|
||||
// Doing nothing here will block the player from
|
||||
// walking over map borders
|
||||
}
|
||||
|
||||
core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
|
||||
|
||||
/*
|
||||
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(is_unloaded)
|
||||
standing_on_unloaded = 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)
|
||||
{
|
||||
//v3f old_speed = m_speed;
|
||||
|
||||
m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
|
||||
position -= position.dotProduct(dirs[i]) * dirs[i];
|
||||
position += oldpos.dotProduct(dirs[i]) * dirs[i];
|
||||
|
||||
/*if(collision_info)
|
||||
{
|
||||
// Report fall collision
|
||||
if(old_speed.Y < m_speed.Y - 0.1)
|
||||
{
|
||||
CollisionInfo info;
|
||||
info.t = COLLISION_FALL;
|
||||
info.speed = m_speed.Y - old_speed.Y;
|
||||
collision_info->push_back(info);
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
}
|
||||
} // xyz
|
||||
bool standing_on_unloaded = result.standing_on_unloaded;
|
||||
|
||||
/*
|
||||
Check the nodes under the player to see from which node the
|
||||
|
@ -610,9 +421,9 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
|||
}
|
||||
}
|
||||
|
||||
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
|
||||
void LocalPlayer::move(f32 dtime,Environment* env, f32 pos_max_d)
|
||||
{
|
||||
move(dtime, map, pos_max_d, NULL);
|
||||
move(dtime, env, pos_max_d, NULL);
|
||||
}
|
||||
|
||||
void LocalPlayer::applyControl(float dtime)
|
||||
|
@ -713,15 +524,18 @@ 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
|
||||
*/
|
||||
v3f speed = getSpeed();
|
||||
if(speed.Y >= -0.5*BS)
|
||||
{
|
||||
speed.Y = 6.5*BS;
|
||||
setSpeed(speed);
|
||||
}
|
||||
}
|
||||
// Use the oscillating value for getting out of water
|
||||
// (so that the player doesn't fly on the surface)
|
||||
else if(in_water)
|
||||
|
|
|
@ -31,6 +31,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
class Map;
|
||||
class IGameDef;
|
||||
struct CollisionInfo;
|
||||
class Environment;
|
||||
|
||||
class Player
|
||||
{
|
||||
|
@ -42,7 +43,7 @@ public:
|
|||
void resetInventory();
|
||||
|
||||
//void move(f32 dtime, Map &map);
|
||||
virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;
|
||||
virtual void move(f32 dtime, Environment* env, f32 pos_max_d) = 0;
|
||||
|
||||
v3f getSpeed()
|
||||
{
|
||||
|
@ -231,9 +232,9 @@ public:
|
|||
return true;
|
||||
}
|
||||
|
||||
void move(f32 dtime, Map &map, f32 pos_max_d,
|
||||
void move(f32 dtime, Environment* env, f32 pos_max_d,
|
||||
core::list<CollisionInfo> *collision_info);
|
||||
void move(f32 dtime, Map &map, f32 pos_max_d);
|
||||
void move(f32 dtime, Environment* env, f32 pos_max_d);
|
||||
|
||||
void applyControl(float dtime);
|
||||
|
||||
|
|
|
@ -381,6 +381,7 @@ struct EnumString es_DrawType[] =
|
|||
{NDT_PLANTLIKE, "plantlike"},
|
||||
{NDT_FENCELIKE, "fencelike"},
|
||||
{NDT_RAILLIKE, "raillike"},
|
||||
{NDT_NODEBOX, "nodebox"},
|
||||
{0, NULL},
|
||||
};
|
||||
|
||||
|
@ -587,32 +588,93 @@ static video::SColor readARGB8(lua_State *L, int index)
|
|||
return color;
|
||||
}
|
||||
|
||||
static core::aabbox3d<f32> read_aabbox3df32(lua_State *L, int index, f32 scale)
|
||||
static aabb3f read_aabb3f(lua_State *L, int index, f32 scale)
|
||||
{
|
||||
core::aabbox3d<f32> box;
|
||||
if(lua_istable(L, -1)){
|
||||
lua_rawgeti(L, -1, 1);
|
||||
aabb3f box;
|
||||
if(lua_istable(L, index)){
|
||||
lua_rawgeti(L, index, 1);
|
||||
box.MinEdge.X = lua_tonumber(L, -1) * scale;
|
||||
lua_pop(L, 1);
|
||||
lua_rawgeti(L, -1, 2);
|
||||
lua_rawgeti(L, index, 2);
|
||||
box.MinEdge.Y = lua_tonumber(L, -1) * scale;
|
||||
lua_pop(L, 1);
|
||||
lua_rawgeti(L, -1, 3);
|
||||
lua_rawgeti(L, index, 3);
|
||||
box.MinEdge.Z = lua_tonumber(L, -1) * scale;
|
||||
lua_pop(L, 1);
|
||||
lua_rawgeti(L, -1, 4);
|
||||
lua_rawgeti(L, index, 4);
|
||||
box.MaxEdge.X = lua_tonumber(L, -1) * scale;
|
||||
lua_pop(L, 1);
|
||||
lua_rawgeti(L, -1, 5);
|
||||
lua_rawgeti(L, index, 5);
|
||||
box.MaxEdge.Y = lua_tonumber(L, -1) * scale;
|
||||
lua_pop(L, 1);
|
||||
lua_rawgeti(L, -1, 6);
|
||||
lua_rawgeti(L, index, 6);
|
||||
box.MaxEdge.Z = lua_tonumber(L, -1) * scale;
|
||||
lua_pop(L, 1);
|
||||
}
|
||||
return box;
|
||||
}
|
||||
|
||||
static std::vector<aabb3f> read_aabb3f_vector(lua_State *L, int index, f32 scale)
|
||||
{
|
||||
std::vector<aabb3f> boxes;
|
||||
if(lua_istable(L, index)){
|
||||
int n = lua_objlen(L, index);
|
||||
|
||||
// Check if it's a single box or a list of boxes
|
||||
bool possibly_single_box = (n == 6);
|
||||
for(int i = 1; i <= n && possibly_single_box; i++){
|
||||
lua_rawgeti(L, index, i);
|
||||
if(!lua_isnumber(L, -1))
|
||||
possibly_single_box = false;
|
||||
lua_pop(L, 1);
|
||||
}
|
||||
|
||||
if(possibly_single_box){
|
||||
// Read a single box
|
||||
boxes.push_back(read_aabb3f(L, index, scale));
|
||||
} else {
|
||||
// Read a list of boxes
|
||||
for(int i = 1; i <= n; i++)
|
||||
{
|
||||
lua_rawgeti(L, index, i);
|
||||
boxes.push_back(read_aabb3f(L, -1, scale));
|
||||
lua_pop(L, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
return boxes;
|
||||
}
|
||||
|
||||
static NodeBox read_nodebox(lua_State *L, int index)
|
||||
{
|
||||
NodeBox nodebox;
|
||||
if(lua_istable(L, -1)){
|
||||
nodebox.type = (NodeBoxType)getenumfield(L, index, "type",
|
||||
es_NodeBoxType, NODEBOX_REGULAR);
|
||||
|
||||
lua_getfield(L, index, "fixed");
|
||||
if(lua_istable(L, -1))
|
||||
nodebox.fixed = read_aabb3f_vector(L, -1, BS);
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, index, "wall_top");
|
||||
if(lua_istable(L, -1))
|
||||
nodebox.wall_top = read_aabb3f(L, -1, BS);
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, index, "wall_bottom");
|
||||
if(lua_istable(L, -1))
|
||||
nodebox.wall_bottom = read_aabb3f(L, -1, BS);
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, index, "wall_side");
|
||||
if(lua_istable(L, -1))
|
||||
nodebox.wall_side = read_aabb3f(L, -1, BS);
|
||||
lua_pop(L, 1);
|
||||
}
|
||||
return nodebox;
|
||||
}
|
||||
|
||||
/*
|
||||
MaterialProperties
|
||||
*/
|
||||
|
@ -932,31 +994,14 @@ static ContentFeatures read_content_features(lua_State *L, int index)
|
|||
f.damage_per_second = getintfield_default(L, index,
|
||||
"damage_per_second", f.damage_per_second);
|
||||
|
||||
lua_getfield(L, index, "node_box");
|
||||
if(lua_istable(L, -1))
|
||||
f.node_box = read_nodebox(L, -1);
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, index, "selection_box");
|
||||
if(lua_istable(L, -1)){
|
||||
f.selection_box.type = (NodeBoxType)getenumfield(L, -1, "type",
|
||||
es_NodeBoxType, NODEBOX_REGULAR);
|
||||
|
||||
lua_getfield(L, -1, "fixed");
|
||||
if(lua_istable(L, -1))
|
||||
f.selection_box.fixed = read_aabbox3df32(L, -1, BS);
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, -1, "wall_top");
|
||||
if(lua_istable(L, -1))
|
||||
f.selection_box.wall_top = read_aabbox3df32(L, -1, BS);
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, -1, "wall_bottom");
|
||||
if(lua_istable(L, -1))
|
||||
f.selection_box.wall_bottom = read_aabbox3df32(L, -1, BS);
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, -1, "wall_side");
|
||||
if(lua_istable(L, -1))
|
||||
f.selection_box.wall_side = read_aabbox3df32(L, -1, BS);
|
||||
lua_pop(L, 1);
|
||||
}
|
||||
f.selection_box = read_nodebox(L, -1);
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, index, "material");
|
||||
|
@ -4363,7 +4408,7 @@ void scriptapi_luaentity_get_properties(lua_State *L, u16 id,
|
|||
|
||||
lua_getfield(L, -1, "collisionbox");
|
||||
if(lua_istable(L, -1))
|
||||
prop->collisionbox = read_aabbox3df32(L, -1, 1.0);
|
||||
prop->collisionbox = read_aabb3f(L, -1, 1.0);
|
||||
lua_pop(L, 1);
|
||||
|
||||
getstringfield(L, -1, "visual", prop->visual);
|
||||
|
|
|
@ -1270,7 +1270,8 @@ void Server::AsyncRunStep()
|
|||
/*
|
||||
Handle player HPs (die if hp=0)
|
||||
*/
|
||||
HandlePlayerHP(player, 0);
|
||||
if(player->hp == 0 && player->m_hp_not_sent)
|
||||
DiePlayer(player);
|
||||
|
||||
/*
|
||||
Send player inventories and HPs if necessary
|
||||
|
@ -1284,9 +1285,9 @@ void Server::AsyncRunStep()
|
|||
}
|
||||
|
||||
/*
|
||||
Add to environment if is not in respawn screen
|
||||
Add to environment
|
||||
*/
|
||||
if(!player->m_is_in_environment && !player->m_respawn_active){
|
||||
if(!player->m_is_in_environment){
|
||||
player->m_removed = false;
|
||||
player->setId(0);
|
||||
m_env->addActiveObject(player);
|
||||
|
@ -2129,6 +2130,10 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
|
|||
// Send HP
|
||||
SendPlayerHP(player);
|
||||
|
||||
// Show death screen if necessary
|
||||
if(player->hp == 0)
|
||||
SendDeathscreen(m_con, player->peer_id, false, v3f(0,0,0));
|
||||
|
||||
// Send time of day
|
||||
{
|
||||
SharedBuffer<u8> data = makePacket_TOCLIENT_TIME_OF_DAY(
|
||||
|
@ -2159,11 +2164,6 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
|
|||
SendChatMessage(peer_id, L"# Server: WARNING: YOUR CLIENT IS OLD AND MAY WORK PROPERLY WITH THIS SERVER");
|
||||
}
|
||||
|
||||
/*
|
||||
Check HP, respawn if necessary
|
||||
*/
|
||||
HandlePlayerHP(player, 0);
|
||||
|
||||
/*
|
||||
Print out action
|
||||
*/
|
||||
|
@ -2662,16 +2662,25 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
|
|||
std::istringstream is(datastring, std::ios_base::binary);
|
||||
u8 damage = readU8(is);
|
||||
|
||||
ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
|
||||
|
||||
if(g_settings->getBool("enable_damage"))
|
||||
{
|
||||
actionstream<<player->getName()<<" damaged by "
|
||||
<<(int)damage<<" hp at "<<PP(player->getPosition()/BS)
|
||||
<<std::endl;
|
||||
|
||||
HandlePlayerHP(player, damage);
|
||||
srp->setHP(srp->getHP() - damage);
|
||||
|
||||
if(srp->getHP() == 0 && srp->m_hp_not_sent)
|
||||
DiePlayer(srp);
|
||||
|
||||
if(srp->m_hp_not_sent)
|
||||
SendPlayerHP(player);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Force send (to correct the client's predicted HP)
|
||||
SendPlayerHP(player);
|
||||
}
|
||||
}
|
||||
|
@ -2751,8 +2760,6 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
|
|||
if(player->hp != 0)
|
||||
return;
|
||||
|
||||
srp->m_respawn_active = false;
|
||||
|
||||
RespawnPlayer(player);
|
||||
|
||||
actionstream<<player->getName()<<" respawns at "
|
||||
|
@ -2811,6 +2818,13 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
|
|||
|
||||
infostream<<"TOSERVER_INTERACT: action="<<(int)action<<", item="<<item_i<<", pointed="<<pointed.dump()<<std::endl;
|
||||
|
||||
if(player->hp == 0)
|
||||
{
|
||||
infostream<<"TOSERVER_INTERACT: "<<srp->getName()
|
||||
<<" tried to interact, but is dead!"<<std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
v3f player_pos = srp->m_last_good_position;
|
||||
|
||||
// Update wielded item
|
||||
|
@ -3968,26 +3982,14 @@ void Server::SendTexturesRequested(u16 peer_id,core::list<TextureRequest> tosend
|
|||
Something random
|
||||
*/
|
||||
|
||||
void Server::HandlePlayerHP(Player *player, s16 damage)
|
||||
void Server::DiePlayer(Player *player)
|
||||
{
|
||||
ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
|
||||
|
||||
if(srp->m_respawn_active)
|
||||
return;
|
||||
|
||||
if(player->hp > damage)
|
||||
{
|
||||
if(damage != 0){
|
||||
player->hp -= damage;
|
||||
SendPlayerHP(player);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
infostream<<"Server::HandlePlayerHP(): Player "
|
||||
infostream<<"Server::DiePlayer(): Player "
|
||||
<<player->getName()<<" dies"<<std::endl;
|
||||
|
||||
player->hp = 0;
|
||||
srp->setHP(0);
|
||||
|
||||
// Trigger scripted stuff
|
||||
scriptapi_on_dieplayer(m_lua, srp);
|
||||
|
@ -3999,24 +4001,13 @@ void Server::HandlePlayerHP(Player *player, s16 damage)
|
|||
}
|
||||
|
||||
SendPlayerHP(player);
|
||||
|
||||
RemoteClient *client = getClient(player->peer_id);
|
||||
if(client->net_proto_version >= 3)
|
||||
{
|
||||
SendDeathscreen(m_con, player->peer_id, false, v3f(0,0,0));
|
||||
srp->m_removed = true;
|
||||
srp->m_respawn_active = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
RespawnPlayer(player);
|
||||
}
|
||||
}
|
||||
|
||||
void Server::RespawnPlayer(Player *player)
|
||||
{
|
||||
player->hp = 20;
|
||||
ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
|
||||
srp->setHP(20);
|
||||
bool repositioned = scriptapi_on_respawnplayer(m_lua, srp);
|
||||
if(!repositioned){
|
||||
v3f pos = findSpawnPos(m_env->getServerMap());
|
||||
|
@ -4268,6 +4259,14 @@ ServerRemotePlayer *Server::emergePlayer(const char *name, u16 peer_id)
|
|||
// Got one.
|
||||
player->peer_id = peer_id;
|
||||
|
||||
// Re-add player to environment
|
||||
if(player->m_removed)
|
||||
{
|
||||
player->m_removed = false;
|
||||
player->setId(0);
|
||||
m_env->addActiveObject(player);
|
||||
}
|
||||
|
||||
// Reset inventory to creative if in creative mode
|
||||
if(g_settings->getBool("creative_mode"))
|
||||
{
|
||||
|
@ -4305,12 +4304,13 @@ ServerRemotePlayer *Server::emergePlayer(const char *name, u16 peer_id)
|
|||
v3f pos = findSpawnPos(m_env->getServerMap());
|
||||
|
||||
player = new ServerRemotePlayer(m_env, pos, peer_id, name);
|
||||
ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
|
||||
|
||||
/* Add player to environment */
|
||||
m_env->addPlayer(player);
|
||||
m_env->addActiveObject(srp);
|
||||
|
||||
/* Run scripts */
|
||||
ServerRemotePlayer *srp = static_cast<ServerRemotePlayer*>(player);
|
||||
scriptapi_on_newplayer(m_lua, srp);
|
||||
|
||||
/* Add stuff to inventory */
|
||||
|
|
|
@ -592,7 +592,7 @@ private:
|
|||
Something random
|
||||
*/
|
||||
|
||||
void HandlePlayerHP(Player *player, s16 damage);
|
||||
void DiePlayer(Player *player);
|
||||
void RespawnPlayer(Player *player);
|
||||
|
||||
void UpdateCrafting(u16 peer_id);
|
||||
|
|
|
@ -34,7 +34,6 @@ ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env):
|
|||
m_wield_index(0),
|
||||
m_inventory_not_sent(false),
|
||||
m_hp_not_sent(false),
|
||||
m_respawn_active(false),
|
||||
m_is_in_environment(false),
|
||||
m_time_from_last_punch(0),
|
||||
m_position_not_sent(false)
|
||||
|
@ -159,6 +158,8 @@ std::string ServerRemotePlayer::getClientInitializationData()
|
|||
writeV3F1000(os, getPosition());
|
||||
// yaw
|
||||
writeF1000(os, getYaw());
|
||||
// dead
|
||||
writeU8(os, getHP() == 0);
|
||||
return os.str();
|
||||
}
|
||||
|
||||
|
@ -247,10 +248,34 @@ void ServerRemotePlayer::setHP(s16 hp_)
|
|||
|
||||
if(hp != oldhp)
|
||||
m_hp_not_sent = true;
|
||||
|
||||
// On death or reincarnation send an active object message
|
||||
if((hp == 0) != (oldhp == 0))
|
||||
{
|
||||
std::ostringstream os(std::ios::binary);
|
||||
// command (2 = update death state)
|
||||
writeU8(os, 2);
|
||||
// dead?
|
||||
writeU8(os, hp == 0);
|
||||
// create message and add to list
|
||||
ActiveObjectMessage aom(getId(), false, os.str());
|
||||
m_messages_out.push_back(aom);
|
||||
}
|
||||
}
|
||||
|
||||
s16 ServerRemotePlayer::getHP()
|
||||
{
|
||||
return hp;
|
||||
}
|
||||
|
||||
aabb3f* ServerRemotePlayer::getCollisionBox() {
|
||||
m_collisionbox.MinEdge = aabb3f(-BS/3.,0.0,-BS/3., BS/3.,BS*2.0,BS/3.).MinEdge;
|
||||
m_collisionbox.MaxEdge = aabb3f(-BS/3.,0.0,-BS/3., BS/3.,BS*2.0,BS/3.).MaxEdge;
|
||||
|
||||
m_collisionbox.MinEdge += m_position;
|
||||
m_collisionbox.MaxEdge += m_position;
|
||||
|
||||
return &m_collisionbox;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -40,7 +40,7 @@ public:
|
|||
virtual bool isLocal() const
|
||||
{ return false; }
|
||||
|
||||
virtual void move(f32 dtime, Map &map, f32 pos_max_d)
|
||||
virtual void move(f32 dtime, Environment* env, f32 pos_max_d)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -90,13 +90,13 @@ public:
|
|||
int m_wield_index;
|
||||
bool m_inventory_not_sent;
|
||||
bool m_hp_not_sent;
|
||||
bool m_respawn_active;
|
||||
bool m_is_in_environment;
|
||||
// Incremented by step(), read and reset by Server
|
||||
float m_time_from_last_punch;
|
||||
|
||||
aabb3f* getCollisionBox();
|
||||
private:
|
||||
bool m_position_not_sent;
|
||||
aabb3f m_collisionbox;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
149
src/test.cpp
149
src/test.cpp
|
@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "utility.h"
|
||||
#include "serialization.h"
|
||||
#include "voxel.h"
|
||||
#include "collision.h"
|
||||
#include <sstream>
|
||||
#include "porting.h"
|
||||
#include "content_mapnode.h"
|
||||
|
@ -816,6 +817,153 @@ struct TestMapSector
|
|||
};
|
||||
#endif
|
||||
|
||||
struct TestCollision
|
||||
{
|
||||
void Run()
|
||||
{
|
||||
/*
|
||||
axisAlignedCollision
|
||||
*/
|
||||
|
||||
for(s16 bx = -3; bx <= 3; bx++)
|
||||
for(s16 by = -3; by <= 3; by++)
|
||||
for(s16 bz = -3; bz <= 3; bz++)
|
||||
{
|
||||
// X-
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx-2, by, bz, bx-1, by+1, bz+1);
|
||||
v3f v(1, 0, 0);
|
||||
f32 dtime = 0;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 0);
|
||||
assert(fabs(dtime - 1.000) < 0.001);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx-2, by, bz, bx-1, by+1, bz+1);
|
||||
v3f v(-1, 0, 0);
|
||||
f32 dtime = 0;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == -1);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx-2, by+1.5, bz, bx-1, by+2.5, bz-1);
|
||||
v3f v(1, 0, 0);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == -1);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx-2, by-1.5, bz, bx-1.5, by+0.5, bz+1);
|
||||
v3f v(0.5, 0.1, 0);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 0);
|
||||
assert(fabs(dtime - 3.000) < 0.001);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx-2, by-1.5, bz, bx-1.5, by+0.5, bz+1);
|
||||
v3f v(0.5, 0.1, 0);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 0);
|
||||
assert(fabs(dtime - 3.000) < 0.001);
|
||||
}
|
||||
|
||||
// X+
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx+2, by, bz, bx+3, by+1, bz+1);
|
||||
v3f v(-1, 0, 0);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 0);
|
||||
assert(fabs(dtime - 1.000) < 0.001);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx+2, by, bz, bx+3, by+1, bz+1);
|
||||
v3f v(1, 0, 0);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == -1);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx+2, by, bz+1.5, bx+3, by+1, bz+3.5);
|
||||
v3f v(-1, 0, 0);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == -1);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
|
||||
v3f v(-0.5, 0.2, 0);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 1); // Y, not X!
|
||||
assert(fabs(dtime - 2.500) < 0.001);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
|
||||
v3f v(-0.5, 0.3, 0);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 0);
|
||||
assert(fabs(dtime - 2.000) < 0.001);
|
||||
}
|
||||
|
||||
// TODO: Y-, Y+, Z-, Z+
|
||||
|
||||
// misc
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
|
||||
aabb3f m(bx+2.3, by+2.29, bz+2.29, bx+4.2, by+4.2, bz+4.2);
|
||||
v3f v(-1./3, -1./3, -1./3);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 0);
|
||||
assert(fabs(dtime - 0.9) < 0.001);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
|
||||
aabb3f m(bx+2.29, by+2.3, bz+2.29, bx+4.2, by+4.2, bz+4.2);
|
||||
v3f v(-1./3, -1./3, -1./3);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 1);
|
||||
assert(fabs(dtime - 0.9) < 0.001);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
|
||||
aabb3f m(bx+2.29, by+2.29, bz+2.3, bx+4.2, by+4.2, bz+4.2);
|
||||
v3f v(-1./3, -1./3, -1./3);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 2);
|
||||
assert(fabs(dtime - 0.9) < 0.001);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
|
||||
aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.3, by-2.29, bz-2.29);
|
||||
v3f v(1./7, 1./7, 1./7);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 0);
|
||||
assert(fabs(dtime - 16.1) < 0.001);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
|
||||
aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.29, by-2.3, bz-2.29);
|
||||
v3f v(1./7, 1./7, 1./7);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 1);
|
||||
assert(fabs(dtime - 16.1) < 0.001);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
|
||||
aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.29, by-2.29, bz-2.3);
|
||||
v3f v(1./7, 1./7, 1./7);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 2);
|
||||
assert(fabs(dtime - 16.1) < 0.001);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
struct TestSocket
|
||||
{
|
||||
void Run()
|
||||
|
@ -1279,6 +1427,7 @@ void run_tests()
|
|||
TESTPARAMS(TestVoxelManipulator, ndef);
|
||||
//TEST(TestMapBlock);
|
||||
//TEST(TestMapSector);
|
||||
TEST(TestCollision);
|
||||
if(INTERNET_SIMULATOR == false){
|
||||
TEST(TestSocket);
|
||||
dout_con<<"=== BEGIN RUNNING UNIT TESTS FOR CONNECTION ==="<<std::endl;
|
||||
|
|
|
@ -58,6 +58,14 @@ struct AtlasPointer
|
|||
v2f size; // Size in atlas
|
||||
u16 tiled; // X-wise tiling count. If 0, width of atlas is width of image.
|
||||
|
||||
AtlasPointer():
|
||||
id(0),
|
||||
atlas(NULL),
|
||||
pos(0,0),
|
||||
size(1,1),
|
||||
tiled(1)
|
||||
{}
|
||||
|
||||
AtlasPointer(
|
||||
u16 id_,
|
||||
video::ITexture *atlas_=NULL,
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue