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Improved Player Physics

This commit is contained in:
MirceaKitsune 2013-02-08 22:54:01 +02:00 committed by darkrose
parent 86b906d015
commit df3c925b3c
10 changed files with 295 additions and 109 deletions

View file

@ -90,37 +90,39 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
*/
/*
Check if player is in water (the oscillating value)
Check if player is in liquid (the oscillating value)
*/
try{
// If in water, the threshold of coming out is at higher y
if(in_water)
// If in liquid, the threshold of coming out is at higher y
if(in_liquid)
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
in_liquid = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
liquid_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity;
}
// If not in water, the threshold of going in is at lower y
// If not in liquid, the threshold of going in is at lower y
else
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
in_liquid = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
liquid_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity;
}
}
catch(InvalidPositionException &e)
{
in_water = false;
in_liquid = false;
}
/*
Check if player is in water (the stable value)
Check if player is in liquid (the stable value)
*/
try{
v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
in_liquid_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
}
catch(InvalidPositionException &e)
{
in_water_stable = false;
in_liquid_stable = false;
}
/*
@ -159,7 +161,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
If sneaking, keep in range from the last walked node and don't
fall off from it
*/
if(control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")))
if(control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid)
{
f32 maxd = 0.5*BS + sneak_max;
v3f lwn_f = intToFloat(m_sneak_node, BS);
@ -315,7 +317,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
}
if(bouncy_jump && control.jump){
m_speed.Y += 6.5*BS;
m_speed.Y += movement_speed_jump*BS;
touching_ground = false;
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
m_gamedef->event()->put(e);
@ -348,7 +350,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
*/
const ContentFeatures &f = nodemgr->get(map.getNodeNoEx(getStandingNodePos()));
// Determine if jumping is possible
m_can_jump = touching_ground;
m_can_jump = touching_ground && !in_liquid;
if(itemgroup_get(f.groups, "disable_jump"))
m_can_jump = false;
}
@ -361,12 +363,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
void LocalPlayer::applyControl(float dtime)
{
// Clear stuff
swimming_up = false;
swimming_vertical = false;
// Random constants
f32 walk_acceleration = 4.0 * BS;
f32 walkspeed_max = 4.0 * BS;
setPitch(control.pitch);
setYaw(control.yaw);
@ -380,22 +378,17 @@ void LocalPlayer::applyControl(float dtime)
v3f move_direction = v3f(0,0,1);
move_direction.rotateXZBy(getYaw());
v3f speed = v3f(0,0,0);
v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
v3f speedV = v3f(0,0,0); // Vertical (Y)
bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");
bool free_move = fly_allowed && g_settings->getBool("free_move");
bool fast_move = fast_allowed && g_settings->getBool("fast_move");
bool fast_or_aux1_descends = (fast_move && control.aux1) || (fast_move && g_settings->getBool("aux1_descends"));
bool continuous_forward = g_settings->getBool("continuous_forward");
if(free_move || is_climbing)
{
v3f speed = getSpeed();
speed.Y = 0;
setSpeed(speed);
}
// Whether superspeed mode is used or not
bool superspeed = false;
@ -415,18 +408,21 @@ void LocalPlayer::applyControl(float dtime)
if(free_move)
{
// In free movement mode, aux1 descends
v3f speed = getSpeed();
if(fast_move)
speed.Y = -20*BS;
speedV.Y = -movement_speed_fast;
else
speed.Y = -walkspeed_max;
setSpeed(speed);
speedV.Y = -movement_speed_walk;
}
else if(in_liquid || in_liquid_stable)
{
// Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
speedV.Y = -movement_speed_fast;
swimming_vertical = true;
}
else if(is_climbing)
{
v3f speed = getSpeed();
speed.Y = -3*BS;
setSpeed(speed);
// Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
speedV.Y = -movement_speed_fast;
}
else
{
@ -456,66 +452,69 @@ void LocalPlayer::applyControl(float dtime)
if(free_move)
{
// In free movement mode, sneak descends
v3f speed = getSpeed();
if(fast_move && (control.aux1 ||
g_settings->getBool("always_fly_fast")))
speed.Y = -20*BS;
if(fast_move && (control.aux1 || g_settings->getBool("always_fly_fast")))
speedV.Y = -movement_speed_fast;
else
speed.Y = -walkspeed_max;
setSpeed(speed);
speedV.Y = -movement_speed_walk;
}
else if(in_liquid || in_liquid_stable)
{
if(fast_or_aux1_descends)
// Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
speedV.Y = -movement_speed_fast;
else
speedV.Y = -movement_speed_walk;
swimming_vertical = true;
}
else if(is_climbing)
{
v3f speed = getSpeed();
speed.Y = -3*BS;
setSpeed(speed);
if(fast_or_aux1_descends)
// Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
speedV.Y = -movement_speed_fast;
else
speedV.Y = -movement_speed_climb;
}
}
}
if(continuous_forward)
speed += move_direction;
speedH += move_direction;
if(control.up)
{
if(continuous_forward)
superspeed = true;
else
speed += move_direction;
speedH += move_direction;
}
if(control.down)
{
speed -= move_direction;
speedH -= move_direction;
}
if(control.left)
{
speed += move_direction.crossProduct(v3f(0,1,0));
speedH += move_direction.crossProduct(v3f(0,1,0));
}
if(control.right)
{
speed += move_direction.crossProduct(v3f(0,-1,0));
speedH += move_direction.crossProduct(v3f(0,-1,0));
}
if(control.jump)
{
if(free_move)
{
v3f speed = getSpeed();
if(g_settings->getBool("aux1_descends") ||
g_settings->getBool("always_fly_fast"))
{
if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast"))
{
if(fast_move)
speed.Y = 20*BS;
speedV.Y = movement_speed_fast;
else
speed.Y = walkspeed_max;
speedV.Y = movement_speed_walk;
} else {
if(fast_move && control.aux1)
speed.Y = 20*BS;
speedV.Y = movement_speed_fast;
else
speed.Y = walkspeed_max;
speedV.Y = movement_speed_walk;
}
setSpeed(speed);
}
else if(m_can_jump)
{
@ -524,49 +523,66 @@ void LocalPlayer::applyControl(float dtime)
raising the height at which the jump speed is kept
at its starting value
*/
v3f speed = getSpeed();
if(speed.Y >= -0.5*BS)
v3f speedJ = getSpeed();
if(speedJ.Y >= -0.5 * BS)
{
speed.Y = 6.5*BS;
setSpeed(speed);
speedJ.Y = movement_speed_jump;
setSpeed(speedJ);
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
m_gamedef->event()->put(e);
}
}
// Use the oscillating value for getting out of water
// (so that the player doesn't fly on the surface)
else if(in_water)
else if(in_liquid)
{
v3f speed = getSpeed();
speed.Y = 1.5*BS;
setSpeed(speed);
swimming_up = true;
if(fast_or_aux1_descends)
// Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
speedV.Y = movement_speed_fast;
else
speedV.Y = movement_speed_walk;
swimming_vertical = true;
}
else if(is_climbing)
{
v3f speed = getSpeed();
speed.Y = 3*BS;
setSpeed(speed);
if(fast_or_aux1_descends)
// Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
speedV.Y = movement_speed_fast;
else
speedV.Y = movement_speed_climb;
}
}
// The speed of the player (Y is ignored)
if(superspeed)
speed = speed.normalize() * walkspeed_max * 5.0;
else if(control.sneak && !free_move)
speed = speed.normalize() * walkspeed_max / 3.0;
if(superspeed || (is_climbing && fast_or_aux1_descends) || ((in_liquid || in_liquid_stable) && fast_or_aux1_descends))
speedH = speedH.normalize() * movement_speed_fast;
else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
speedH = speedH.normalize() * movement_speed_crouch;
else
speed = speed.normalize() * walkspeed_max;
f32 inc = walk_acceleration * BS * dtime;
// Faster acceleration if fast and free movement
if(free_move && fast_move && superspeed)
inc = walk_acceleration * BS * dtime * 10;
speedH = speedH.normalize() * movement_speed_walk;
// Acceleration increase
f32 incH = 0; // Horizontal (X, Z)
f32 incV = 0; // Vertical (Y)
if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump))
{
// Jumping and falling
if(superspeed || (fast_move && control.aux1))
incH = movement_acceleration_fast * BS * dtime;
else
incH = movement_acceleration_air * BS * dtime;
incV = 0; // No vertical acceleration in air
}
else if(superspeed || (fast_move && control.aux1))
incH = incV = movement_acceleration_fast * BS * dtime;
else if ((in_liquid || in_liquid_stable) && fast_or_aux1_descends)
// Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
incH = incV = movement_acceleration_fast * BS * dtime;
else
incH = incV = movement_acceleration_default * BS * dtime;
// Accelerate to target speed with maximum increment
accelerate(speed, inc);
accelerateHorizontal(speedH, incH);
accelerateVertical(speedV, incV);
}
v3s16 LocalPlayer::getStandingNodePos()