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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

@ -27,10 +27,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
Player::Player(IGameDef *gamedef):
touching_ground(false),
in_water(false),
in_water_stable(false),
in_liquid(false),
in_liquid_stable(false),
liquid_viscosity(0),
is_climbing(false),
swimming_up(false),
swimming_vertical(false),
camera_barely_in_ceiling(false),
inventory(gamedef->idef()),
hp(PLAYER_MAX_HP),
@ -56,19 +57,35 @@ Player::Player(IGameDef *gamedef):
"list[current_player;main;0,3.5;8,4;]"
"list[current_player;craft;3,0;3,3;]"
"list[current_player;craftpreview;7,1;1,1;]";
// Initialize movement settings at default values, so movement can work if the server fails to send them
movement_acceleration_default = 2 * BS;
movement_acceleration_air = 0.5 * BS;
movement_acceleration_fast = 8 * BS;
movement_speed_walk = 4 * BS;
movement_speed_crouch = 1.35 * BS;
movement_speed_fast = 20 * BS;
movement_speed_climb = 2 * BS;
movement_speed_jump = 6.5 * BS;
movement_liquid_fluidity = 1 * BS;
movement_liquid_fluidity_smooth = 0.5 * BS;
movement_liquid_sink = 10 * BS;
movement_gravity = 9.81 * BS;
}
Player::~Player()
{
}
// Y direction is ignored
void Player::accelerate(v3f target_speed, f32 max_increase)
// Horizontal acceleration (X and Z), Y direction is ignored
void Player::accelerateHorizontal(v3f target_speed, f32 max_increase)
{
if(max_increase == 0)
return;
v3f d_wanted = target_speed - m_speed;
d_wanted.Y = 0;
f32 dl_wanted = d_wanted.getLength();
f32 dl = dl_wanted;
f32 dl = d_wanted.getLength();
if(dl > max_increase)
dl = max_increase;
@ -76,7 +93,6 @@ void Player::accelerate(v3f target_speed, f32 max_increase)
m_speed.X += d.X;
m_speed.Z += d.Z;
//m_speed += d;
#if 0 // old code
if(m_speed.X < target_speed.X - max_increase)
@ -99,6 +115,32 @@ void Player::accelerate(v3f target_speed, f32 max_increase)
#endif
}
// Vertical acceleration (Y), X and Z directions are ignored
void Player::accelerateVertical(v3f target_speed, f32 max_increase)
{
if(max_increase == 0)
return;
f32 d_wanted = target_speed.Y - m_speed.Y;
if(d_wanted > max_increase)
d_wanted = max_increase;
else if(d_wanted < -max_increase)
d_wanted = -max_increase;
m_speed.Y += d_wanted;
#if 0 // old code
if(m_speed.Y < target_speed.Y - max_increase)
m_speed.Y += max_increase;
else if(m_speed.Y > target_speed.Y + max_increase)
m_speed.Y -= max_increase;
else if(m_speed.Y < target_speed.Y)
m_speed.Y = target_speed.Y;
else if(m_speed.Y > target_speed.Y)
m_speed.Y = target_speed.Y;
#endif
}
v3s16 Player::getLightPosition() const
{
return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);