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Add disable_jump to liquids and ladders (#7688)

Remove second nodedef check by improving the colliding node detection
Also remove the 2nd check in old_move, correct standing node a bit
This commit is contained in:
SmallJoker 2019-06-10 13:00:35 +02:00 committed by GitHub
parent bd6f1cca9d
commit e40be619f2
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 60 additions and 44 deletions

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@ -59,7 +59,7 @@ struct NearbyCollisionInfo {
// 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(
CollisionAxis axisAlignedCollision(
const aabb3f &staticbox, const aabb3f &movingbox,
const v3f &speed, f32 d, f32 *dtime)
{
@ -86,11 +86,11 @@ int axisAlignedCollision(
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
return 0;
return COLLISION_AXIS_X;
}
else if(relbox.MinEdge.X > xsize)
{
return -1;
return COLLISION_AXIS_NONE;
}
}
else if(speed.X < 0) // Check for collision with X+ plane
@ -101,11 +101,11 @@ int axisAlignedCollision(
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
return 0;
return COLLISION_AXIS_X;
}
else if(relbox.MaxEdge.X < 0)
{
return -1;
return COLLISION_AXIS_NONE;
}
}
@ -119,11 +119,11 @@ int axisAlignedCollision(
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
return 1;
return COLLISION_AXIS_Y;
}
else if(relbox.MinEdge.Y > ysize)
{
return -1;
return COLLISION_AXIS_NONE;
}
}
else if(speed.Y < 0) // Check for collision with Y+ plane
@ -134,11 +134,11 @@ int axisAlignedCollision(
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
return 1;
return COLLISION_AXIS_Y;
}
else if(relbox.MaxEdge.Y < 0)
{
return -1;
return COLLISION_AXIS_NONE;
}
}
@ -152,11 +152,11 @@ int axisAlignedCollision(
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
return 2;
return COLLISION_AXIS_Z;
}
//else if(relbox.MinEdge.Z > zsize)
//{
// return -1;
// return COLLISION_AXIS_NONE;
//}
}
else if(speed.Z < 0) // Check for collision with Z+ plane
@ -167,15 +167,15 @@ int axisAlignedCollision(
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
return 2;
return COLLISION_AXIS_Z;
}
//else if(relbox.MaxEdge.Z < 0)
//{
// return -1;
// return COLLISION_AXIS_NONE;
//}
}
return -1;
return COLLISION_AXIS_NONE;
}
// Helper function:
@ -442,7 +442,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
movingbox.MinEdge += *pos_f;
movingbox.MaxEdge += *pos_f;
int nearest_collided = -1;
CollisionAxis nearest_collided = COLLISION_AXIS_NONE;
f32 nearest_dtime = dtime;
int nearest_boxindex = -1;
@ -457,7 +457,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Find nearest collision of the two boxes (raytracing-like)
f32 dtime_tmp;
int collided = axisAlignedCollision(box_info.box,
CollisionAxis collided = axisAlignedCollision(box_info.box,
movingbox, *speed_f, d, &dtime_tmp);
if (collided == -1 || dtime_tmp >= nearest_dtime)
@ -468,7 +468,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
nearest_boxindex = boxindex;
}
if (nearest_collided == -1) {
if (nearest_collided == COLLISION_AXIS_NONE) {
// 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
@ -477,7 +477,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
const aabb3f& cbox = nearest_info.box;
// Check for stairs.
bool step_up = (nearest_collided != 1) && // must not be Y direction
bool step_up = (nearest_collided != COLLISION_AXIS_Y) && // must not be Y direction
(movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
(!wouldCollideWithCeiling(cinfo, movingbox,
@ -491,11 +491,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
if (nearest_dtime < 0) {
// Handle negative nearest_dtime (can be caused by the d allowance)
if (!step_up) {
if (nearest_collided == 0)
if (nearest_collided == COLLISION_AXIS_X)
pos_f->X += speed_f->X * nearest_dtime;
if (nearest_collided == 1)
if (nearest_collided == COLLISION_AXIS_Y)
pos_f->Y += speed_f->Y * nearest_dtime;
if (nearest_collided == 2)
if (nearest_collided == COLLISION_AXIS_Z)
pos_f->Z += speed_f->Z * nearest_dtime;
}
} else {
@ -522,19 +522,19 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Special case: Handle stairs
nearest_info.is_step_up = true;
is_collision = false;
} else if (nearest_collided == 0) { // X
} else if (nearest_collided == COLLISION_AXIS_X) {
if (fabs(speed_f->X) > BS * 3)
speed_f->X *= bounce;
else
speed_f->X = 0;
result.collides = true;
} else if (nearest_collided == 1) { // Y
} else if (nearest_collided == COLLISION_AXIS_Y) {
if(fabs(speed_f->Y) > BS * 3)
speed_f->Y *= bounce;
else
speed_f->Y = 0;
result.collides = true;
} else if (nearest_collided == 2) { // Z
} else if (nearest_collided == COLLISION_AXIS_Z) {
if (fabs(speed_f->Z) > BS * 3)
speed_f->Z *= bounce;
else
@ -547,6 +547,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
is_collision = false;
if (is_collision) {
info.axis = nearest_collided;
result.collisions.push_back(info);
}
}