From 2dff3dd03f7ba25f3fab7c360759ddbf93615668 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lars=20M=C3=BCller?= <34514239+appgurueu@users.noreply.github.com> Date: Thu, 29 Oct 2020 20:15:46 +0100 Subject: [PATCH] Player physics: Ensure larger dtime simulation steps (#10563) --- src/client/clientenvironment.cpp | 115 +++++++++++++------------------ 1 file changed, 46 insertions(+), 69 deletions(-) diff --git a/src/client/clientenvironment.cpp b/src/client/clientenvironment.cpp index f831978a8..ea7be4200 100644 --- a/src/client/clientenvironment.cpp +++ b/src/client/clientenvironment.cpp @@ -183,84 +183,61 @@ void ClientEnvironment::step(float dtime) if(dtime > 0.5) dtime = 0.5; - f32 dtime_downcount = dtime; - /* Stuff that has a maximum time increment */ - u32 loopcount = 0; - do - { - loopcount++; + u32 steps = ceil(dtime / dtime_max_increment); + f32 dtime_part = dtime / steps; + for (; steps > 0; --steps) { + /* + Local player handling + */ - f32 dtime_part; - if(dtime_downcount > dtime_max_increment) - { - dtime_part = dtime_max_increment; - dtime_downcount -= dtime_part; - } - else - { - dtime_part = dtime_downcount; - /* - Setting this to 0 (no -=dtime_part) disables an infinite loop - when dtime_part is so small that dtime_downcount -= dtime_part - does nothing - */ - dtime_downcount = 0; + // Control local player + lplayer->applyControl(dtime_part, this); + + // Apply physics + if (!free_move && !is_climbing) { + // Gravity + v3f speed = lplayer->getSpeed(); + if (!lplayer->in_liquid) + speed.Y -= lplayer->movement_gravity * + lplayer->physics_override_gravity * dtime_part * 2.0f; + + // Liquid floating / sinking + if (lplayer->in_liquid && !lplayer->swimming_vertical && + !lplayer->swimming_pitch) + speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f; + + // Liquid resistance + if (lplayer->in_liquid_stable || lplayer->in_liquid) { + // How much the node's viscosity blocks movement, ranges + // between 0 and 1. Should match the scale at which viscosity + // increase affects other liquid attributes. + static const f32 viscosity_factor = 0.3f; + + v3f d_wanted = -speed / lplayer->movement_liquid_fluidity; + f32 dl = d_wanted.getLength(); + if (dl > lplayer->movement_liquid_fluidity_smooth) + dl = lplayer->movement_liquid_fluidity_smooth; + + dl *= (lplayer->liquid_viscosity * viscosity_factor) + + (1 - viscosity_factor); + v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f); + speed += d; + } + + lplayer->setSpeed(speed); } /* - Handle local player + Move the lplayer. + This also does collision detection. */ - - { - // Control local player - lplayer->applyControl(dtime_part, this); - - // Apply physics - if (!free_move && !is_climbing) { - // Gravity - v3f speed = lplayer->getSpeed(); - if (!lplayer->in_liquid) - speed.Y -= lplayer->movement_gravity * - lplayer->physics_override_gravity * dtime_part * 2.0f; - - // Liquid floating / sinking - if (lplayer->in_liquid && !lplayer->swimming_vertical && - !lplayer->swimming_pitch) - speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f; - - // Liquid resistance - if (lplayer->in_liquid_stable || lplayer->in_liquid) { - // How much the node's viscosity blocks movement, ranges - // between 0 and 1. Should match the scale at which viscosity - // increase affects other liquid attributes. - static const f32 viscosity_factor = 0.3f; - - v3f d_wanted = -speed / lplayer->movement_liquid_fluidity; - f32 dl = d_wanted.getLength(); - if (dl > lplayer->movement_liquid_fluidity_smooth) - dl = lplayer->movement_liquid_fluidity_smooth; - - dl *= (lplayer->liquid_viscosity * viscosity_factor) + - (1 - viscosity_factor); - v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f); - speed += d; - } - - lplayer->setSpeed(speed); - } - - /* - Move the lplayer. - This also does collision detection. - */ - lplayer->move(dtime_part, this, position_max_increment, - &player_collisions); - } - } while (dtime_downcount > 0.001); + lplayer->move(dtime_part, this, position_max_increment, + &player_collisions); + } bool player_immortal = lplayer->getCAO() && lplayer->getCAO()->isImmortal();