forked from Mirrorlandia_minetest/minetest
LocalPlayer: Fix sneaking on nodes with large collisionboxes (#12626)
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25c5400250
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5d8a4917c5
@ -55,9 +55,12 @@ static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
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return b_max;
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}
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bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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const v3f &sneak_max)
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{
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// Acceptable distance to node center
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constexpr f32 allowed_range = (0.5f + 0.1f) * BS;
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static const v3s16 dir9_center[9] = {
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v3s16( 0, 0, 0),
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v3s16( 1, 0, 0),
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@ -76,7 +79,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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bool new_sneak_node_exists = m_sneak_node_exists;
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// We want the top of the sneak node to be below the players feet
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f32 position_y_mod = 0.05f * BS;
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f32 position_y_mod = 0.02f * BS;
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if (m_sneak_node_exists)
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position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - position_y_mod;
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@ -97,24 +100,31 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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// Get new sneak node
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m_sneak_ladder_detected = false;
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f32 min_distance_f = 100000.0f * BS;
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f32 min_distance_sq = HUGE_VALF;
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for (const auto &d : dir9_center) {
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const v3s16 p = current_node + d;
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const v3f pf = intToFloat(p, BS);
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const v2f diff(position.X - pf.X, position.Z - pf.Z);
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f32 distance_f = diff.getLength();
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if (distance_f > min_distance_f ||
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fabs(diff.X) > (0.5f + 0.1f) * BS + sneak_max.X ||
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fabs(diff.Y) > (0.5f + 0.1f) * BS + sneak_max.Z)
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continue;
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// The node to be sneaked on has to be walkable
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node = map->getNode(p, &is_valid_position);
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// The node to be sneaked on has to be walkable
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if (!is_valid_position || !nodemgr->get(node).walkable)
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continue;
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v3f pf = intToFloat(p, BS);
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{
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std::vector<aabb3f> nodeboxes;
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node.getCollisionBoxes(nodemgr, &nodeboxes);
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pf += getNodeBoundingBox(nodeboxes).getCenter();
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}
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const v2f diff(position.X - pf.X, position.Z - pf.Z);
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const f32 distance_sq = diff.getLengthSQ();
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if (distance_sq > min_distance_sq ||
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std::fabs(diff.X) > allowed_range + sneak_max.X ||
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std::fabs(diff.Y) > allowed_range + sneak_max.Z)
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continue;
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// And the node(s) above have to be nonwalkable
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bool ok = true;
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if (!physics_override.sneak_glitch) {
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@ -135,7 +145,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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if (!ok)
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continue;
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min_distance_f = distance_f;
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min_distance_sq = distance_sq;
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m_sneak_node = p;
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new_sneak_node_exists = true;
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}
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@ -306,7 +316,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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// Add new collisions to the vector
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if (collision_info && !free_move) {
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v3f diff = intToFloat(m_standing_node, BS) - position;
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f32 distance = diff.getLength();
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f32 distance_sq = diff.getLengthSQ();
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// Force update each ClientEnvironment::step()
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bool is_first = collision_info->empty();
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@ -321,10 +331,10 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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diff = intToFloat(colinfo.node_p, BS) - position;
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// Find nearest colliding node
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f32 len = diff.getLength();
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if (is_first || len < distance) {
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f32 len_sq = diff.getLengthSQ();
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if (is_first || len_sq < distance_sq) {
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m_standing_node = colinfo.node_p;
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distance = len;
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distance_sq = len_sq;
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is_first = false;
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}
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}
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@ -342,7 +352,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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// Max. distance (X, Z) over border for sneaking determined by collision box
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// * 0.49 to keep the center just barely on the node
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v3f sneak_max = m_collisionbox.getExtent() * 0.49;
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v3f sneak_max = m_collisionbox.getExtent() * 0.49f;
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if (m_sneak_ladder_detected) {
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// restore legacy behaviour (this makes the m_speed.Y hack necessary)
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