forked from Mirrorlandia_minetest/minetest
Revert "Fix jumping at node edge"
This reverts commit 60dc01dc258db842e229351b871d0989e3e7d62c. This fixes issue #3773
This commit is contained in:
parent
b114fd87a9
commit
ee50341297
@ -248,9 +248,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
||||
|
||||
bool any_position_valid = false;
|
||||
|
||||
// The order is important here, must be y first
|
||||
for(s16 y = max_y; y >= min_y; y--)
|
||||
for(s16 x = min_x; x <= max_x; x++)
|
||||
for(s16 y = min_y; y <= max_y; y++)
|
||||
for(s16 z = min_z; z <= max_z; z++)
|
||||
{
|
||||
v3s16 p(x,y,z);
|
||||
@ -404,17 +403,15 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
||||
Go through every nodebox, find nearest collision
|
||||
*/
|
||||
for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
|
||||
// Ignore if already stepped up this nodebox.
|
||||
if(is_step_up[boxindex])
|
||||
continue;
|
||||
|
||||
// Find nearest collision of the two boxes (raytracing-like)
|
||||
f32 dtime_tmp;
|
||||
int collided = axisAlignedCollision(
|
||||
cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp);
|
||||
|
||||
// Ignore if already stepped up this nodebox.
|
||||
if (is_step_up[boxindex]) {
|
||||
pos_f->Y += (cboxes[boxindex].MaxEdge.Y - movingbox.MinEdge.Y);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (collided == -1 || dtime_tmp >= nearest_dtime)
|
||||
continue;
|
||||
|
||||
@ -464,12 +461,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
||||
is_collision = false;
|
||||
|
||||
CollisionInfo info;
|
||||
if (is_object[nearest_boxindex]) {
|
||||
if (is_object[nearest_boxindex])
|
||||
info.type = COLLISION_OBJECT;
|
||||
result.standing_on_object = true;
|
||||
} else {
|
||||
else
|
||||
info.type = COLLISION_NODE;
|
||||
}
|
||||
|
||||
info.node_p = node_positions[nearest_boxindex];
|
||||
info.bouncy = bouncy;
|
||||
@ -487,13 +482,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
||||
speed_f->X = 0;
|
||||
result.collides = true;
|
||||
result.collides_xz = true;
|
||||
} else if(nearest_collided == 1) { // Y
|
||||
if (fabs(speed_f->Y) > BS * 3) {
|
||||
}
|
||||
else if(nearest_collided == 1) { // Y
|
||||
if (fabs(speed_f->Y) > BS * 3)
|
||||
speed_f->Y *= bounce;
|
||||
} else {
|
||||
else
|
||||
speed_f->Y = 0;
|
||||
result.touching_ground = true;
|
||||
}
|
||||
result.collides = true;
|
||||
} else if(nearest_collided == 2) { // Z
|
||||
if (fabs(speed_f->Z) > BS * 3)
|
||||
@ -514,5 +508,43 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Final touches: Check if standing on ground, step up stairs.
|
||||
*/
|
||||
aabb3f box = box_0;
|
||||
box.MinEdge += *pos_f;
|
||||
box.MaxEdge += *pos_f;
|
||||
for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
|
||||
const aabb3f& cbox = cboxes[boxindex];
|
||||
|
||||
/*
|
||||
See if the object is touching ground.
|
||||
|
||||
Object touches ground if object's minimum Y is near node's
|
||||
maximum Y and object's X-Z-area overlaps with the node's
|
||||
X-Z-area.
|
||||
|
||||
Use 0.15*BS so that it is easier to get on a node.
|
||||
*/
|
||||
if (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X &&
|
||||
cbox.MaxEdge.Z - d > box.MinEdge.Z &&
|
||||
cbox.MinEdge.Z + d < box.MaxEdge.Z) {
|
||||
if (is_step_up[boxindex]) {
|
||||
pos_f->Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
|
||||
box = box_0;
|
||||
box.MinEdge += *pos_f;
|
||||
box.MaxEdge += *pos_f;
|
||||
}
|
||||
if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
|
||||
result.touching_ground = true;
|
||||
|
||||
if (is_object[boxindex])
|
||||
result.standing_on_object = true;
|
||||
if (is_unloaded[boxindex])
|
||||
result.standing_on_unloaded = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user