Fix jittering sounds on entities (fixes #2974)

This commit is contained in:
BlockMen 2015-08-12 17:13:19 +02:00
parent 2c25107c31
commit 8a6e921cb8
3 changed files with 40 additions and 59 deletions

@ -379,15 +379,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
int loopcount = 0;
while(dtime > BS*1e-10)
{
while(dtime > BS * 1e-10) {
//TimeTaker tt3("collisionMoveSimple dtime loop");
ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
// Avoid infinite loop
loopcount++;
if(loopcount >= 100)
{
if (loopcount >= 100) {
warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
dtime = 0;
break;
@ -404,8 +402,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
/*
Go through every nodebox, find nearest collision
*/
for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
{
for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
// Ignore if already stepped up this nodebox.
if(is_step_up[boxindex])
continue;
@ -423,18 +420,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
nearest_boxindex = boxindex;
}
if(nearest_collided == -1)
{
if (nearest_collided == -1) {
// 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
}
else
{
} else {
// Otherwise, a collision occurred.
const aabb3f& cbox = cboxes[nearest_boxindex];
// Check for stairs.
bool step_up = (nearest_collided != 1) && // must not be Y direction
(movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
@ -448,11 +441,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0;
// Move to the point of collision and reduce dtime by nearest_dtime
if(nearest_dtime < 0)
{
if (nearest_dtime < 0) {
// Handle negative nearest_dtime (can be caused by the d allowance)
if(!step_up)
{
if (!step_up) {
if (nearest_collided == 0)
pos_f.X += speed_f.X * nearest_dtime;
if (nearest_collided == 1)
@ -460,9 +451,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
if (nearest_collided == 2)
pos_f.Z += speed_f.Z * nearest_dtime;
}
}
else
{
} else {
pos_f += speed_f * nearest_dtime;
dtime -= nearest_dtime;
}
@ -472,25 +461,21 @@ 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;
}
else {
else
info.type = COLLISION_NODE;
}
info.node_p = node_positions[nearest_boxindex];
info.bouncy = bouncy;
info.old_speed = speed_f;
// Set the speed component that caused the collision to zero
if(step_up)
{
if (step_up) {
// Special case: Handle stairs
is_step_up[nearest_boxindex] = true;
is_collision = false;
}
else if(nearest_collided == 0) // X
{
} else if(nearest_collided == 0) { // X
if (fabs(speed_f.X) > BS * 3)
speed_f.X *= bounce;
else
@ -498,16 +483,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
result.collides = true;
result.collides_xz = true;
}
else if(nearest_collided == 1) // Y
{
else if(nearest_collided == 1) { // 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 == 2) { // Z
if (fabs(speed_f.Z) > BS * 3)
speed_f.Z *= bounce;
else
@ -532,8 +514,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
aabb3f box = box_0;
box.MinEdge += pos_f;
box.MaxEdge += pos_f;
for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
{
for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
const aabb3f& cbox = cboxes[boxindex];
/*
@ -545,22 +526,20 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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 &&
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])
{
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)
{
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;
}

@ -57,13 +57,15 @@ struct collisionMoveResult
bool collides;
bool collides_xz;
bool standing_on_unloaded;
bool standing_on_object;
std::vector<CollisionInfo> collisions;
collisionMoveResult():
touching_ground(false),
collides(false),
collides_xz(false),
standing_on_unloaded(false)
standing_on_unloaded(false),
standing_on_object(false)
{}
};

@ -344,7 +344,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
}
}
if(!touching_ground_was && touching_ground){
if(!result.standing_on_object && !touching_ground_was && touching_ground) {
MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
m_gamedef->event()->put(e);