mirror of
https://github.com/minetest/minetest.git
synced 2024-12-23 22:52:25 +01:00
Slippery: Simplify, make more efficient (#7086)
Use already existing collision results for the nearest colliding node Fix slippery effect in free_move mode
This commit is contained in:
parent
f5fd4a0af1
commit
a1cf8a127c
@ -681,7 +681,10 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
|
||||
else
|
||||
incH = incV = movement_acceleration_default * BS * dtime;
|
||||
|
||||
float slip_factor = getSlipFactor(env, speedH);
|
||||
float slip_factor = 1.0f;
|
||||
if (!free_move)
|
||||
slip_factor = getSlipFactor(env, speedH);
|
||||
|
||||
// Accelerate to target speed with maximum increment
|
||||
accelerateHorizontal(speedH * physics_override_speed,
|
||||
incH * physics_override_speed * slip_factor);
|
||||
@ -1057,49 +1060,20 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
|
||||
|
||||
float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
|
||||
{
|
||||
|
||||
if (!touching_ground)
|
||||
return 1.0f;
|
||||
|
||||
float slip_factor = 1.0f;
|
||||
// Slip on slippery nodes
|
||||
const NodeDefManager *nodemgr = env->getGameDef()->ndef();
|
||||
Map *map = &env->getMap();
|
||||
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(
|
||||
floatToInt(getPosition() - v3f(0, 0.05f * BS, 0), BS)));
|
||||
getStandingNodePos()));
|
||||
int slippery = 0;
|
||||
if (f.walkable) {
|
||||
if (f.walkable)
|
||||
slippery = itemgroup_get(f.groups, "slippery");
|
||||
} else if (is_slipping) {
|
||||
// slipping over an edge? Check surroundings for slippery nodes
|
||||
slippery = 2 << 16; // guard value, bigger than all realistic ones
|
||||
for (int z = 0; z <= 1; z++) {
|
||||
for (int x = 0; x <= 1; x++) {
|
||||
// this should cover all nodes surrounding player position
|
||||
v3f offset((x - 0.5f) * BS, 0.05f * BS, (z - 0.5f) * BS);
|
||||
const ContentFeatures &f2 = nodemgr->get(map->getNodeNoEx(
|
||||
floatToInt(getPosition() - offset, BS)));
|
||||
if (f2.walkable) {
|
||||
// find least slippery node we might be standing on
|
||||
int s = itemgroup_get(f2.groups, "slippery");
|
||||
if (s < slippery)
|
||||
slippery = s;
|
||||
}
|
||||
}
|
||||
}
|
||||
// without any hits, ignore slippery
|
||||
if (slippery >= (2 << 16))
|
||||
slippery = 0;
|
||||
}
|
||||
|
||||
if (slippery >= 1) {
|
||||
if (speedH == v3f(0.0f)) {
|
||||
slippery = slippery * 2;
|
||||
}
|
||||
slip_factor = core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f);
|
||||
is_slipping = true;
|
||||
} else {
|
||||
// remember this to avoid checking the edge case above too often
|
||||
is_slipping = false;
|
||||
return core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f);
|
||||
}
|
||||
return slip_factor;
|
||||
return 1.0f;
|
||||
}
|
||||
|
@ -61,7 +61,6 @@ public:
|
||||
u8 liquid_viscosity = 0;
|
||||
bool is_climbing = false;
|
||||
bool swimming_vertical = false;
|
||||
bool is_slipping = false;
|
||||
|
||||
float physics_override_speed = 1.0f;
|
||||
float physics_override_jump = 1.0f;
|
||||
|
Loading…
Reference in New Issue
Block a user