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