Further physics improvements [SEE DESC]
This was mainly focused on pickups, but it works for other things too. * Entities no longer clip through blocks positive-vertically (this fixes pickup issues as well). * Entities lie flat against a block when they hit it. * Reduced entity (mainly pickup) block clipping in non vertical directions.
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@ -519,17 +519,16 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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{
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// Push out entity.
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if (NextChunk->GetBlock( RelBlockX + 1, BlockY, RelBlockZ ) == E_BLOCK_AIR) { NextPos.x += 0.2; }
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else if (NextChunk->GetBlock( RelBlockX - 1, BlockY, RelBlockZ ) == E_BLOCK_AIR) { NextPos.x += -0.2; }
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else if (NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ + 1 ) == E_BLOCK_AIR) { NextPos.z += 0.2; }
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else if (NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ - 1 ) == E_BLOCK_AIR) { NextPos.z += -0.2; }
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else { NextPos.y += 0.2; }
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if (NextChunk->GetBlock( RelBlockX + 1, BlockY, RelBlockZ ) == E_BLOCK_AIR) { NextPos.x += 0.2; NextPos.z, NextPos.y = 0; }
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else if (NextChunk->GetBlock( RelBlockX - 1, BlockY, RelBlockZ ) == E_BLOCK_AIR) { NextPos.x += -0.2; NextPos.z, NextPos.y = 0; }
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else if (NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ + 1 ) == E_BLOCK_AIR) { NextPos.z += 0.2; NextPos.x, NextPos.y = 0; }
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else if (NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ - 1 ) == E_BLOCK_AIR) { NextPos.z += -0.2; NextPos.x, NextPos.y = 0; }
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else { NextPos.y += 0.2; NextPos.z, NextPos.x = 0;}
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m_bOnGround = true;
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NextPos.y += 0.2;
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LOGD("Entity #%d (%s) is inside a block at {%d, %d, %d}",
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m_UniqueID, GetClass(), BlockX, BlockY, BlockZ
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);
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LOGD("Entity #%d (%s) is inside a block at {%d,%d,%d}",
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m_UniqueID, GetClass(), BlockX, BlockY, BlockZ);
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}
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if (!m_bOnGround)
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@ -647,8 +646,9 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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}
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}
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NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z);
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NextPos.x += Tracer.HitNormal.x * 0.5f;
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NextPos.z += Tracer.HitNormal.z * 0.5f;
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NextPos.x += Tracer.HitNormal.x * 0.3f;
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NextPos.y += Tracer.HitNormal.y * 0.1f; // Any larger produces entity vibration-upon-the-spot
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NextPos.z += Tracer.HitNormal.z * 0.3f;
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}
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else
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NextPos += (NextSpeed * a_Dt);
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